TEXT: An old school, magic-using character class by Venger As’Nas Satanis
  Kort’thalis Publishing
  The 
  The Baleful Sorcerer
  Baleful Sorcerer
  of 
  of Tsathag’kha 
  Tsathag’kha 
  
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  Th e Baleful Sorcerer of Tsathag’kha is an old school character class created for use with every variation on the original 
  fantasy, paper & pencil, tabletop roleplaying game. Th e rights to reproduce this work are reserved for the copyright 
  holder.
  Coptyright © 2013 by Venger As’Nas Satanis 
  Kort’thalis Publishing
     
  All rights reserved. No part of this publication may be reproduced, distributed, or transmitt ed in any form or by any 
  means, including photocopying, recording, or other electronic or mechanical methods, without the prior writt en per-
  mission of the publisher, except in the case of brief quotations embodied in critical reviews and certain other noncom-
  mercial uses permitt ed by copyright law. For permission requests, write to the publisher at Venger.Satanis@yahoo.
  com
  htt p://vengersatanis.blogspot.com/
  _____
  Cover art:  Paul Allen
  Interior art:  Zarano
  Layout:  Edward Wedig, www.edwedig.com
  _____
  Special Th anks:  goes out to Clark Ashton Smith, Robert E. Howard, H.P. Lovecraft , Lin Carter, the somnolent 
  toad god Tsathag’kha, Brendan Strejcek, Matt  Finch, Michael Prescott , Anthony Emmel, Todd Rokely, Shane Ward, 
  Christian Sturke, Tristram Evans, and Th orswulf for inspiration and helpful suggestions.
  KORT’THALIS PUBLISHING
  KORT’THALIS PUBLISHING
  
   2 
  Introduction
  Introduction
  Abnon-Th a, however, was no common hedge-wizard, but an adept of long standing in the most awful and profound arcana of the black arts. He 
  knew the spells that kill more quickly and surely than knife or poison, at a distance; and he knew also the darker spells by which the dead can be 
  reanimated, even aft er years or ages of decay.
  Th e Charnel God by Clark Ashton Smith
  I’m somewhat familiar with 20th century sword and sorcery pulp, but there are many holes in my learning.  Alas, there are 
  many stories I’ve never read and many I’ve consumed only once and many years ago.  I have but scratched the proverbial 
  surface.  
  Last night, I began a weird tale that gripped me like few others have ever dared, keeping me in its rapacious grasp until the very 
  end.  Th is short story was, “Th e Charnel God” by Clark Ashton Smith; one of the best dark fantasy stories I’ve read.
  Th at weird tale compelled me to re-think the traditional RPG magic-user character class.  I posted my initial idea on my old 
  school gaming blog.  A lot of experienced and thoughtful gamers furnished me with wondrous additions and alternatives. 
  Th is is the product of that collective brainstorming.  
  Th ere are distant realms where only the baleful sorcerer practices his obscene art, and traditional wizards are noticeably 
  absent.  Th is alternative character class can be used instead of, or in addition to, what is presented in RPG abc or xyz, and GMs 
  should feel free to base similar magic-using classes upon what is presented here.
  I’m off ering this PDF freely to those who want it.  If the baleful sorcerer enriches your game, then I am glad to be of service. 
  Please post feedback as I never tire of hearing the outlandish adventures rooted in actual play.  Th ose who appreciate this 
  humble gift  might also be interested in Liberation of the Demon Slayer… a Lovecraft ian, science-fantasy dungeon crawl 
  module that includes bits of campaign sett ing and rule options.  LotDS is available at DriveTh ruRPG, RPGNow, and Amazon.
  com.  At the moment, I’m collating details for my second campaign-length module: Th e Islands of Purple-Haunted Putrescence. 
  Check my old school gaming blog for details:  htt p://vengersatanis.blogspot.com/
  By His loathsome tentacles,
  Venger As’Nas Satanis
  Grognard de Noir
  
