Sorcerers are pure spell casters affluent in both elemental and spiritual magic. They also possess knowledge of an ancient, arcane circle of magic which can only be explained as a 'hybrid' of both types. The two primary foci of sorcerous magic are Demonology and Necromancy, though it also commands the manipulation of essence and a number of illusions. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on combat-oriented magic. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.
Although sorcerers are primarily focused on magic, most will still hunt to earn experience, fame, and treasure. Due to the physical nature of combat, minimums of certain skills are trained during the earlier levels (0-30) of the sorcerer's career.
- Physical Fitness
- Training this skill is required to obtain hitpoints. Even though pures tend to survive by not getting hit, it is still recommended that sorcerers train 1× per level for defense (or at least to mitigate damage) against creature maneuvers.
- Armor Use
- The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 2 ranks armor use), or double leathers (2% spell failure, 6 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered 'fully trained' for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.
- Weapon Skills
- Most will opt to defend their sorcerer with a runestaff which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types (edged, blunt, two-handed, ranged, thrown, polearm, or hand-to-hand combat) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well.
- Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in attack strength when compared to their square counterparts. Unfortunately, creature defenses will reflect the abilities of those most capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their mana supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience defensive strengths greater than what is capable from a runestaff and/or spells alone.
- Shield Use
- Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive stances). Between 0.5× and 1× ranks per level is recommended for either of these purposes.
- Combat Maneuvers
- Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap). These are primarily for defensive purpose, and as such the more popular choices are Cunning Defense and Disarm Weapon. Given the large cost of gaining these combat maneuvers for pures, a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills. Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.
- Available Combat Maneuvers
- Multi Opponent Combat
- Though expensive, this skill can actually help sorcerers in a few areas. First, area of effect spells (such as Implosion) will affect more opponents more often with proficiency in this skill. Second, ball spells can 'splash' more additional targets. It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents. Finally, MOC affords the character increased defenses against force on force mechanics, when being swarmed by multiple foes. All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to. More than five or ten ranks is probably foolish for a magically-oriented sorcerer.
Being a pure profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a runestaff will generally obtain one rank per level of each type of magical skill for the course of their character's career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.
- Spell Research
- Easily the most important skill for a sorcerer. The majority of a sorcerer's attack spells are warding based, and spell ranks are the most influential factor in casting strength (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.
- Harness Power
- Another important skill, ranks in this skill equal to or less than the character's level increases their maximum mana capacity by three. Ranks exceeding one's level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one's level, some don't mind the expenditure. 2× per level is particularly common among lower level ranges, but most average 1× once their mana supply reaches a reasonable amount.
- Arcane Symbols and Magic Item Use
- Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from scrolls and magic items respectively. Both skills are primary factors in the success of Scroll Infusion (714), and secondary factors in Ensorcell (735). MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with wands. Arcane Symbols can aid the character in spotting magical traps (such as glyph and scarab) when using the DETECT (verb).
- Spiritual Mana Control and Elemental Mana Control
- 1× per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of sharing mana, increased mana regeneration, and access to the MANA verb abilities, these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused Implosion (720) is reduced by training in MCs. The amount of mana returned by Dark Catalyst (719), success of both Animate Dead (730) and Planar Shift (740), and the ability to share mana with minor demons are all increased by these skills. MC skill also determines the percentage chance of a demon flare on Balefire (713). Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.
- Spell Aiming
- Adds directly to the power of a sorcerer's focused Energy Maelstrom (710), and Implosion (720) spells. Those with less than 2× per level in this skill will have severe penalties to their CS when using the targeted version of Limb Disruption (708).
- Spell Aiming is also the primary factor when determining the attack strength (AS) of one's bolt spells. Sorcerers have direct access to five bolt spells (Arcane Blast (1700), Fire Spirit (111), Balefire (713), and potentially Disintegrate (705) and Web (118)), and bolting can be a reliable form of attack against foes whose target defense (TD) is difficult to overcome. Spell Aiming provides AS to any bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.
- It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don't train in Spell Aiming or train 2× per level.
- Sorcerous Lore, Demonology
- Demonology benefits seven sorcerer spells. It increases the weight limit of Phase (704), provides a chance for a Mind Jolt (706) stun to carry over to a new target, increases retribution success with Cloak of Shadows (712), increases the DF bonus and maximum number of targets of Balefire (713), reduces the Torment (718) spell preparation restriction, increases the Minor Summoning (725) success rate and capabilities of the demon, and increases cross-realms success rates and same-realm passenger capacity in Planar Shift (740).
