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{{Profession
{{profession |
| [[File:Small_sorc.jpg]]
name = Sorcerer |
| name = Sorcerer
type = [[Elemental]]/[[Spiritual]] [[Pure]] |
circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]] |
| type = [[Elemental]]/[[Spiritual]] [[Pure]]
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]
prime = [[Aura]], [[Wisdom]] |
mana = [[Aura]], [[Wisdom]]
| prime = [[Aura]], [[Wisdom]]
| mana = [[Aura]], [[Wisdom]]
| TWCcost = 12/12 | TWCranks = 1
| TWCcost = 12/12 | TWCranks = 1
| AUcost = 15/0 | AUranks = 1
| AUcost = 15/0 | AUranks = 1
Line 20: Line 21:
| PFcost = 8/0 | PFranks = 1
| PFcost = 8/0 | PFranks = 1
| DODcost = 20/20 | DODranks = 1
| DODcost = 20/20 | DODranks = 1
| AScost = 0/2 | ASranks = 2
| AScost = 0/1 | ASranks = 2
| MIUcost = 0/2 | MIUranks = 2
| MIUcost = 0/2 | MIUranks = 2
| SAcost = 3/1 | SAranks = 2
| SAcost = 3/1 | SAranks = 2
Line 28: Line 29:
| SMCcost = 0/3 | SMCranks = 2
| SMCcost = 0/3 | SMCranks = 2
| SRcost = 0/8 | SRranks = 3
| SRcost = 0/8 | SRranks = 3
| ELcost = 0/7 | ELranks = 2
| ELcost = 0/6 | ELranks = 2
| SpLcost = 0/7 | SpLranks = 2
| SpLcost = 0/6 | SpLranks = 2
| SoLcost = 0/6 | SoLranks = 2
| SoLcost = 0/6 | SoLranks = 2
| MLcost = 0/20 | MLranks = 1
| MLcost = 0/20 | MLranks = 1
Line 44: Line 45:
}}
}}


Hybrid spell users who rely on both the Elemental and Spiritual Spheres, '''Sorcerers''' concentrate on spells of disruption and destruction. Their primary spells deal with the annihilation of animate and inanimate matter. While this is a difficult profession to learn early on, Sorcerers have the potential to be extremely powerful and deadly.
'''Sorcerers''' are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a 'hybrid' of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[combat system|combat-oriented]] magic. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.


=== Related Essays ===
== Professional Highlights ==


The two primary foci of sorcerous magic are [[Demonology]] and [[Necromancy]].
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]


== [[Race]] ==
=== Offensive Spells ===


Since its inception by the [[Faendryl]] elves at the end of the [[Undead War]], sorcerous magic has focused heavily on destruction. In the past, it was said of sorcerers that they could not learn as many utility and defensive spells as do wizards or clerics. Whether that is still true or not, sorcerers are acknowledged to command numerous fearsome offensive powers.
== [[Stat|Statistics]] ==


Some of the staple sorcerer attack spells include:
== [[Skills]] ==


*[[Mana Disruption (702)]] - low level universal warding attack
=== Physical Skills ===
*[[Disintegrate (705)]] - warding attack, more effective with Necromancy lore
*[[Energy Maelstrom (710)]] - maneuver attack
*[[Pain (711)]] - warding attack, more effective with Necromancy lore
*[[Balefire (713)]] - bolt attack, more effective with Demonology lore
*[[Evil Eye (717)]] - warding attack, chance to cause enemies to instantly drop dead out of fear
*[[Dark Catalyst (719)]] - warding attack that turns enemies' mana against them
*[[Implosion (720)]] - maneuver attack, chance to completely vaporize enemies, more effective with Demonology lore


=== Sacrifice ===
Though 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 [[level]]s (0-30) of the sorcerer's career.


