Sorcerous Options

SorcererSorcerous Options

by Brian Slaby

 

Sorcerer Talent

Spell Shaper

This talent functions like the Wizard’s talent “Vance’s Polysyllabic Verbalizations,” but without all of that stuffy, bookish spell re-naming.  Rather, when you spend a quick action (in addition to the standard action it normally takes to cast the spell) you’re ripping additional arcane energy from the atmosphere around you and using it to shape the spell more to your will.  Because of this, take inspiration from the surrounding environment or situational details for your extra effects instead of an extended name like a Wizard would.  Only Daily and Recharge spells have enough raw power to be affected in such a way.  You and your GM should collaborate on a mechanical effect to match the narrative description of how your spell is being altered.

Examples:  You’re fighting Drow with poisoned weapons, and harness the nearby poison energy to turn your Breath of the White from cold to poison damage.  In doing so, you’ve stripped all of the poison from one enemy’s weapons and/or person.

In an iron-rich cave system your Lightning Fork magnetizes some of the iron ore, causing a nearby enemy wearing metal armor to be yanked toward the wall, Stuck for a round.

Later on, while fighting in the open under an overcast sky that threatens storms, your Lightning Fork might cause a thunderstorm to spring up then and there, restricting visibility and making the ground a muddy mess.

Adventurer Feat: Once per day after you’ve gathered power, you have enough raw arcane potential to use Spell Shaper on a double-strength at-will spell.

Champion Feat: You can use Spell Shaper on an at-will spell after gathering power twice per day.

Epic Feat: Once per day instead of gaining the normal benefits of Spell Shaper, you can recover an expended Daily spell out of the aether, but you must use it during this battle or it’s lost.

 

 

1st Level Spells

 

Flame Mantle

Close-quarters spell

Daily

Effect: For the rest of the battle, any enemy engaged with you at the end of their turn takes 2d4 fire damage.

3rd level spell: 2d6 damage, and you gain Resist Cold 12+ until the end of the battle.

5th level spell: 3d8 damage, and the spell can now be cast as a quick action.

7th level spell: 5d8 damage, and you gain Resist Cold 16+.

9th level spell: 7d8 damage, and you take half damage from all natural odd attacks.

 

Mage Armor

Close-quarters spell

Daily

Effect: You gain a +2 bonus to AC until the end of the battle.

3rd level spell: You can cast this spell as a quick action.

5th level spell: The bonus applies to PD and MD as well.

7th level spell: When you Gather Power, the bonus doubles until you cast your empowered spell.

9th level spell: The base bonus equals +2 or the value of the Escalation Die, whichever is higher.

 

Adventurer Feat: When you cast this spell you gain temporary hit points equal to your Cha modifier + 1d4 per level.

Champion Feat: The temporary hit points increase to double your Cha modifier + 1d6 per level.

Epic Feat: The temporary hit points increase to triple your Cha modifier + 1d8 per level.

 

Stinking Cloud

Ranged Spell

Daily

Target: 1d3 nearby enemies in a group

Attack: Cha + level vs PD

Hit: 2d10 + Cha poison damage and the target is Dazed (Save Ends)

Natural 16+: the target is Blinded instead of Dazed (use the rules for Invisibility; before rolling an attack, the target has a 50% chance of missing outright).

Miss: Half damage.

3rd level spell: 4d8 damage

5th level spell: 6d10 damage

7th level spell: 2d6 x 10 damage

9th level spell: 4d4 x 10 damage

 

 

3rd Level Spells

 

Ice Storm

Ranged Spell

Daily

Special: When you cast this spell, you can choose to cast it recklessly.

Target: 1d3 enemies in a group.  If you cast it recklessly, you can instead target 2d3 enemies, but any allies engaged with the targets may take damage.

Attack: Cha + level vs PD

Hit:  5d8 + Cha cold damage.

Natural even hit: the target is Stuck until the end of your next turn.

Miss: Half damage

Reckless miss: Your allies engaged with the target take one-fourth damage.

5th level spell: 6d10 damage

7th level spell: 2d6 x 10 damage

9th level spell: 3d6 x 10 damage

 

Breath of the Dracolich

Close-quarters spell

Daily

Target: 1d3 nearby enemies in a group; breath weapon.

Attack: Cha + level vs PD

Hit:  3d6 + Cha negative energy damage and the target is Weakened until the end of your next turn.

Special: if this attack staggers or kills an enemy, you heal an amount equal to half the damage you dealt that enemy.

Miss: Half damage.

5th level spell: 5d6 damage

7th level spell: 4d10 damage

9th level spell: 6d12 damage

 

Breath Weapon: For the rest of the battle roll a d20 at the start of each of your turns; on a 16+ you can use Breath of the Dracolich that turn if you wish.

 

 

5th Level Spells

 

Breath of the Shadow Dragon

Close-quarters spell

Daily

Target: 1d2 nearby enemies in a group; breath weapon.

Attack: Cha + level vs MD

Hit: 6d6 + Cha negative energy damage and the target becomes a living shadow (Save Ends).

Living shadow: While a living shadow the target cannot physically interact with or gain aid from companions.  When the Escalation Die is even, natural odd attacks made while a living shadow automatically miss.  When the Escalation Die is odd, natural even attacks made automatically miss.  The target also gains Vulnerability to holy damage.

Miss: Half damage.

7th level spell: 6d8 damage

9th level spell: 8d12 damage

 

Breath Weapon: For the rest of the battle roll a d20 at the start of each of your turns; on a 16+ you can use Breath of the Shadow Dragon that turn if you wish.

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