Sorcerer Spells Known
Though they can usually cast spells until stopped, sorcerers typically only know 1d3+2 of them for each level that they can cast. These are drawn from either the magic-user or a god, goddess, titan, or demon lord's list, but each one that a sorcerer would wish to know has a special restriction to acquire or consideration for use (roll 1d6):
1. Must be cast as an arcane ritual each time it's used, requiring 1d6 minutes of preparation.
2. It is an innate power within the sorcerer, perhaps from some supernatural lineage, and such access makes that lineage increasingly obvious to others.
3. An occult tome must be acquired to learn and cast it, likely requiring an adventure, great expense, or both.
4. Only a deal made with an otherworldly entity will provide its knowledge, requiring offering something up in return.
2. It is an innate power within the sorcerer, perhaps from some supernatural lineage, and such access makes that lineage increasingly obvious to others.
3. An occult tome must be acquired to learn and cast it, likely requiring an adventure, great expense, or both.
4. Only a deal made with an otherworldly entity will provide its knowledge, requiring offering something up in return.
5. Exotic materials are needed to cast it, costing at least 1d3 x 10 sp.
6. Reroll twice.
For example, a 3rd level sorcerer might know just two 1st level spells, but four 2nd level spells. They each would have been acquired through much luck, sacrifice, strangeness, or all three. What spells they are would depend on which god or gods he attunes with, if any.
Sorcerer Traditions
The practices of sorcery are as myriad as sorcery itself, having different tendencies in the way their results unfold. Depending on which type a sorcerer is (if any), certain sorcerous changes are more likely to happen. In many cases, the result can also be rerolled or selected to better match that association based on the divinity the sorcerer is attuned to (see Gods of Sorcerers below).
Sorcerer Type Emphasis
General: no emphasis in sorcerous changes- use the standard table in Part I.
Visceral: emphasizes changes to the body.
Mental: emphasizes changes to the mind.
Whimsical: emphasizes changes to the magic itself.
Cardinal: emphasizes changes to location.
Eldritch: emphasizes changes to the spell's manifestation.
Change to | Visceral | Mental | Whimsical | Cardinal | Eldritch |
Body | 1-7 | 1 | 1 | 1 | 1 |
Mind | 8 | 2-8 | 2 | 2 | 2 |
Spell | 9 | 9 | 3-9 | 3 | 3 |
Location | 10 | 10 | 10 | 4-10 | 4 |
Manifest. | 11 | 11 | 11 | 11 | 5-11 |
Reroll x2 | 12 | 12 | 12 | 12 | 12 |
For example, a visceral sorcerer would be much more likely to have a sorcerous change to a body occur, while a more mental sorcerer would have them with to the mind. Being devoted to particular visceral or mental gods can allow them even great control over what changes they might experience.
Gods of Sorcerers
Different names for known gods can be used as discussed in Part III in Dark Age God Variations (link), supporting the more obscure nature of Sword & Sorcery. Sorcerer deities can be more distant and/or less aligned too, or even be nearly wholly mysterious, with sorcerers being the only spellcasters that seem to gain magical power from them in a setting. Not a few are demon lords, titans, or other beings too. In such cases, cleric-types would then either be simply mundane devotees, charlatans who pretend to use magic, or actual sorcerers but with religious trappings.
What is more, the various divinities that sorcerers follow can correspond with different sorcerer traditions.
Visceral: divinities associated with monsters and chaos, such as Loki, Balor, Tiamat, and Louhi.
Mental: divinities associated with perceptual challenge and revelation, such as Odin, Dionysus, Mercury, and the Morrighan.
Whimsical: divinities associated with lack of inhibition and liberation, such as Freya, Pan, and Ilmatar.
Cardinal: divinities associated with flowing of places and beings, such as Poseidon, Heimdall, Danu, and Manannan.
Eldritch: divinities associated with raw and obvious power, such as Zeus, Thor, Surtr, and Dazbog.
Sorcerers can then adjust their sorcerous effects or spells based on how dedicated they are to a divinity.
Devoted: Remaining relatively loyal to one god, goddess, or even demon lord can have its benefits. Though the sorcerer can only draw spells from that divinity's list, he can reroll any sorcerous changes he incurs from spells once each time, allowing for more predictable results, keeping to somewhat of a theme, at least as much as can be said for sorcery. Most who do so also hail from a matching sorcerer tradition, making the changes they experience more cohesive.
Sorcerers who wish to switch their devotion to another divinity will incur a divine test from the divinity they were originally devoted too, and then see which of their known spells will have to change if they aren't on the new divinity's list.
Undevoted: Still, devotion can be limiting, and sorcerers are usually not known for their piety. Such types can and do pick spells from the magic-user list, though they must roll twice on the sorcerer spell known table above and take the worse result due to its ad hoc nature. What is more, apart from any sorcerous tendencies they might have from their tradition, they have no control over which sorcerous changes they might experience. Their freely choosing which spells to know leads to them freely suffering the consequences.
For example, a sorcerer who is devoted to Dionysus can reroll the results of any sorcerous changes to the mind that he might experience once, bringing him more in line with the god of wine's ways. Another sorcerer who has no use for deities would not be so fortunate, especially if he didn't belong to a sorcerer tradition.
