Sorcerer

PRIMARY Mysticism, Alteration, Thaumaturgy 3x Intelligence in Spell Points
Spell Absorption
Cannot regenerate Spell Points
No Plate
No shields
MAJOR Destruction, Restoration, Illusion
MINOR Medical, Short Blade, Blunt Weapon, Dragonish, Daedric, Dodging
MAX HP/LVL: 6 Increased: INT, WIL
Decreased: STR, AGI, END, SPD
Starting Spells: Lock, Shock, Heal, Buoyancy, Slowfall

The 3x spell points makes the sorcerer a formidable spell caster, but the inability to regenerate spell points means the character must rely on opponents' spells for magica, find/make potions of Restore Power, or engage in some very creative spell casting in order to keep the magica reserves stocked up. Once a member of the Mages Guild, talking to someone at the Guild will automatically replenish magica. As a last resort, the Sorcerer may rely on magic items. Using a Destruction-based item and aborting the spell adds points to your magica reserves. The bug was supposedly fixed in one of the pre-200 patches, but it still works on my system (your system may function a little differently). As the ability to absorb spells is related to INT and WIL, absorption is by no means certain. In the beginning dungeon there are only three spell-using creatures (unless you can generate an Orc Shaman as a random monster). Out of three times through that dungeon I was unable to absorb even one of their spells (even with completely empty magica reserves) and got crispy-crittered twice. A more workable class could be created by using the Sorcerer as a template in custom class generation, substitute other skills for the Dragonish and Daedric and do a little skill rearranging. The wise player will invest heavily in developing END early to gain extra hit points, followed by AGI and SPD for combat. In the interim, the odd magical items with "Nimbleness" and "Feet of Notorgo" will have to suffice.