A sorcerer can {{boldmono|[[Verb:SACRIFICE|SACRIFICE]]}} weakened creatures, converting their animus into usable mana.
;[[Physical Fitness]]
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by ''not'' getting hit, it is still recommended that they achieve their maximum amount of hit points. Depending upon race, this is typically between 20 and 25 ranks, usually trained as soon as possible. Once a sorcerer has achieved their maximum hit points, there is little reason to continue training this skill at all.


=== Scroll Infusion ===
;[[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 or soft leather armor. Heavier armors provide better protection, but also carry a 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.


[[Scroll Infusion]] allows sorcerers to increase the charges of arcane [[scroll]]s.
;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 Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|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 strength]]s greater than what is capable from a runestaff and/or spells alone.


=== Demonic Summoning ===
;[[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 [[stance]]s). Between 0.5× and 1× ranks per level is recommended for either of these purposes.


Sorcerers learn to [[Minor Summoning (725)|summon minor demons]] to aid them in both mundane tasks and magical combat. This ability is more effective for sorcerers who have trained in [[Sorcerous Lore, Demonology|Demonology lore]].
;[[Combat Maneuvers]]
:[[List of combat maneuvers available to sorcerers]]


=== Animate Dead ===
;[[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. Secondly, [[ball spell]]s can 'splash' more additional targets. Lastly, 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.


[[Animate Dead (730)]] allows sorcerers to temporarily animate the bodies of dead creatures or adventurers. Creature animates can aid the sorcerer in battle, while animated adventurers will follow the sorcerer for a while, usually as a way to rescue the fallen when they are far from the safety of towns. This ability is more effective for sorcerers who have trained in [[Sorcerous Lore, Necromancy|Necromancy lore]].
=== Magical Skills ===


Animates are not considered true [[undead]] as they are not bound to a soul.
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.


=== Planar Shift ===
;[[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]]. 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.


Sorcerers can use a form of [[Planar Shift|planar teleportation]] to take them, and potentially their group, to almost any specified point in the world. This ability is more effective for sorcerers who have trained in [[Sorcerous Lore, Demonology|Demonology lore]].
;[[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. Though 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, though most average 1× once their mana supply reaches a reasonable amount.


''Planar travel is inherently unsafe, and the untrained and unprepared run a high risk of injury, death, or worse!''
;[[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 [[scroll]]s and [[magic items]] respectively. Both skills are large factors in the success of the [[Scroll Infusion]] spell as well. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].


=== Ensorcellment ===
;[[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 [[SEND (verb)|sharing mana]] and increased mana regeneration, these skills are significant factors in several sorcerer spells. Most notably, the mana cost of focused [[Implosion]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst]], success of both [[Animate Dead]] and [[Planar Shift]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire]] using the Seed 1 [[Summation Chart]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing [[Scroll Infusion]] as well.


[[Ensorcell (735)]] is the sorcerer [[profession service]]. Sorcerers store necrotic energy as they gain experience, which they can then infuse into weapons, shields, and armor. Ensorcelled weapons (including runestaves for spellcasters) gain necrotic flares that confer various benefits, while shields and armor become better able to withstand hostile magic.
;[[Spell Aiming]]
:Adds directly to the power of a sorcerer's focused [[Energy Maelstrom]], and [[Implosion]] spells. Those with less than 2× per level in this skill will have severe penalties to their [[casting strength]] when using the targeted version of [[Limb Disruption]]. Also the primary factor when determining the [[attack strength]] of one's [[bolt]]s. Though sorcerers have direct access to only three bolt spells ([[Fire Spirit]], [[Balefire]], and potentially [[Web]]), it can be a reliable form of attack against foes whose [[target defense]] is difficult to overcome. Can be 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. Between 1× and 2× per level is typical.


== Sorcerer Guild ==
;[[Sorcerous Lore, Demonology]]
:Demonology benefits six sorcerer spells. It increases the weight limit of [[Phase]], increases retribution success with [[Cloak of Shadows]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire]], reduces [[Torment|Torment's]] spell preparation restriction, increases [[Minor Summoning|Minor Summoning's]] success rate and capabilities of the demon, and increases cross-realms success rates and same-realm passenger capacity in [[Planar Shift]].


