After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power. Seeking to unravel the mysteries of the cosmos, they've learned to directly tap into the mana currents and wield magic in its purest form. Sorcerers are capable of summoning magical creatures ranging from shock Wisps to extra-dimensional Eldritch Horrors. Being the most magically focused of all the classes, the Sorcerer wields a wide arsenal of combat invocations and unit and domain enchantments. Sorcerer's domains tend to be loaded with protections such as anti magic domes and guarding glyphs, while they cast corrupting magic on their enemies. Needless to say, Sorcerers favor mana over gold and rely on spells instead of brute force. With their arcane knowledge, they strive to restore the dominance once held by the Wizard Kings.
--Gifted Lords of the Third Age, by Ralinstone Pedant, Chronicler
Creatures summoned in the city's domain gain one rank .
Class Units[]
Sorcerers rely heavily on summoned units as their unique ones. The only produced unit is the Apprentice which only requires the Sorcerer's Conflux.
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Wisp
'There is something alive in mana. When I draw upon it, I hear the tiny voices of a million helpers. It is potential. Things that might happen, whisperings of what might be. It is a kinship between me and unlikely events. Upon that power I draw--the residual sparkle in a spell--to summon the Wisp. It responds to my music, resisting other casters. Through its visage I see what is hidden. It excites living matter, shocking those with violent intent.'
--Manaworld, Garidan Hubin, Sorcerer
Unit: WispOrigin: Sorcerer Requires: Summon Wisp Tier I: 16 28 710 Cost: 70 Upkeep: 4 / Can be summoned with Summon Wisp(40 9 /) Abilities:
'A Sorcerer's ability to manipulate magic by channeling it purely through will is extremely dangerous and rare. They test their followers with the hopes that one of them has the same elusive trait. Most apprentices never progress beyond the ability to project bolts of magic at enemies and disrupt enchantments with a touch. Though these abilities seem small compared to the Sorcerer, when a dozen apprentices rain deadly force upon an army and magical enchantments fail to function properly, it is little wonder the Sorcerer keeps so many around.'
'Gorgax charged the sorcerer, raising his mighty axe. 'Your body and head have been joined for too long!' The barbarian's quip was clever, but he should have struck without speaking. A blinding flash followed. Three Phantasm Warriors stood where the sorcerer had been. Their bodies were faded; their faces a patch of sickly blue light. Gorgax hewed at one incorporeal form with his axe, but it did little noticeable damage. These spectral warriors struck Gorgax from three sides. Then, one saw me in my hiding place. I wish I could tell you the fate of Gorgax, but I fled.'
'The serpent was a construct of magic. It floated in the swirling air beside its summoner. We tried to gather in a defensive formation, but before we could organize, the thing appeared behind us. With a shower of crackling sparks it struck like a bolt of lightning. Our strongest warrior stood stunned, unable to strike. Other footmen rushed the thing. Blow after blow struck the creature, and eventually it succumbed to our counterattack. By then, the sorcerer had another, less pleasant, attack ready.'
--Magic Hunter, Cortam Tugkill, Mage Slayer
Unit: Node SerpentOrigin: Sorcerer Tier III: 7532401211 Cost: 175 Upkeep: 16 / Can be summoned with Summon Node Serpent(120 22 /) Abilities:
'It writhed like the scream caught in my throat. Teeth. Eyes. The smell of blood, fear and something exiled by nature to the forgotten depths. Drooling mouths and so many tentacles. Oh, Eldritch Horror! The mind slides off thee like slime from a fish, an absurdity. It wriggles impossibly floating. What dark age do we beckon, that a mind could conceive of such a force of destruction, and then will all the will of insanity, allow it to continue breaking walls, piercing flesh with barbs? Even here in the asylum, I cannot hide from the memory of it.'
Forms a bundle of unstable sub-atomic particles and unleashes its energy at enemies. Deals 18 damage to target enemy unit. The effect jumps to a maximum of 4 enemy units (including the target), which are 3 or less hexes away from the previous target.
Pulls down rays of cosmic energy from the stars above on target location. Units within a 1 hex radius around the target are dealt 4 damage of each , , , , , and .
Sends a surge of electricity across the battlefield. Attempts to immobilize all enemy units on the battlefield for 1 . Enemy Units that are not Immobilized(1 ) lose 25% of the for 1 .
Opens a rift to the Chaos plane, allowing its anomalies to enter this world. Each combat round, for 4 , a random unit is summoned to fight for the caster, and 20 damage is dealt to 2-3 random enemy units and the enemy units in a 1 hex radius around them. Incurs happiness penalties when cast in non-undead city battles.
Target friendly city is marked with glyphs that channel protective magical currents in its domain. The currents deal 16 damage to trespassers each turn that they are with the city's domain.
Conjures a dreadful omen in the sky above, striking fear in the hearts of the population. Units that belong to the enchanted city's empire suffer a -500 penalty within that city's domain. Living cities additionally suffer a -100 growth penalty.
Sustains a dome of anti-arcane energy that cancels out all incoming magic. Target friendly city and units stationed in it become immune to all enemy city enchantments and strategic spells.
Collides arcane currents in the sky to form thunderstorms that wreak havoc on the world below. Deals 5 damage and 10 damage to target enemy army. Incurs happiness penalties and reduces population when cast on a city.
Surrounds the perimeter of target friendly city with a shock forcefield. Enemy units moving through it in tactical combat suffer 8 damage and have a chance to be Stunned (Strength?).
The ancient arcane currents are awakened, enabling the caster to channel massive amounts of magic. The caster gains +50 , and required and for all spells are halved.
Support units receive training to travel between the planes of reality for short periods of time. As a result of the training, they receive Projectile Resistance and the Phase ability.