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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. |
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'''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 [[flows of essence|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 [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes. |
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== Professional Highlights == |
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The two primary foci of sorcerous magic are [[Demonology]] and [[Necromancy]]. |
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* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]] |
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* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]] |
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* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]] |
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== |
=== Offensive Spells === |
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Race is a [[roleplaying]] choice. See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired. |
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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. |
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== [[Skills]] == |
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Some of the staple sorcerer attack spells include: |
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=== Physical Skills === |
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*[[Mana Disruption (702)]] - low level universal warding attack |
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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 [[level]]s (0-30) of the sorcerer's career. |
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*[[Disintegrate (705)]] - warding attack, more effective with Necromancy lore |
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*[[Energy Maelstrom (710)]] - maneuver attack |
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*[[Pain (711)]] - warding attack, more effective with Necromancy lore |
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*[[Balefire (713)]] - bolt attack, more effective with Demonology lore |
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*[[Evil Eye (717)]] - warding attack, chance to cause enemies to instantly drop dead out of fear |
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*[[Dark Catalyst (719)]] - warding attack that turns enemies' mana against them |
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*[[Implosion (720)]] - maneuver attack, chance to completely vaporize enemies, more effective with Demonology lore |
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=== Sacrifice === |
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;[[Physical Fitness]] |
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:Training this skill is required to obtain [[hitpoint]]s. 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 maneuver]]s. |
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A sorcerer can {{boldmono|[[Verb:SACRIFICE|SACRIFICE]]}} weakened creatures, converting their animus into usable mana. |
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;[[Armor Use]] |
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: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, 4 ranks armor use), or double leathers (2% spell failure, 8 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. |
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=== Scroll Infusion === |
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;Weapon Skills |
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: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. |
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[[Scroll Infusion]] allows sorcerers to increase the charges of arcane [[scroll]]s. |
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: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. |
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=== Demonic Summoning === |
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;[[Shield Use]] |
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: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. |
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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]]. |
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;[[Combat Maneuvers]] |
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: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 [[Pure|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. |
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=== Animate Dead === |
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:'''Available Combat Maneuvers''' |
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:{| |
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|width="45%"| |
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*[[Combat Movement]] |
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*[[Combat Mastery]] |
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*[[Cunning Defense]] |
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*[[Dirtkick]] |
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*[[Disarm Weapon]] |
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*[[Feint]] |
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*[[Multi-Fire]] |
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*[[Precision]] |
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*[[Side by Side]] (prereq: Combat Movement at rank 2) |
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*[[Subdual Strike]] |
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*[[Trip]] |
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*[[Unarmed Specialist]] |
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|} |
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[[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]]. |
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;[[Multi Opponent Combat]] |
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: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 spell]]s 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 [[Multi_Opponent_Combat#Force_on_Force|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. |
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Animates are not considered true [[undead]] as they are not bound to a soul. |
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=== Magical Skills === |
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=== Planar Shift === |
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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. |
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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]]. |
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;[[Spell Research]] |
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: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. |
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''Planar travel is inherently unsafe, and the untrained and unprepared run a high risk of injury, death, or worse!'' |
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;[[Harness Power]] |
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: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. |
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=== Ensorcellment === |
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;[[Arcane Symbols]] and [[Magic Item Use]] |
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: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 item]]s 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 [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]]. |
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[[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. |
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;[[Spiritual Mana Control]] and [[Elemental Mana Control]] |
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:1× per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|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 demon]]s 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. |
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== Sorcerer Guild == |
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;[[Spell Aiming]] |
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: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)]]. |
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The [[Sorcerer Guild]] is a profession guild dedicated to the arcane studies and development of sorcery worldwide. |
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:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one's [[bolt spell]]s. 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. |
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The skills taught by the guild are [[Alchemy]] and [[Illusions]]. |
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: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. |
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Guilds also provide a summoning chamber. |
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;[[Sorcerous Lore, Demonology]] |
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: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 [[damage factor|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-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]]. |
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== Sorcerer Statistic Growth Rates == |
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;[[Sorcerous Lore, Necromancy]] |
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: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. |
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;[[Elemental Lore]] |
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: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. |
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;[[Spiritual Lore]] |
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:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|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. |
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=== General Skills === |
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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. |
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;[[Climbing]] and [[Swimming]] |
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: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 ring]]s. |
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;[[Perception]] |
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: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 maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost. |
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;[[Survival]] |
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: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]]ning ability. |
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;[[First Aid]] |
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:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs. |
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== [[Spell]] and Ability Highlights == |
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Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells. |
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;[[Sacrifice]] |
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:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties. |
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;[[Alchemy]] |
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:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful. |
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;[[Illusions]] |
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:A [[guild]] skill teaching visual manipulation of essence. |
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;[[Disintegrate (705)]] |
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:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items. Also available in bolt form. |
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;[[Grasp of the Grave (709)]] |
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:Arms erupt from the floor and drag enemies down. |
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;[[Cloak of Shadows (712)]] |
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: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. |
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;[[Scroll Infusion (714)]] |
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: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]]. |
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;[[Curse (715)]] |
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:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched. |
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;[[Pestilence (716)]] |
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: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. |
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;[[Implosion (720)]] |
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: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. |
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;[[Minor Summoning (725)]] |
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: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. |
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;[[Animate Dead (730)]] |
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: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. |
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;[[Ensorcell (735)]] |
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: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. |
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;[[Planar Shift (740)]] |
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: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 transport a traveler great distances. |
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==Sorcerer Statistic Growth Rates== |
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For more information see the page on [[Statistic growth rate]]s. |
For more information see the page on [[Statistic growth rate]]s. |
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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.'' |
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==Profession Verbs== |
== Profession Verbs == |
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Sorcerers have a special setting for: |
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You can set a verb by using: <verb> set profession |
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* GAZE <person, creature, item> - You shift your eyes to <person>. |
* {{boldmono|GAZE <person, creature, item>}} - You shift your eyes to <person>. |
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''You can set a verb by using: <verb> set profession'' |
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==Resources== |
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*[[Hybrid casting changes (saved post)]] |
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== Resources == |
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===== Guides ===== |
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=====Officials Folders===== |
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*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer's%20Corner%20-%20Sorcerers/view Developer's Corner] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion] |
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**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies] |
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=====Guides===== |
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*[[A beginner's guide to playing a sorcerer]] |
*[[A beginner's guide to playing a sorcerer]] |
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*[[Pure sorcerer]] |
*[[Pure sorcerer]] |
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*[[Comprehensive Sorcerer Guide]] |
*[[Comprehensive Sorcerer Guide]] |
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*[[Sorcerer training suggestions]] |
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*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat's Mutant Sorcerer Guide] - for the rare few who want to use a weapon |
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*[[Goat's Mutant Sorcerer Guide]] - for the rare few who want to use a weapon |
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*[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit GameMaster/Development Team Sorcerer Proposal] |
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===== Saved Posts ===== |
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*[[Hybrid casting changes (saved post)]] |
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===== Player Essays ===== |
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*[[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]] |
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*[[On the Nature of Sorcery (essay)|On the Nature of Sorcery]] |
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*[[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]] |
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{{Sorcerer}} |
{{Sorcerer}} |
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Latest revision as of 14:42, 2 October 2025
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:
- Mana Disruption (702) - low level universal warding attack
- 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
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.
| 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
- 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
- GameMaster/Development Team Sorcerer Proposal
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 |
