Sorcerer

"Freeze your enemies, steal their items and blow them to pieces!"

— Former Specialized Adventuring! Description

Sorcerer (or Sorceress for females) is a class.

Mysticality

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * This is your magic power as a Sorcerer. You gain 2 Mana each turn. You gain an additional 2 Mana whenever you cast a Spell.
 * This is your magic power as a Sorcerer. You gain 2 Mana each turn. You gain an additional 2 Mana whenever you cast a Spell.

Mana: X/100

If the Class Talent is active: Casting Spells now grants 4 Mana instead of 2.

Category: Buff
 * }

Effect

 * You instantly gain 8 Mana when you gain this effect. Then, you gain 2 Mana during each of your Effects Phases and gain 2 Mana right before you cast any Spell. You can have a max of 100 Mana stored in this effect at once; Mana which would be gained while you already have 100 is simply never able to be used.
 * You can gain 10 Mana by using a Mana Potion.
 * If the Class Talent is active: You gain 2 extra Mana right before you cast any Spell.

Standard Use

 * Target another player.
 * If you have 6 or more Mana and the target is within range: You lose 6 Mana. Steal a random item from the target.
 * If you have 6 or more Mana and the target is not within range: Nothing occurs besides losing 6 Mana and this skill going on cooldown.
 * If you have less than 6 Mana: Nothing occurs besides this skill going on cooldown.


 * If the Class Talent is active: Range is unlimited and using the skill only costs 4 Mana.

Standard Use

 * Target any player.
 * If you have 10 or more Mana: You lose 10 Mana. All players within a 5-space radius of the target gain Rooted.
 * If the Class Talent is active: You lose 10 Mana. All players within a 10-space radius (rather than a 5-space radius) of the target gain Rooted, and each player in the radius has a random item in their inventory gain Frozen for 3 turns.
 * If you have less than 10 Mana: Nothing occurs besides this skill going on cooldown.

Related Effects

 * Frost Immunity

Event Use

 * Use against The Bear!; with sufficient Mana, move 6-7(?) spaces forward and lose 10 Mana; with insufficient Mana, go backwards the standard amount of spaces.

Standard Use

 * A random other player on your space is targeted if possible. Then:
 * If you couldn't target a player and you have 7 or more Mana: You lose 7 Mana. You move 4-5 spaces forward.
 * If you couldn't target a player and you have less than 7 Mana: Nothing occurs.
 * If you targeted another player and you have 2 or more Mana: You lose 2 Mana. You move 4-5 spaces forward.
 * If you targeted another player and you have less than 2 Mana: Nothing occurs.
 * If the Class Talent is active: If you targeted an enemy player, you gain 6 Mana if you are not on the target's space after you move.

Standard Use

 * Target any player.
 * If you have 40 or more Mana and the Class Talent is not active: You lose 40 Mana. Kill the target, also each enemy player within a 25-space radius of the target gains 3 turns of Fire.
 * If you have less than 40 Mana: Nothing occurs.
 * If the Class Talent is active and you have 100 Mana: You lose 100 Mana. The target and each enemy player within a 15-space radius of the target have all death blockers and passive granters of Death Immunity removed, then they are killed. All enemy players within a 100-space radius of the target (instead of a 25-space radius) gain 3 turns of Fire, and along with that, they each have 3 items instantly burned.
 * If the Class Talent is active and you have less than 100 Mana: Nothing occurs.

Related Effects

 * Fire Immunity: Passively prevents being affected by Pyroblast.

Event Use

 * Use against the Small Golem of the Archaeology Dig; you lose 40 Mana if you succeed. (You fail if you have less than 40 Mana.)
 * If the Class Talent is active, the cost changes to 100 Mana for this event.


 * Use against The Bear!; with sufficient Mana, kill the Bear and lose 40 Mana, with a chance to gain 4 turns of PETA; with insufficient mana, go backwards the standard amount of spaces. (You fail if you have less than 40 Mana.)
 * If the Class Talent is active, the cost changes to 100 Mana for this event.


 * Melt the Ice Inside The Cave; you lose 40 Mana if you succeed. (You fail if you have less than 40 Mana.)
 * If the Class Talent is active, the cost changes to 100 Mana for this event.

