D20r:Sorceror

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Level BAB Fort Ref Will Special Seeds Known
1st +0 +0 +0 +2 Spellweaving 1
2nd +1 +0 +0 +3 Bonus Feat 2
3rd +1 +1 +1 +3 - 2
4th +2 +1 +1 +4 Spell Shielding +1 3
5th +2 +1 +1 +4 Seed Secret 3
6th +3 +2 +2 +5 Bonus Feat 4
7th +3 +2 +2 +5 Spell Shielding +2 4
8th +4 +2 +2 +6 Seed Secret 5
9th +4 +3 +3 +6 - 5
10th +5 +3 +3 +7 Bonus Feat, Spell Shielding +3 6
11th +5 +3 +3 +7 Seed Secret 6
12th +6/+1 +4 +4 +8 - 7
13th +6/+1 +4 +4 +8 Spell Shielding +4 7
14th +7/+2 +4 +4 +9 Seed Secret, Bonus Feat 8
15th +7/+2 +5 +5 +9 - 8
16th +8/+3 +5 +5 +10 Spell Shielding +5 9
17th +8/+3 +5 +5 +10 Seed Secret 9
18th +9/+4 +6 +6 +11 Bonus Feat 10
19th +9/+4 +6 +6 +11 Spell Shielding +6 10
20th +10/+5 +6 +6 +12 Seed Secret 11

HD: d4

Prowess: 2 per level

Skills: A sorceror uses the Mage skill set and chooses one other set. A sorceror gets 2 plus their Intelligence modifier skill points per level.

Proficiencies: A sorceror is proficient with all simple weapons and with light armor, but not shields.

Seeds: A first-level sorceror knows one seed from the list below and gains a new seed at second level and every two levels after that (at 2nd, 4th, 6th, and so on). A sorceror uses these seeds to craft spells using the Spellweaving ability, below. Each seed has a number of different abilities available for purchase at a certain point value, as well as having a fundamental shape and saving throw type.

Spellweaving (Su): As a standard action, a sorceror can craft and cast a spell. By activating this ability, the sorceror immediately gains a number of Spellweave Points (SP) equal to their sorceror level plus their Charisma modifier. These points may be immediately spent upon weaving a spell from the seeds a sorceror knows. Any points left over at the end of the sorceror's turn dissipate harmlessly.

When crafting a spell, a sorceror may purchase any number of abilities from seeds he knows as long as he can afford their total cost. Thus a fifth level sorceror with a 16 Charisma and who knows the Fire, Ice, and Hex seeds could use this ability as a standard action to obtain 8 SP. With that 8 SP, he could then cause his spell to deal 1d6 fire (for 3 SP) and 1d6 cold (for 3 SP), but would have two points left over. If he instead had an 18 Charisma, using this ability would net him 9 SP, which he could then use to cast a spell that dealt 3d6 fire (9 SP), or a different spell that dealt 2d6 cold (6 SP) and inflicted a -2 penalty to saving throws (3 SP). Any combination, therefore, is possible, as long as the sorceror knows the correct seeds and has enough SP.

If, when utilizing multiple seeds, multiple base shapes are used, default to the first shape present on this list: touch, ray, line, cone, sphere. An exception to this rule is when a seed specifically changes a spell's shape, such as the Sphere or Line seeds.

If multiple types of saves are needed, then the target must make separate saving throws (one for each type required) or suffer the effects tied to that save.

Casting a spell in this fashion provokes an attack of opportunity. The save DC for a spell cast in this fashion is 10 + 1/2 the sorcreor's level + his Charisma modifier. Unless otherwise noted, the range on a sorceror’s spell using this ability is 25’ plus 5’ per 2 sorceror levels.

Spellweaving is affected by arcane spell failure chance. A sorceror wearing light armor and not using a shield may ignore his armor's spell failure chance.

Bonus Feat: At 2nd level and every 4 levels thereafter (6th, 10th, 14th, and 18th), the sorceror gains a bonus feat chosen fron the following list: Dodge, Combat Casting, Extra Seed, Extra Seed Secret, Intelligent Targeting, Perceptive Spellweaving, Reflexive Spellweaving, Residual Spellweaving, Skill Focus, Weapon Focus. He must still meet all of the feat's prerequisites.

Spell Shielding (Su): A sorceror is well-versed in the inner workings of magic and therefore is better able to defend himself against them. At 4th level, the sorceror gains a +1 bonus on saves versus arcane spells, cartomancy, and spellwoven spells. This bonus does not apply against spell-like or supernatural abilities that mimic spells, nor does it apply against items that mimic spells--it does, however, apply against items that cast spells, like a wand. This bonus increases by 1 every three levels thereafter (to +2 at 7th, +3 at 10th, +4 at 13th, +5 at 16th, and +6 at 19th).

Seed Secret (Ex): At fifth level and each three levels thereafter (8th, 11th, 14th, 17th, and 20th), the sorceror gains the knowledge of the inner workings of one of his seeds. When casting a spell using his Spellweaving class feature, he may apply one or more seed secrets to spells that he casts.

In order to apply a seed secret, he must utilize the seed that the secret is associated with: therefore, a sorceror could not cast a spell that dealt 2d6 cold damage (using the Ice seed) and apply the Fire seed's Igniting secret to the spell. However, if the spell dealt 2d6 cold damage (using the Ice seed) and 1d6 fire damage (using the Fire seed), the sorceror could apply the Igniting secret.

To apply a secret, a sorceror spends 1 SP when casting the spell.

Some secrets can be learned from multiple seeds. If this is the case, you must only learn the secret once to be able to apply it to any applicable seeds, and may only apply it once even if you use two or more of the parent seeds in a spell. For instance, if you learn the Strong secret from the Fire seed, you may apply the Strong secret when using the Acid seed, and when using both the Acid and Fire seeds you may only apply the Strong secret once.