The [[Sorcerer Guild]] is a profession guild dedicated to the arcane studies and development of sorcery worldwide.
;[[Sorcerous Lore, Necromancy]]
:Necromancy benefits five sorcerer spells. It increases hitpoint return of [[Blood Burst]], increases chance of limb animation in [[Limb Disruption]], increases [[Pain|Pain's]] damage and incapacitation potential, increases the damage done by a [[Disease]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead]].


The skills taught by the guild are [[Alchemy]] and [[Illusions]].
;[[Elemental Lore]]
:Elemental lore benefits the spell [[Dark Catalyst]]. The exact formula is unknown but the different flavors of elemental lore increase the damage and severity of critical hits of the corresponding types as shown in this table:
:{| {{prettytable}}
|-
|[[Elemental Lore, Air]]
|Electricity
|-
|[[Elemental Lore, Earth]]
|Impact
|-
|[[Elemental Lore, Fire]]
|Heat
|-
|[[Elemental Lore, Water]]
|Cold
|-
|}


Guilds also provide a summoning chamber.
=== General Skills ===


== Sorcerer Statistic Growth Rates ==
There are a variety of secondary skills to train, each benefitting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.


For more information see the page on [[Statistic growth rate]]s.
;[[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.

;[[Perception]]
: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 magically opening boxes.

;[[Survival]]
: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 [[skin|skinning]] ability.
;[[First Aid]]
:Training in this skill will increase [[skin|skinning]] ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.

== [[Spell]] and Ability Highlights ==

;[[Sacrifice]]
:Turn the life force of your [[creature|enemies]] into usable [[mana]].

;[[Illusions]]
:A [[guild skill]] teaching visual manipulation of essence.

;[[Disintegrate (705)]]
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.

;[[Cloak of Shadows (712)]]
:A standard defensive spell with the ability to retaliate against an attacker when its wearer is incapacitated. 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]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|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.

;[[Implosion (720)]]
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.

;[[Minor Summoning (725)]]
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s 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 [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.

;[[Planar Shift (740)]]
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately [[teleport|transport]] a traveller great distances.

==Sorcerer Statistic Growth Rates==

For more information see the page on [[Statistic growth rate | statistic growth rates]].


{| {{prettytable}}
{| {{prettytable}}
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''Note: The table above is the baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including [[human]]s.''
''Note: The table above is the baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including [[human]]s.''


== Profession Verbs ==

Sorcerers have a special setting for:

* {{boldmono|GAZE <person, creature, item>}} - You shift your eyes to <person>.

''You can set a verb by using: <verb> set profession''

== Resources ==

===== Guides =====

*[[A beginner's guide to playing a sorcerer]]
*[[Pure sorcerer]]
*[[Comprehensive Sorcerer Guide]]
*[[Sorcerer training suggestions]]
*[[Goat's Mutant Sorcerer Guide]] - for the rare few who want to use a weapon
*[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit GameMaster/Development Team Sorcerer Proposal]

===== Saved Posts =====
*[[Hybrid casting changes (saved post)]]

===== Player Essays =====

*[[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]
*[[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]
*[[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]