Strengths

 * Powerful skills that have unlimited range and, technically, no cooldown.
 * Effective at late game when power is allowed to build up.
 * Flash is excellent for swooping in the endgame.
 * Frostbolt is (usually) excellent for stopping someone else from swooping in the endgame.
 * You can use Frostbolt to Root yourself, preventing losing spaces with the Time Bomb, with The United Nations, with The Bear!, with Saruman, with a bad guy or with the Indian chief in The Wild West, or if you are being shot at by a player with a Gun (at the cost of dying.) This is particularly useful if you have already crossed the finish line.
 * Pyroblast is quite effective in duels.

Weaknesses

 * Weak early game.
 * If a game is too short, you might have insufficient Mana for the endgame.
 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * Root Immunity such as from Druid's Crow Form, from a Magic Broom either bought at The Wizard Shop or found in The Haunted Mansion's Graveyard during Halloween, or from The Avaril can make Frostbolt useless for stopping a swoop.
 * Frost Immunity such as from Quantum Quality, Syringe, a Dragonling, Bearskin Vest, Spear Of Skadi, or Jewel Shield can make Frostbolt useless.
 * Fire Immunity such as from Quantum Quality, Syringe, a Dragonling, Demon Sword, Dragon Shield, or Jewel Shield can make Pyroblast useless.
 * If you use Pyroblast on an enemy, you will lose a huge amount of Mana that could be used for Frostbolt or Flash; this can cost you heavily outside of a duel.
 * Cooldown reduction is generally not useful for Sorcerer skills (though it could be useful for Frostbolt in the endgame.)
 * Spell protection can significantly hinder the viability of spamming magic, especially in long games with Sir Lancelot's Ring Of Dispel and Shamshir-e Zomorrodnegar or if an opponent has an Amethyst Necklace.
 * Silenced from Necromancer's Bone Mage, Lawyer's Natural Liar Talent, Alchemist's Concoct Talent, Warlock's Libido Fiend, or Plunger can interfere with spamming magic.

Strategies

 * It may be tempting to use your skills immediately, but it is generally wise to wait it out until someone is on the verge of victory. At this point, Frostbolt can Root a player before they cross the finish line.
 * If you notice an item with huge swing potential for you in another player's inventory, such as Diss Card: Shift or English Breakfast components, using Telekinesis to try to steal it is an option.
 * Flash can give a large amount of spaces very quickly when used at maximum Mana by clicking it 8 or 9 times in a few seconds, and there is no way for others to prevent your Mana from building up with time.
 * If the Adventure Time reference event is chosen, you can get an Orb for magic casting. Also, the Enchiridion casts Wormhole and provides all 5 Magic Crystals for a total of 6 potential spells to cast. However, Dungeon Crawl can provide access to [Demon Sword]] and can make Black Dragon Eggs more accessible to enemy players in longer games.
 * If the Board Game Of Thrones reference event is chosen, other players can become a Targaryen to receive a Dragon Egg and can more easily steal Dragon Eggs from The Dragon. Black, Blue, and Red Dragonlings can act as strong defenses against Frostbolt and Pyroblast. Targaryens also gain Ring Of Spell Deflecting which can hinder your magic usage. Other players can also become a Stark to receive a Wolf which can Silence you. For these reasons, it is generally not wise for a Sorcerer to choose this reference event.
 * If the Interdimensional Portal Gun reference event is chosen, Frostbolt can prevent losing spaces while getting a reward from Fantasy World.
 * If you can somehow get Lilith's Staff, it can solve the spell protection issue with magic spam.
 * Magical Mind can solve the Silencing issue with magic spam.

Dual-Class Synergies

 * Druid: Frostbolt has synergy with Entangling Roots.
 * Enchanter: Magic Affinity and Condense Magic synergize well with Mysticality.
 * Merchant: You can repeatedly go to The Magic Shop for spells to cast that will grant you Mana from Mysticality. This is especially effective if you go to The Wizard Shop with the Cards Of Fate spell and get Orb, Staff, Wizard Hat, and Wizard Robes. (Tome Of Magic can be the icing on the cake.) The Wealth spell can supply you with the needed Rupees.
 * Necromancer: Shimmering Soul synergizes well with Mysticality.
 * Priest: Radiance being cast twice synergizes well with Mysticality.
 * Saboteur: In a duel, Pyroblast can be used to burn an item made Highly Flammable by Sabotage while Hinder's Fire is still recharging or if Hinder's Fire somehow failed the first go-round. Sabotage can also Freeze Red Dragonlings if the opponent becomes a Targaryen in the Board Game Of Thrones reference event.