

Under Construction
Dec. 29, 2014
Class Specialty Skills
Inner Strength: Doubles your Harm magic effect, keeps regular cost. (Regular Harm roll. 1 CP investment only.)
Read Aura: Read another person's aura to learn their alignment, emotion, or if they're lying. (10% per CP)
Shield: Create a magical shield to absorb magic damage. (Turns (d#), Damage Absorbed, People Guarded = CP)
Teleport/Portals: Allows the caster to teleport to a known location. (1 location and 10% per CP, locations acquired in Quests if outside of Tandora. Mass teleport *more than self* allowed at 10 CP.)
Summon: Allows the summoning of a magical companion. Companion acts as a second attack (after first round of summoning), letting the companion attack as well as the Sorcerer. Stats will match caster's (except LP, which will be 10 for every CP). Unarmed attacks only, no skills or items. It will stay d# turns or until destroyed. One creature every 10 levels allowed to be cast. Master Class may split one creature into two at half stats.
Illusions: Creates convincing illusions that tricks others in believing which sense is being tricked. Must be cast for one sense at a time. Master Class can create illusions that trick all senses at once. Lasts d# turns. (10% per CP)
Sorcerer
Even the mightiest warriors fear Sorcerers, because their magical power is beyond any other. Ranging from necromancers, to elemental wizards, to white mages. They come with many names and titles, but their strengths are the same: incredible power. There is a drawback to harnessing all that magic however, which is less physical movement. Their muscles do not get to grow the same as most people's because long hours of careful precision, meditating, and staying perfectly still makes their bodies lean and agile to benefit the casting of their spells. In large battles, they must rely on others to guard them while they charge up their magic. Once those spells start firing off however, you better hope the Sorcerer isn't aiming at you. Strong users have been known to bring a dragon down with a single spell, or incinerate an army of Ogres, leaving behind a sea of ash.
Weapon Specializations Allowed
One-Handed
Thrown
*Limit: 1
Armor Allowed
Cloth
Magic Allowed
Harm
Alter
Trickery
Support
Hindrance