{{Sorcerer}}
{{Sorcerer}}

Latest revision as of 14:42, 2 October 2025

Sorcerer
Small sorc.jpg
Type Elemental/Spiritual Pure
Spell Circles Minor Elemental, Minor Spiritual, Sorcerer Base
Prime Requisites Aura, Wisdom
Mana Statistics Aura, Wisdom
Physical Skills
Skill Cost Ranks
Two Weapon Combat 12/12 1
Armor Use 15/0 1
Shield Use 13/0 1
Combat Maneuvers 12/8 1
Edged Weapons 6/2 1
Blunt Weapons 6/2 1
Two-Handed Weapons 14/3 1
Ranged Weapons 14/3 1
Thrown Weapons 9/3 1
Polearm Weapons 14/3 1
Brawling 10/2 1
Ambush 15/14 1
Multi Opponent Combat 15/10 1
Physical Fitness 8/0 1
Dodging 20/20 1
Magical Skills
Skill Cost Ranks
Arcane Symbols 0/1 2
Magic Item Use 0/2 2
Spell Aiming 3/1 2
Harness Power 0/4 3
Elemental Mana Control 0/3 2
Mental Mana Control 0/12 1
Spirit Mana Control 0/3 2
Spell Research 0/8 3
Elemental Lore 0/6 2
Spiritual Lore 0/6 2
Sorcerous Lore 0/6 2
Mental Lore 0/20 1
General Skills
Skill Cost Ranks
Survival 3/2 2
Disarming Traps 2/6 1
Picking Locks 2/4 2
Stalking and Hiding 5/4 1
Perception 0/3 2
Climbing 4/0 1
Swimming 3/0 1
First Aid 2/1 2
Trading 0/3 2
Pickpocketing 3/3 1

Hybrid spell users who rely on both the Elemental and Spiritual Spheres, Sorcerers concentrate on spells of disruption and destruction. Their primary spells deal with the annihilation of animate and inanimate matter. While this is a difficult profession to learn early on, Sorcerers have the potential to be extremely powerful and deadly.

Professional Highlights

The two primary foci of sorcerous magic are Demonology and Necromancy.

Offensive Spells

Since its inception by the Faendryl elves at the end of the Undead War, sorcerous magic has focused heavily on destruction. In the past, it was said of sorcerers that they could not learn as many utility and defensive spells as do wizards or clerics. Whether that is still true or not, sorcerers are acknowledged to command numerous fearsome offensive powers.

Some of the staple sorcerer attack spells include:

Sacrifice

A sorcerer can SACRIFICE weakened creatures, converting their animus into usable mana.

Scroll Infusion

Scroll Infusion allows sorcerers to increase the charges of arcane scrolls.

Demonic Summoning

Sorcerers learn to summon minor demons to aid them in both mundane tasks and magical combat. This ability is more effective for sorcerers who have trained in Demonology lore.

Animate Dead

Animate Dead (730) allows sorcerers to temporarily animate the bodies of dead creatures or adventurers. Creature animates can aid the sorcerer in battle, while animated adventurers will follow the sorcerer for a while, usually as a way to rescue the fallen when they are far from the safety of towns. This ability is more effective for sorcerers who have trained in Necromancy lore.

Animates are not considered true undead as they are not bound to a soul.

Planar Shift

Sorcerers can use a form of planar teleportation to take them, and potentially their group, to almost any specified point in the world. This ability is more effective for sorcerers who have trained in Demonology lore.

Planar travel is inherently unsafe, and the untrained and unprepared run a high risk of injury, death, or worse!

Ensorcellment

Ensorcell (735) is the sorcerer profession service. Sorcerers store necrotic energy as they gain experience, which they can then infuse into weapons, shields, and armor. Ensorcelled weapons (including runestaves for spellcasters) gain necrotic flares that confer various benefits, while shields and armor become better able to withstand hostile magic.

Sorcerer Guild

The Sorcerer Guild is a profession guild dedicated to the arcane studies and development of sorcery worldwide.

The skills taught by the guild are Alchemy and Illusions.

Guilds also provide a summoning chamber.

Sorcerer Statistic Growth Rates

For more information see the page on Statistic growth rates.

Sorcerer Stat Growth Rates
Profession Strength Constitution Dexterity Agility Discipline Aura Logic Intuition Wisdom Influence
Sorcerer 10 15 20 15 25 30 25 20 25 20

Note: The table above is the baseline statistic growth rates. These values are actually modified for every race in GemStone IV, including humans.

Profession Verbs

Sorcerers have a special setting for:

  • GAZE <person, creature, item> - You shift your eyes to <person>.

You can set a verb by using: <verb> set profession

Resources

Guides
Saved Posts
Player Essays
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