Sorcerer

Overview
Slow your enemies, steal their items and blow them to pieces! With Sorcerer, you can show your enemies why they shouldn't mess with you.

Frostbolt_icon.png Frostbolt (requires 7 mana)
Target a player. That player and any players within a 5 space radius have their Speed reduced by 9 for the next turn.

Telekinesis_icon.png Telekinesis (requires 8 mana)
Target a player. Steal a random non-Soulbound item from their inventory.

Pyroblast_icon.png Pyroblast (requires 40 mana)
Target a player. Unleash your pent up fiery rage and kill them. In addition, any enemies within a 25 space radius will catch on fire.

Mysticality (passive)
This is the source of Sorcerer's power. Gain 2 mana every turn.

Strengths

 * Powerful skills that have unlimited range and, technically, no cooldown.
 * Effective at late game when power is allowed to build up.
 * Unlike the magic spells with similar effects, Sorcerer's skills are generally more potent and count as skills instead of magic.

Weaknesses

 * No movement skills in Sorcerer's skillset.
 * The light magic spell Energize has no effect on Sorcerer's skills.

Strategies

 * It may be tempting to use the skills immediately, but many players will wait it out until someone is on the verge of victory. Games have their ebbs and flows, and the lead may change several times.  At this point in late game Pyroblast may be available for use, unless Frostbolt spam to keep the player locked in place seems more appropriate.
 * Sorcerers can steal items much more readily when their mana is built up. If you notice an item with huge swing potential for you, such as Diss Card: Shift or many parts of the English Breakfast making their way into someone else's inventory, use Telekinesis on them to try to steal it.

Dual-Class Synergies
(to be done later when other classes have their own pages)