Sorcerer (Character Kit)

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==Sorcerer==
Sorcerers are the "mages" of Zakhara; they represent the standard and most common form of wizard. In tune with the basic fabric of the real world, they understand the power of all the elements: Earth in the form of desert sand, Water in the waves of the sea, Air in the free winds, and Fire in the heat of rage and flames of passion. Unlike the elemental mages described below, sorcerers are allowed to specialize in two elemental provinces at once—such as sand and wind, sea and sand, or even sea and flame. (The concept of opposing elements does not exist in the Land of Fate.)
Requirements: None.
Role: Sorcerers are as common in Zakhara as standard mages are in other lands. For the most part, they are treated with the respect granted to any individual of unknown power and capability. In general, however, sorcerers are not considered as dangerous as sha'irs and elemental mages.
Sorcerers are found in every strata of society—from beggars at the palace gates to wizards who advise the sultan. To further their own needs, sorcerers often use disguise to pass among others (even comrades) unnoticed.
Weapon Proficiencies: Sorcerers are limited much like standard wizards; they must choose from among the dagger, staff, knife, jambiya, dart, and sling.
Nonweapon Proficiencies:
* Bonus Proficiency: Disguise.
* Recommended, General: Any.
* Recommended, Warrior: Endurance, survival (desert).
* Recommended, Priest: Local history.
* Recommended, Wizard: Spellcraft, languages (ancient), reading/writing.
* Recommended, Rogue: Any.
* Forbidden: None.
Equipment: Sorcerers may buy and use the dagger, staff, knife, jambiya, dart, and/or sling (see "Weapon Proficiencies" above). Members of this kit may not wear armor of any type, but they are permitted to improve their Armor Class by magical means.
Special Benefits: Each sorcerer may specialize in two elemental provinces, choosing among sand, wind, wave, and flame. The wizard is permitted to use spells in those provinces, as well as spells in the universal province. (See Appendix A for a listing of spells by province.)
In addition, sorcerers gain a 20 percent bonus to their chance to learn spells within the two elemental provinces they have chosen. Spells designated "universal" are learned normally.
Special Hindrances: Sorcerers cannot use spells from the two elemental provinces in which they have chosen not to specialize. For example, if Kasim is a sorcerer of sand and sea, then he can never learn flame or wind spells.
Wealth Options: The sorcerer receives (1d4 + 1) x 10 gp as starting money.
Races: Members of any race may be sorcerers, save those forbidden to have wizards among them.
Category:Character Kit
Category:Character Kit AA