Sorcerer

Level 3 Sorcerer

Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Any one
Traditions: One, Spells: Two expert
Conjure Evil Spirit (Magical): You can perform a ritual using an occultist’s kit to conjure up an evil spirit from the Netherworld. During the ritual, you draw a summoning circle on a horizontal surface within 5 yards. When you finish, a plume of black smoke fills the circle and then dissipates to reveal a monstrous entity. The spirit remains until the circle is broken, until it per- forms one service for you, or until you use an action to dismiss it. The circle can be broken by placing something over it, erasing the inks and powders used to draw it, or otherwise interfering with its integrity. If the circle is broken, the spirit deals 3d6 damage to you, and then both it and the circle disappear.
When the spirit appears inside the circle, roll three d6s. For each number rolled, find the result on the following table to see what you gain. Once you use this talent, you lose access to it until after you rest.

D6EFFECT
1Increase your health by 3.
2-3The spirit grants you 1 additional casting of a novice spell you know. You retain this additional casting until you expend it or after you rest.
4-5The spirit grants you knowledge of one magical talent from any tradition, that you do not already have. The talent must be one you have not gained already. You retain it until after your next rest.
6Name one creature for which you have a drop of blood, bit of skin or nail, or lock of hair. If the creature named is within 100 miles, it becomes cursed until after your next rest.
7-8The spirit grants you knowledge and castings of one novice spell of your choice from any tradition. The spell must be one you have not yet learned. You retain knowledge of this spell until after your next rest.
9-10You can ask the spirit one question about a specific person, place, or thing. The question must pertain to something about the nature of the thing, its history, or its capabilities. The spirit offers a true answer if it has one. If doesn’t know the answer, it admits as much.
11The spirit grants you knowledge and castings of one expert spell of your choice from any tradition. The spell must be one you have not yet learned. You retain knowledge of this spell until after your next rest.
12-13The spirit doubles the number of castings you have for an expert or novice spell you know. You retain this additional casting until you expend it or after you rest.
14-15The spirit provides you with any item of equipment (see Chapter 3) whose price is 25 gp or less. The object has a sinister appearance and has no value to buyers. It disappears after you rest.
16Name one creature for which you have a drop of blood, bit of skin or nail, or lock of hair. The creature named loses 3d6 Health and becomes cursed until after you rest.
17The spirit provides you with a weapon, suit of armor, or piece of gear (see Chapter 3) worth no more than 1 gp. The object has a sinister appearance and has no value to buyers. It disappears after your next rest.
18The spirit grants you knowledge and castings of one master spell of your choice from any tradition. The spell must be one you have not yet learned. You can cast this spell even if you cannot normally cast master spells. You retain knowledge of this spell until after your next rest. When you lose knowledge of the spell, any effect created by the spell ends as well.

Level 4 Sorcerer

Health: +4
Spells: One expert
Sorcerous Blast (Magical): You can use an action to release a seething stream of black energy from your fingertips. Target one creature or object within 15 yards. Make an Intellect or Will roll against the target’s Agility. On a success, the target takes 3d6 damage and becomes cursed (luck ends). The damage increases to 5d6 at level 6 and to 8d6 at level 9. On a critical success, one creature or object within 5 yards of the target takes the same amount of damage.

Level 6 Sorcerer

Health: +4
Spells: One expert
Evil Sacrifice (Magical): Your trafficking with evil spirits has put you on good terms with wicked entities who can assist you in exchange for a taste of your vitality. If you have an edged weapon and you are neither stunned nor unconscious, you can make an offering of your blood, sacrificing 2, 4, or 8 Health.
If you sacrifice 2 Health, you impose 1 bane on rolls against you. If you sacrifice 4 Health, you also regain one expended casting of a spell you have learned. If you sacrifice 8 Health, you also make rolls to cast spells with 1 boon, and your spells and your Sorcerous Blast talent deal an extra 3d6 damage.
The effects of your sacrifice last for 1 hour after you make the offering.

Level 9 Sorcerer

Health: +4
Spells: One master
Dark Presence (Magical): You impose 1 bane on rolls to attack you by enemies that can see you and that are not immune to the frightened affliction.
In addition, when you cast a spell, you can use this talent to force each enemy within 5 yards that can see you to make a Will roll. On a success, the enemy rolls to attack you with 1 boon and becomes immune to this talent of yours for 24 hours. On a failure, the enemy becomes frightened of you for 1 hour or until you become incapacitated.
Unholy Might (Magical): If you have gained knowledge of a magical talent through your Conjure Evil Spirit talent and you cast a spell, you can choose to lose knowledge of the talent to harness evil power. Dark energies spill from your body to swirl around a Size 5 space centered on you before they dissipate. Each creature in the area takes 5d6 damage.
Then, for 1 hour after the effect of the blast is resolved, your Health increases by 10 and you have the Dark Vision, Fly, and Hover traits.