- Sorcerous Lore, Necromancy
- Necromancy benefits eight sorcerer spells and Sacrifice. It increases hitpoint return of Blood Burst (701), increases chance of limb animation in Limb Disruption (708), increases the Pain (711) damage and incapacitation potential, increases the number of charges and chance for reactive attack by Pestilence (716), and increases Maximum Animatable Level as well as success of Animate Dead (730). It also increases the absorption rate of Necrotic Energy for Ensorcell and provides for additional attacks with flare benefits. For Sacrifice, it will negate the spirit loss.
- Elemental Lore
- Elemental Lores (EL) benefit the spells Energy Maelstrom (710), Dark Catalyst (719), and Animate Dead (730) corpse explosions. In addition, various Minor Elemental spells have EL benefits. Please see the individual EL pages for specific information for each spell.
- Spiritual Lore
- Spiritual Lore, Summoning increases cursing power, as well as giving modest benefits to a handful of Minor Spiritual spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of Fire Spirit (111) and unlocks the bolt version of Web (118). Spiritual Lore, Blessings provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training. Spiritual Lore, Religion does not affect any spells native to sorcerers.
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.
- Climbing and Swimming
- Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road. Most characters are well-advised to get 5–10 ranks of swimming and 5–15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest). Even though sorcerers will eventually learn Planar Shift (740) and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set gold rings.
- This skill helps in addition to Survival on attempts to forage items. The more ranks in perception the easier it becomes to find herbs. It is a success factor in the Illusions guild skill. It also helps for success with Piercing Gaze, which is useful for popping boxes. It also aids in defense against creature maneuvers as much as combat maneuvers, but at an extremely lower cost.
- Training in this skill will help increase chances of success in foraging. It also helps in reducing damage taken in frigid weather conditions such as those found in some of the Icemule Trace hunting areas. It also contributes toward skinning ability.
- First Aid
- Training in this skill will increase skinning ability and is cheaper to train in than survival and allow tending and faster eating of herbs.
Spell and Ability Highlights
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.
- Turn the life force of enemies into usable mana, refresh and heal animates, and infest future creature spawns with AS/DS/CS/TD penalties.
- Make a limited number of useful potions/trinkets with this trio of Sorcerer guild skills. Alchemy dyes, inky black potions, and mana potions are all useful.
- Disintegrate (705)
- A potent destructive magic which can melt flesh, disassemble non-corporeal beings, and even destroy items. Also available in bolt form.
- Grasp of the Grave (709)
- Arms erupt from the floor and drag enemies down.
- Cloak of Shadows (712)
- A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is stunned. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer's favor.
- Scroll Infusion (714)
- The unique ability to unlock and recharge scrolls. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by other magical professions.
- Curse (715)
- Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.
- Pestilence (716)
- Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.
- Implosion (720)
- One of the most destructive magics known to all of Elanthia, a miniature singularity is created, causing widespread destruction and a general sucking effect.
- Minor Summoning (725)
- Historically, the art of summoning extraplanar creatures is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of minor demons which can perform a myriad of utility functions for their master.
- Animate Dead (730)
- Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of undead creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one's foes for attack or utility purposes, as well as fallen comrades to expedite rescues.
- Ensorcell (735)
- While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints. Sorcerers gain Necrotic Energy needed to cast Ensorcell by hunting. Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.
- Planar Shift (740)
- By sensing the surrounding flows and recording their unique pattern into a book, a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective runes and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.
Sorcerer Statistic Growth Rates
For more information see the page on Statistic growth rates.
Note: The table above is the baseline statistic growth rates. These values are actually modified for every race in GemStone IV, including humans.
You can set a verb by using: <verb> set profession
- GAZE <person, creature, item> - You shift your eyes to <person>.
- Hybrid casting changes (saved post)
- Sorcerer Forums
- A beginner's guide to playing a sorcerer
- Pure sorcerer
- Goat's Mutant Sorcerer Guide - for the rare few who want to use a weapon
- Comprehensive Sorcerer Guide
- GameMaster/Development Team Sorcerer Proposal
|Sorcerer Profession - edit|
|Spell Circles: Sorcerer Base Spells | Minor Elemental Spells | Minor Spiritual Spells|
|Professional Highlights: Warding spells | Bolt spells | Scroll Infusion | Ensorcell | Demonic summoning | Animate Dead|
|Profession - edit|
|Squares: Rogue | Warrior | Monk|
|Semis: Bard | Paladin | Ranger|
|Pures: Cleric | Empath | Sorcerer | Wizard|