Sorcerers: a background for Classic Traveller

For use with Unturned Hovel's Sorcery for space-wizards in Classic Traveller.
The Sorcerer's Temple is an esoteric order that exists within the universe, built on occult ritual and arcane secrets shared amongst eachother. At some point, a Sorcerer is pressured into leaving their temple and scouring the universe for knowledge, as to fulfill their philosophical reason in life. All Sorcerers have a PSI-STR calculated for futher and cannot be drafted or re-enlisted.
Prior Service
"Enlist": 10+
- +1 if END 8+ or INT 9+
- +2 if END, INT or EDU 10+ Survival: 10+
- +2 if END or INT 9+ Commission: 8+
- +1 if INT 8+
- +2 if EDU 8+ Promotion: 8+
- +2 if END, INT or EDU 9+ Reinlist: 5+
Rank Table
| Rank | Title |
|---|---|
| Rank 0 | Hierodule |
| Rank 1 | Mystoi |
| Rank 2 | Disciple |
| Rank 3 | Sorcerer, Black Ring |
| Rank 4 | Sorcerer, White Ring |
| Rank 5 | Sorcerer, Red Ring |
| Rank 6 | Wizard/Sorcerer Supreme |
Acquired Skills
| 1D | Personal Development | Service Skills | Advanced Education | Advanced Education (EDU 8+) |
|---|---|---|---|---|
| 1 | +1 END | Mechanical | Admin | Archival |
| 2 | +1 INT | Pilot | Navigation | Astronomy |
| 3 | +1 INT | Steward | Medicine | Xeno-Medicine |
| 4 | +1 EDU | Engineering | Mysticism | Mysticism |
| 5 | +1 SOC | Medicine | Philosophy | Theology |
| 6 | Blade Cbt | +1 INT | +1 EDU | Xeno-Theology |
Mustering Out
| 1D | Material Goods | Cash |
|---|---|---|
| 1 | High Passage | 1000 |
| 2 | +1 SOC | 5000 |
| 3 | +1 EDU | 10000 |
| 4 | +1 END | 20000 |
| 5 | Spell | 20000 |
| 6 | Spell | 30000 |
| 7 | Spell | 50000 |
Spells
Sorcerers take the spells, in order, as listed out below. Spells of Ritual proportions may require specific drugs and components.
The Prescience
Cost: 1 or 1d6
Speed: Instant
Range: Self-Close
The sorcerer either A) Absorbs the history or contents of a physical object into their mind, or B) can see 1D outcomes of a possibility in a moment of flash-omniscience, often random but one can be an answer to the possible question they hold, with an additional 1D possibilities with incense of the Black Lotus. In either case an END roll must be made to not double the respective costs as their mind is wracked.
Banishing Invocation
Cost: 3
Speed: Channeled
Range: Close-Medium
A round of sustained chanting builds up a pool of 1D. When released, the pool is rolled and is scored against a non-intelligent outer being's Flee Score, or against the total of a sophont outer being's END+INT or PSI-STR score. If the roll is equal or higher to that score, then that being is banished.
Wyrdflame
Cost: 1+
Speed: Instant/Channeled
Range: Close-Medium
The Sorcerer, ripping the a small hole to Jumpspace, creates a technicolor flame. This fire burns in the vaccum of space and eats through flesh, metal and stone as if paper and further channeling allows for it to move at a speed of 1. When in contact with the flame, the victims must make a DEX roll or take an amount of damage each round equal to 1D per the starting wound spent. This damage roll is made every round, with a 1 removing a die and a 6 adding a die. The fire can only be extinguished either when all dice are removed or if Banished, with the damage roll being its flee score.
Warding Circle
Cost: 2
Speed: 10 Minutes
Range: Close
A diagram of arcane reagents like Chalk and Salt create an intricate diagram on the ground. This circle will not let any being, object or force pass through this circle until the caster dismisses it.
Conjuration
Cost: 6
Speed: 10 Minutes
Range: Short
A specific ritual per entity is carried out, bringing forth a being from the Outer Dark in the space by the caster. Further parlay or the usage of Binding may be used to gain a boon out of the summoning.
Binding
Cost: 1D
Speed: Channeled
Range: Close-Medium
A word of power forces a target or targets to resist the will of the Sorcerer. To dominate a being, the Sorcerer compares their INT+END score against either: the PSI-STR of an opposing sophont or the Flee score of an opposing Beast. If their score is greater than the target, they may issue an amount of commands per wounds spent. Permanent domination requires the spending of an additional 1D wounds.
Appendix: Beings of the Outer Dark
Star-Lizard
| Weight | Hit | Armor | Wounds & Weapons | |
|---|---|---|---|---|
| 200kg | 16/14 | cloth | 5 Teeth | F7 A4 S4 |
Horrible, dragon-like beings with allegiance to the greater being Hashtar, they may fly in space at a speed of 400 times that of the speed of light1.
Shaggoth
| Weight | Hit | Armor | Wounds & Weapons | |
|---|---|---|---|---|
| 400kg | 14/4 | Special | Special | F5 A3 S2 |
Amorphous, shambling masses of flesh, protoplasm and bodyparts, summoned by sorcerers of old as ancient slaves. Each round of combat, due to their amorphous nature, they reroll their wound score, weapon and armor. For the sake of simplicity, they roll 2D+3 for their wounds.
Jump-Daemon
BD*A50
Jump-Daemons are beings of pure Wyrdflame, inhabitants of the unbored jumpways. As beings of Wyrdflame they may cast that spell at will, but will roll 1D every round to determine if they fizzle out of realspace or not, with that score being their temporary END. Being Sophonts, they have a PSI-STR of 15/F.
I'm not doing the jump drive calculations for that.↩