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The
Sorcerer's Scroll
By Steve
Kenson
Greetings,
seeker. So you wish to learn the secrets of sorcery, eh? To do so you
must first feel the power pulsing through your blood, through your heart,
in your mind and your spirit. Sorcery is not a craft you can learn --
you must first have the gift before you can harness its power to make
magic. If you know that power, then you are ready to begin down the path
of the sorcerer. . . .

Born
and Not Made: Sorcerous Training
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Tome
and Blood
For
even more great tips for roleplaying sorcerers, look for Tome
and Blood: A Guidebook to Wizards and Sorcerers
coming in July. This accessory contains guidelines for creating
specific types of sorcerers, allowing you to build characters with
specific abilities and personalities. Many of these characters introduce
variations to the rules presented in the Player's Handbook!
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The Player's
Handbook describes sorcerers as "self-taught." Since their
ability to use magic is inborn, sorcerers often refine their skills through
practice, trial and error. What goes into the training of sorcerers? How
do they learn to use magic effectively and improve their abilities over
time?
If you're
playing or creating a sorcerer character, give some thought to your character's
early training. Some sorcerers have the good fortune to be taken under
the tutelage of older, more experienced sorcerers, who teach them how
to master and control their abilities. Such mentors may even teach the
proteges some of their first spells, although their spells may just as
easily develop spontaneously as they come to understand and control their
powers better. Sorcerers might also seek out more experienced wizards
with whom to study. While they can learn many things from a wizard (including
useful skills like Concentration and Spellcraft), sorcery and wizardry
are different enough that sorcerers prove frustrating students for a wizard,
since they use arcane magic in a different way. Months or even years of
trying to fit into the wizardly mold might teach a sorcerer many things,
but also leave a certain distaste for wizards and their ways, particularly
when a master tries to force a sorcerer into a mold that doesn't fit.
Most
sorcerers don't have the benefit of any guidance in harnessing their abilities.
They learn on their own, through trial and experimentation -- a process
best conducted away from people, since accidents can and do happen. A
botched ghost sound or light spell may be a nuisance, may
even prove frightening to someone, but isnt overly dangerous. On
the other hand, an error involving burning hands or sleep
may cause more serious problems, and a village might run a sorcerer out
of town for accidentally setting a barn on fire or causing some other
accident. Nay, tis best to discover ones powers in private
. . . even if the sequestration leaves your sorcerer with a reputation
as a recluse.

About
the Author
Steve
Kenson has been a freelance writer in the RPG industry for five years
and a gamer for far longer than he'd care to admit. He's written for a
number of games including Shadowrun, Marvel Super Heroes
and Dragonlance: Fifth Age. His work appears regularly in
Dragon magazine.
Steve maintains a website http://members.aol.com/talonmail
with gaming articles he has written and information about his current
projects. He can also be reached by email (talonmail@aol.com)
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