Chances of Encountering Affected Sorcerers
The end results of sorcery can be ubiquitous to its users, moreso perhaps than the ongoing tests of most other types of spellcasters. For every level a sorcerer is, he will have a base 25% chance of currently undergoing a sorcerous change when encountered. If he follows a certain tradition, then roll on the table above. If not, then roll generally as detailed in Part II.
Adjusting Fitting Sacrifices
The demands that gods of sorcery can make can vary. Divinities that focus more on war are more likely to want hit points; enduring ones, ability scores; trade & society, substances; and love & wisdom, placation. Referees can simply rule that such sacrifices are always fitting for a divinity that matches, or they can increase the chances of such sacrifices being more likely to be required on a die roll.
High or Low Magic Sorcery
For those who wish for a magic setting of a different caliber, adjust the percentage chance of sorcerous effects being needed and/or the difficulty of the saves to being affected.
High Magic Sorcery: Increase percentage chances to 75% or more and increase save difficulties by 4 or more of a sorcerous change happening. Include changes to the spell's manifestation with all spells cast, even if one is not normally rolled. Sorcery thus becomes more obvious and seemingly frequent.
Low Magic Sorcery: Decrease percentage chances to 25% or less and decrease save difficulties by 4 or more of a sorcerous change happening. Exclude changes to the spell's manifestation from sorcerous changes, even if rolled. Sorcery becomes more mysterious and seemingly rare.
Sorcerous Magic Items
Wielders of them will experience a sorcerous change, often of the same effect for each item if it is reusable. What is more, sorcerous magic items are often cursed, requiring those who touch or even see them to save vs. spell/ make a Will save DC 15 or feel compelled to take them for themselves. More potent items would be even harder to resist.
For example, a +2 sorcerous magic dagger might also turn whoever wields its face into that of a dog, granting a -1 penalty to mental rolls. Another, a potion of healing, might repel simple folk from the one who quaffs it for a time along with its curative effect. Both would draw others to use them.
Gods of Barbarian Swordsmen
Aligned & Unaligned: Those barbarian swordsmen who serve specific divinities can gain double the bonus (+2 per level) to saves against those spells granted and against beings associated with both the divinity and the divinity's rival. They otherwise gain a +1 bonus to saves against all others for every odd level they have (half that of unaligned barbarian swordsmen).
Those who remain unaligned retain the usual barbarian swordsman bonus of +1 per level vs. all supernatural effects.
For example, a 3rd level barbarian swordsman aligned with the Great Thunderer (Thor) would gain a +6 bonus to saves vs. spells granted by Thor or even Loki, as well as other effects of supernatural warriors, dwarves, and giants too. Against all other magic, he would only gain +2.
The Clutches of Master Salpinx
A Swords & Sorcery Encounter
Word can be heard of him, he may wish the party to acquire something, or another may even wish upon him their revenge and needs the party's assistance to do it.
Master Salpinx - especially arrogant, obsessed with wealth, he is quite chaotic, often changing his mind, betraying those in his trust, though he still insists that it is all part of his wonderful plans!
Lvl 7 sorcerer, mental tradition, devoted to G'dp the Wealthy (a sword & sorcery name for Geedeepee - link)
Align: C, MV: 40', AC 8 or 9, HD: 7, HP: 22, Atk: 1*, Dmg: 1d6+1* (+1 short sword*)
SP: sorcerer abilities, current sorcerous changes (mental): will be quite arrogant unless faced with Geedeepee itself (duration: eternal), will constantly change his mind unless counselled by a beast of Geedeepee (lasting for the next 3 days), spells known
1st Level: Command, Burning Hands*, Charm Person*, Message* (always in ALL CAPS)
2nd Level: Hold Person, False Gold* (up to 100 gold pieces in Golden Promises can be created out of nothing per caster level), Magic Mouth* (always insulting or bragging)
3rd Level: Protection from Normal Missiles*, Suggestion* (requiring a false promise)
4th Level: Confusion, Divination (via receiving word from his underlings), Charm Monster*
SV: M7, Mor: 9, Items: +1 sorcerous short sword (change to the manifestation- glowing), light leather armor, ostentatious robes, 357 gps
This sorcerer can be encountered alone, fighting against, or working in cooperation with Ze-Man the barbarian.
Ze-Man the Barbarian - large and burly, but actually quite philosophical, he enjoys being a verbal foil for Salpinx or even seeking to slay him, likely depending on how deranged the latter becomes.
Lvl 5 barbarian swordsman, aligned with Lord Deus (a sword & sorcery version of Zeus)
Align: N, MV: 40', AC 7 or 8, HD: 5, HP: 42, Atk: 1*, Dmg: 1d8+2* (+1 long sword*)
SP: +10 to saves against spells granted by Zeus or Cronos^, as well as against usurpers and titan-like beings, +3 vs. all others, other barbarian swordsman abilities & restrictions, SV: F5^, Mor: 10, Items: (nonsorcerous) +1 longsword, light barbarian armor, little else, 32 gps
Next week: Gods of Dark Magic.
RPG srd Old School 1st ed AD&D Conan He-man Thundarr Magic System Trump The Zman