   3 
  The Baleful Sorcerer 
  The Baleful Sorcerer 
  of Tsathag’kha
  of Tsathag’kha
  Relative to an ordinary man, the baleful sorcerer of 
  Tsathag’kha is extremely powerful… but his power comes 
  at a terrible price!  Taught his wicked ways by those who 
  worship the hideous toad god Tsathag’kha, this sorcerer is 
  familiar with the living dead, poison, certain edged weapons, 
  and a concise selection of conjurations.  
  His spells total nine.  Th ey are listed from easiest to hardest 
  in diffi  culty and potency.  At fi rst level, the sorcerer knows 
  spell #1.  At second level, he understands #2, and so on… 
  each advancement bringing a new fragment of arcane lore.  
  For example, at 1st level a baleful sorcerer would only be able 
  to cast Discern Magic.  Upon reaching 3rd level, he would 
  have access to Discern Magic, Sacrosanct, and Deception.
  Due to the particular nature of certain campaigns, the GM 
  might want to swap the advancement of one spell for another.  
  For instance, the party’s survival could depend upon off ensive 
  magic.  If a baleful sorcerer is the sole magic-user, and of 4th 
  level, the GM can choose to grant Ichorous Inferno to the 
  character upon reaching 5th level, leaving Infernal Traffi  cking 
  or Communion with Tsathag’kha to 7th.
  Th e baleful sorcerer may att empt a higher level spell than he 
  is currently capable of casting, but there is great risk involved.  
  Upon each and every pursuit, the sorcerer himself must roll a 
  saving throw.  Failure means the caster takes the constitution 
  drain himself, no matt er who was selected for that fate, and is 
  also whisked away by the batrachian servants of Tsathag’kha, 
  whereupon the sorcerer is imperiled for a time (1d4 hours) as 
  his infernal att endants acquire all that the sorcerer knows. 
  If he reveals nothing worthwhile, a blood-writ pact must be 
  signed, obligating him to perform ghastly duties in the not 
  too distant future.
  Hit Die: D6
  Profi ciencies: No armor may be worn.  Sorcerers may use 
  daggers, short swords, sickles, and scimitars without penalty. 
  A baleful sorcerer may use poison as a thief of same level.
  Progression: Att ack, saving throws, and all other progressions 
  improve as the standard magic-user or wizard class.
  Special Abilities: Th e baleful sorcerer has the power to 
  rebuke, destroy, or command undead as a cleric of same 
  level.  
  Drawbacks and Other Considerations: Th e sorcerer 
  can never acquire a familiar, multi-class, or be of lawful/
  good alignment.  Upon death, the baleful sorcerer’s soul is 
  promised to Tsathag’kha.  Furthermore, there’s a 7% chance 
  per level that the inert husk of a sorcerer-corpse assumes the 
  semblance of life shortly aft er interment (1d4 days), rising of 
  its own accord as a Lich. 
  Because a sorcerer is granted his dominion by the hideous 
  grace of the toad god himself, spell books are unnecessary. 
  He doesn’t forget his spells, and is able to cast and keep 
  casting until physically spent.  Th is mitigates the drawback 
  of spell limitation.  
  Points of constitution drain can either occur per spell level 
  (1 point for a level one spell, 2 points for a level two spell, 
  etc.) or as noted in each spell’s description, depending on 
  the GM’s wishes.  Th e constitution drain aff ects a character’s 
  stamina, modifying his hit points.  However, this drain does 
  not necessarily aff ect the sorcerer himself.  Either willing 
  or unwilling victims may share the fatigue instead of, or in 
  addition to, the baleful sorcerer, as long as, the victim is either 
  physically touched at the time of casting or the victim’s blood 
  was drawn in preparation, but not more than an hour old.  
  Constitution recharges at a rate of 2 points per hour of 
  uninterrupted rest and meditation; aft er six hours of such 
  quietude, an individual’s vitality is fully restored.  However, 
  those who fall to a constitution score of 3 or less must roll 
  a successful saving throw to avoid being instantly killed by 
  systemic shock from the sorcery.
  
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   5 
  6.  Blackish Purple Tentacles of Abnon-Th a - horrid tendrils 
  rise out of the ground and fl ail around, squeezing the life out 
  of the sorcerer’s foes.  Each tentacle does 2d8 of constricting 
  damage per round to those grasped (save each round to 
  avoid).  Up to thirteen man-sized individuals within a 30’ 
  radius are aff ected. Constitution drain:  2d4 points.  
  7.  Ichorous Inferno - streams of liquid green fi re spraying out 
  in various directions, incinerating those in the sorcerer’s way.  
  Save to avoid being roasted alive for 5d6 damage in a cone 
  up to 50’ from the sorcerer; 7d6 at tenth level.  Constitution 
  drain:  1d4 and 1d6 points.
  8.  Necromancy - causing the dead to rise and do as 
  the sorcerer instructs for one night per level of sorcerer. 
  Constitution drain:  2d8 points.  
  9.  Extinguish Life - the act of murder via sorcery.  Save 
  versus death!  A successful saving throw means victim only 
  takes 2d6 damage (unless a natural 20 is rolled whereupon 
  no damage is taken).  Intended victim must be within 100’ of 
  the sorcerer when the spell is cast.  Constitution drain:  3d4 
  points.  
  SPELL LIST
  SPELL LIST
  1.  Discern Magic - essentially detect magic, read magic, 
  identify, and use magical device all rolled up into a single 
  spell.  Constitution drain:  1 point.
  2.  Sacrosanct - the culmination of mage armor, shield, and 
  protection from arrows, spells, good, evil, etc.  Sacrosanct 
  gives the sorcerer a bonus to his armor class equal to his level; 
  at 7th level it also provides 3 points of damage resistance. 
  Constitution drain:  1d3 points.
  3.  Deception - for creating illusions and disguising the 
  sorcerer or an intended subject.  Th e observer must have 
  familiar knowledge of a person, object, place, culture, and so 
  forth in order to have a chance (as per saving throw) of seeing 
  through the deception.  Constitution drain:  1d4 points.  
  4.  Compel - command; forcing weak-willed individuals 
  to do the sorcerer’s bidding.  Victim gets a saving throw to 
  resist initially and then once per day to break free of the 
  sorcerer’s will, as well as, each instance of being compelled to 
  do something the victim would ordinarily fi nd atrocious or 
  repugnant.  Constitution drain:  1d6 points.
  5.  Infernal Traffi  cking - communicating with, summoning, 
  and binding all manner of Devils, Demons, and Outsiders. 
  Alternatively, the sorcerer may learn Communion with 
  Tsathag’kha instead, which puts him into direct psychic 
  contact with the hideous toad god, as well as, allowing the 
  sorcerer to summon a spawn of Tsathag’kha.  Constitution 
  drain:  1d8 points.
  
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