Elemental Sorceress
by Charis
Thanks to Hellbringer (Sorceress), Shaft (Summoner) and Killian (Elemental Wizards) for their ideas.

Class: Rogue
Tag: ESC

Introduction

After the Amazon and Necromancer, I just wanted to have another class with a Diablo 2 name. Bringer's post came out the same time, with some nice thoughts on his part, so I've named this one the Elemental Sorceress.

Background

On the border between the Sisters of the Azure Eye (Sorceress) and the Elemental Wizards are a small group of tribes known as Elemental Sorceress. They uses the tag (ESC) behind their names.

They seek to become as proficient in spells as possible. Their first choice is typically a spell of elemental power. But under the banner of fighting fire with fire, have learned 'Magic' realm spells to defeat wicked mages. See 'Learning' below for more ideas.

Items

Armor
Being strong and more dexterous than mages, the sorceress is not limited to cloaks and robes, but may wear certain types of plate mail at higher levels. Any armor lighter than plate (plus breastplate) may be worn as long as it has a +magic, +mana, or +resitances attribute. To wear plate mail, it must have a resistance prefix and +magic/+all suffix. (Note: This means Awesome Full Plate will never be worn, but something as nice as Obsidian Full Plate of Sorcery can be.)

Helms
Any cap, skull cap, or crown may be worn, unique or enchanted. Helms and full helms are ok if +magic/+all or resistance, but great helms are too heavy and cumbersome to be worn.

Jewelry
Any jewelry may be worn, but if it has both a prefix and a suffix, at least one must be plus to magic/mana/all. For optional additional restrictions, see 'Learning' below.

Weapons & Shields
To focus on their spellcraft, reliance on physical fighting must be strictly minimal. (Try a Summoner or Angel for moderate to heavy combat in addition to high magic.) They may wield any weapon that aids in spellcasting, but do not go up to a creature and start bashing (unless triple immune, etc.). Shields may likewise be used only to further their spellcraft.

Unique Items
All items that are not -magic or -mana may be freely worn. The only question is, does it further the craft of the sorceress. Naj's Light plate, +spell lvl, and +mana/+magic items are especially nice.

Items that are two heavy or bulky may not be used, specifically: Demonspike Coat, Gotterdamerung, Grizzly, Cranium Basher, Messerschmidt's Reaver. Other -magic/-mana items include Bloodslayer, Hellslayer, Deadly Hunter, Civerb's Cudgel, Fool's Crest, Overlord's Helm, Dragon's Breach.

Learning

There are several paths the sorceress may take in her pursuit of excellence in sorcery. At the end, she is a fully capable and minimally restricted adventurer with few restrictions. The traditional path seeks to focus on a particular discipline for a time, to better master it. They also must best a unique creature skilled in that discipline. This path may be described as follows.

1) The Realm of Fire
The church levels are scoured for books and shrines, as the sorceress learns the basics of all types of spells. When she has learned firebolt, inferno and firewall to levels 5, 3, and 1, respectively, she does a full clear of the church with fire spells. (Fire immunes may be killed by other means.) One of the following fire-resistant bosses must also be defeated, with fire: Madeye the Dead (4), Bloodgutter (6), or Blightfire (7). She may be called Sorceress del Fuego upon success.

2) The Realm of Water (Magic)
The spells of Healing, Holy Bolt, Flash, Mana Shield must be learned to slvl 7, 5, 3, 1, respectively, to master the realm of water. Heal Other may also be learned. At this time the catacombs should be cleared using only Holy Bolt and Flash (but any spells possible from a Staff against immune and highly resistant creatures). So as not to become totally flabby, the muscles may be strengthened as well, upon the face and rump of the Goat Men. Unseen, Stone Clan and Night Clan monsters are Magic Resistant and will give the most challenge, one of their bosses, Blighthorn(7) and Gorestone(7) must be killed (both surprisingly take full damage from Magic attacks). The title Sorceress del Mar may then be taken.

3) The Realm of Air (Lightning)
The Sorceress begins to master the realm of air and lightning in the Caves. She must learn Charged Bolt, Lightning, Town Portal, Telekinesis, and Phasing, to spell levels 7,6,5,3,2, and will finish her training when she learns the fearsome Chain Lightning spell. Then must then defeat two types of bosses, one fully damaged by lightning (Viperflame the Fire Drake, 12; Bluehorn the Frostcharger, 11; or Fangspier Cave Viper, 11), and another who is immune (Viletouch the Deathwing, 12; Brokenstorm the Red Storm, 9; The Flayer - Storm Rider, 10). A special weapon may be used to harness the Realm of the Air against those immunes, a Bow of Shock, Lightning or Thunder. For this she earns the title, Sorceress Toronado.

4) The Realm of Earth
Important skills harnessing magic of the earth are learned at this stage, Stone Curse, and Golem, as she learns how to make peripatetic foes stand still and learns to deal out wicked physical punishment. When these two spells are learned to at least 2nd level, she must clear hell through lvl 15 and Lazarus using these two spells alone. Against the earth-hating witches she may apply direct physical force (melee weapon or bow). In addition to the standard uniques on lvl 15, Witchmoon (13) or Stareye(14) must also be defeated with earth magic. She may now be called Sorceress de la Tiera.

5) The Realm of Terror
The Sorceress' mastery is not complete until she has learned the ways of her bitter foe, the Mage, in learning the spells Bloodstar, Bone Spirit, Elemental, and Guardian. These spells must alone be used to vanguish Dreadjudge(14) or Vizier(15), and two dozen advocates. Her final task then is to slay Diablo, hitting him with all she's got, beginning with a barrage that must include Holy Bolt, Elemental, Fireball, Flame Wave, and Guardian. After this initial volley, she may finish him off by any magical means. She is then called Sorceress del Mundo.

6) The Realms Beyond
Just because Diablo has been served a setback, it does not mean the Sorceress' learning is complete. She must now learn how to integrate the various realms to work powerfully and harmoniously together. All spells must be brought up to 4th level, and at least one fire and one lightning spell maxed out at slvl 15. Then must Diablo be slain on Nightmare difficulty, for the title, Sorceress del Sol. (Preferably she will be using gear that gives at least +2 spell lvls for the final kill.)

7) The Ultimate Realm
Although few may wish to push themselves this hard, many a Sorceress will want to gain the ultimate title: Sorceress de la Nova. She is ready to try when: i) she is 30th lvl, ii) she has found a Thinking Cap and Naj's Light Plate, and an Arch Angel's Staff, and iii) she has maxed out Holy Bolt or Fireball. On Hell difficulty, Lazarus' gang must be defeated by Magic alone, and Diablo must be slain using only lvl 20 spells (ie maxed, plus special gear), after being awakened by Nova.

Optional Restrictions

Until Realm of Fire is mastered, no Fire Resistance armor/jewels.
Until Realm of Air (Lightning) is mastered, no Lightning Resistance armor/jewels.
Until Realm of Water (Magic) is mastered, no Magic Resistance armor/jewels.
Until Realm of Earth is mastered, no Resist All armor/jewels.
Until The Realm of Terror is mastered, no Dragon's items.