Dawn of Chaos: Before the Flood

fallen · Wielder of signs · Cloth

Sorcerer

The keeper of the forbidden arts. Wielder of signs in cloth.

Sorcerer of the fallen

“They did in like manner with their enchantments.”

The calling

When the shining ones came down upon the mountain, they brought gifts. To the smiths they gave the secret of the blade. To the women they gave the making of charms. And to a few, the cleverest and the hungriest, they gave the arts: the reading of the stars, the cutting of roots, the brewing of venoms, the binding of spirits, and the words that make a plague walk.

Those few became the first Sorcerers, and their students fill the towers of the gilded city today. They wear rich robes embroidered with stars and carry rods carved in the shape of a serpent's head. Their knowledge is real. Their power is real. When a Sorcerer throws down a rod, it becomes a serpent. When a Sorcerer breathes on a crowd, a sickly mist rises from the ground and men begin to choke.

But the Sorcerers know a secret they do not like to speak aloud. There are signs they cannot copy. They can make the lesser wonders: the serpent, the swarm, the sickness. They have never called fire down from heaven, and every Sorcerer who has tried has stood in silence under an empty sky. Their arts come from below, and from below is where they stay. And every working leaves its mark: a darkening of the veins, a faint chain scar on the wrist that flares whenever the art is called, a debt that someone, somewhere, is keeping count of.

In battle

You are a plague on the battlefield. Where the Prophet strikes one enemy with a single crushing sign, you poison a whole pack and let the venom work. Every enemy suffering one of your lingering curses makes all your arts stronger, so the more foes you spread your sickness over, the deadlier you become. Choking air weakens every enemy in the fight, a foul mist rises around you, plague bursts over the encounter, and at the height of your power your rods fall to the ground as serpents and seize five enemies at once.

The Sorcerer turns a crowd into a graveyard. It also turns every head in that crowd toward the Sorcerer.

Strengths

  • The most damage against many foes of any calling in the world. Venoms and plagues that spread and linger.
  • Enchantments. Every enemy suffering your lingering curses strengthens all your arts.
  • Weakens whole encounters, stripping their resistances, slowing their attacks and binding them in place.
  • Feeds the company's power with drains and dark gifts that take strength from the enemy.
  • A dark ward: when death is near, your threat falls away and part of every blow is healed.

Weaknesses

  • Fragile. Cloth robes and little health.
  • Draws every eye. Damage across a whole encounter makes the whole encounter angry.
  • Weaker alone and against a single great foe. The Prophet strikes far harder at one enemy.
  • No escape for the company, and only brief holds. Your binds and hexes buy a moment; your strength is ruin, not lasting control.

Gifts of the calling

Enchantmentsfrom the first day
every enemy suffering one of your lingering curses strengthens your arts.
Venom Bolt
a swift bolt of poison, the art you will use most.
Choking Air
a pall over every enemy in the fight that weakens them against venom and sickness.
Foul Mist
a sickly mist rises around you, interrupting and poisoning nearby foes.
Venom of Asps
a heavier poison strike.
Charmer's Bind
hold an enemy in place, then send it fleeing in fear.
Hex of Silence
silence an enemy and turn its eyes away from you.
Bite of the Serpent
a deep, venomous strike that returns some power to you.
Pestilence
a burst of plague across the whole encounter.
Dark Ward
when your life runs low, your threat falls away and part of every blow is healed.
Serpents
your rods become serpents that strike five enemies with venom and a stunning bite.

The attributes you need

AttributeWhat it does
IntelligenceMainEvery venom, plague and curse strikes harder, and your well of power runs deeper.
StaminaMore health. A Sorcerer needs every drop.
AgilityTogether with your Defense skill, a better chance to dodge a blow that reaches you.

Choose the Sorcerer if

You want to watch a whole pack of enemies wither at once. You love lingering curses, spreading plagues, and the grim satisfaction of a battlefield going quiet around you. But know what the arts are, and who taught them. The fallen who gave this knowledge to men have never given anything away. They only lend, and they always collect. Yet no debt owed by a man is beyond paying, and more than one Sorcerer has broken the serpent rod across a knee and walked out of the tower toward the hills.

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