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Sorceror

by AG last modified 21-07-2006 20:31

The Sorceror is the master of elemental magic and conjuring. He is helpless in combat, so he does best when he takes some of the excellent Type IV Attack spells at the start of the game, which make him formidable in combat. His favorite Treasures are the Book of Lore and the Scroll of Alchemy, which can vastly increase the powers he can call on.

Chits

Move:

M5

M4*

Fight:

L3*

Magic:

IV3*

IV3*

IV4*

IV4*

IV4*

IV5*

VI4*

VI5*

VI6*

Stats

Weight/Vulnerability: Medium

Spells: Three Spells (Type IV or Type VI)

Starting Gold Value: 10

Special: Lore (roll one die for Reading Runes rolls), Aura of Power (extra Enchant phase)

Start: Inn

Ally: Lancers

Friendly: Company, Bashkars

Unfriendly: Order, Soldiers, Warlock

Enemy: Guard

Strategy

Purple, purple, purple. Start the game with at least three Purple chits. If you wish to forego Fiery Blast, start with all six IV chits enchanted to Purple. The Sorceror can be played without Fiery Blast, contrary to popular belief. All VI spells except for World Fades are Purple spells. Transform is a good choice for a VI/Purple spell. No result on the Transform table can possibly be described as bad for the Sorceror. All allow him to either Fly or Walk the Woods, which enable him to get to those treasure sites before anyone else. Take VPs in Treasures and Gold, and Fame or Noto only if you choose to use the Fiery Blast to take on monsters or natives. You probably don't want to take more than one IV spell - and Fiery Blast is probably the best choice. Not taking a IV spell will allow you to keep all those IV chits enchanted to provide Purple. If you also use Melt Into Mist, you can unfailingly avoid combat at any time. Just don't run out of Purple.

Do not take VPs in Spells. Although the Sorceror has a good opportunity to learn new spells from Artifacts and Spell Books (and the chances are better with only 1 die), he does not have a way of removing any Curses he gets through Reading Runes - unless he happens to find the Glowing Gem with Remedy. With the Unfriendly Order, the Chapel is not a safe place. Many turns can be wasted failing to Hide and having to run away. Don't get in the position of suffering the Squeak curse! If you must, team up with a Witch, Druid or Magician who can cast those Remedy spells for you.

Unleash Power (VI, Purple) allows the Sorceror to change his VI6* chit into a Move/Fight chit with T strength. Good for opening the Vault. The Sorceror is the only character who can get T Strength from Unleash Power. Alternatively, an IV3* chit can be changed into a faster Move than the Sorceror is normally capable of.

Don't enchant tiles if you're using Transform, however tempting it may be - it's hard to Search when you're a Squirrel. Take VPs in Treasures, Gold and Notoriety. You don't have a method of removing Curses, and there is a decent chance that the Order (who can easily survive a Fiery Blast) will battle you if you go to the Chapel, so it is not a great idea to risk Curses, even though you only roll 1 die. If you have a shortfall of Notoriety near the end of the game, take out one of the easier native groups like the Woodfolk or the Patrol with a Fiery Blast or two. Of course, if you are lucky enough to Transform into a dragon, you should be able to go to town on almost any native group you choose. When preparing for a Fiery Blast, always remember to Alert the chit. Although casting at Time 3 is pretty quick, it is not quick enough for many monsters and natives.

Yes, we all know it's supposed to be spelt "sorcerer". Don't go there.

Sources of spells: Book of Lore, Scroll of Alchemy, Enchanter's Skull, Hidden Ring, Warlock unfriendly.

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