Contents

Seeds

Acid

Shape: Ray

Save: Reflex half

  • 3 SP: +1d4 acid damage

Secrets

  • Lingering: the spell lingers, dealing half the acid damage again damage next round.
  • Nauseating: the target is nauseated for one round.
  • Strong: +1 DC
  • Caustic: +1 damage per die of acid damage. This extra damage effects even targets immune to acid.

Cone

Shape: Cone

Save: As original seeds.

  • 5 SP: change the spell's shape to a 15' cone
  • 3 SP: add +5' to the cone's size

Secrets

  • Discriminating: spell does not affect allies

Drain

Shape: Ray

Save: Fortitude negates

  • 5 SP: +1d6 negative energy

Secrets

  • Disintegrating: if the target is reduced to 0 or less, the target is disintegrated.
  • Draining: you gain temporary Hit Points equal to half the damage dealt by this spell. These temporary HP last for one round.

Electricity

Shape: Ray

Save: Reflex half

  • 3 SP: +1d6 electricity

Secrets

  • Lingering: the spell shocks the target, dealing half the electrical damage again next round.
  • Stunning: the spell stuns the target for 1 round.
  • Strong: +1 DC.
  • Vicious: +1 damage per die of electrical damage. This extra damage effects even targets immune to electricity.

Entangle

Shape: Ray

Save: Reflex negates

  • 4 SP: the target is entangled for 1 round.
  • 2 SP: the target is entangled for +1 round.

Secrets

  • Clinging: Any elemental damage attached to this spell also deals half that amount of damage the next round.

Fear

Shape: Ray

Save: Will negates

  • 3 SP: target is shaken

Secrets

  • Terrifying: the target is frightened instead.

Fire

Shape: Ray

Save: Reflex half

  • 3 SP: +1d6 fire

Secrets

  • Forceful: the spell bull-rushes the target, using a Strength bonus equal to the total number of dice of damage this spell inflicts.
  • Igniting: the spell ignites target, dealing 1d6 fire per round afterwards. A DC 15 Reflex save puts out the fire, and a creature who makes the initial save does not catch fire.
  • Strong: +1 DC.
  • Searing: +1 damage per die of fire damage. This extra damage effects even targets immune to fire.

Fly

Shape: Touch

Save: None

  • 6 SP: the target gains a 20' fly speed (poor maneuverability) for 1 minute.
  • 3 SP: the target gains +1 additional minute of flight. This ability cannot be applied to a target who did not gain their flight through this seed.
  • 3 SP: the target's existing fly speed increases by +10' for 1 hour.

Secrets

  • Agile: the target's maneuverability improves one step.

Force

Shape: Ray or Personal; see text

Save: None

  • 2 SP: 1d4 force damage. As a force effect, this applies even against incorporeal or ethereal creatures. This is a ray effect. This ability cannot be purchased multiple times.
  • 2 SP: +1 force damage.
  • 2 SP: +1 armor bonus to AC. As a force effect, this applies even against incorporeal or ethereal creatures. This is a personal effect that lasts for 1 hour per point of AC.

Secrets

  • Deflecting: the target gains DR/- equal to the amount of AC provided by this spell.
  • Forceful: the spell bull-rushes the target, using a Strength bonus equal to the total number of dice of damage this spell inflicts.

Hex

Shape: Ray

Save: Will negates

  • 3 SP: the target takes a -2 penalty to either saves, attack rolls, or skill checks (pick one) for 1 round.
  • 3 SP: increase the penalty inflicted by 1.
  • 3 SP: increase the duration by 1 round.

Secrets

  • Double-Hexing: the penalty also applies to saves, attack rolls, or skill checks (pick one).
  • Desensitizing: the spell also blinds or deafens the target (your choice) for the duration.

Ice

Shape: Ray

Save: Fortitude half

  • 3 SP: +1d6 cold

Secrets

  • Slowing: the spell slows the target for a number of rounds equal to the total number of dice of damage inflicted by this spell.
  • Strong: +1 DC.
  • Freezing: +1 damage per die of cold damage. This extra damage effects even targets immune to cold.

Light

Shape: Sphere

Save: Fortitude half

  • 1 SP: +5' radius bright illumination, and shadowy illumination for equal area past that for one minute.
  • 1 SP: +1 minute of duration.

Secrets

  • Undead-Burning: the light instead does 1d6 damage to undead per original minute of duration. After determining damage, reduce the duration to instantaneous and change the shape to ray.
  • Ooze-Killing: the light does 1d6 damage to oozes per original minute of duration After determining damage, reduce the duration to instantaneous and change the shape to ray.
  • Blinding: the light blinds targets within the bright illumination area. Reduce the duration from minutes to rounds.

Line

Shape: Line

Save: As other seeds

  • 5 SP: change spell's shape to 30' line.
  • 3 SP: add +5' to line length.

Secrets

  • Discriminating: Spell does not target allies.

Protect

Shape: Touch

Save: None

  • 1 SP: prevent next 1 physical damage to target. Lasts for 1 round.
  • 1 SP: increase the prevented damage amount by 1.
  • 2 SP: increase the duration by +1 round.

Secrets

  • Resisting: the damage prevention also applies to magic damage, using the same pool.

Sense

Shape: Touch

Save: None

  • 3 SP: the target gains darkvision 60' for one minute.
  • 3 SP: the target gains low-light vision for one minute.
  • 3 SP: the target gains the Scent ability for one minute.
  • 2 SP: increase the duration by one minute.

Secrets

  • Reverberating: the target also gains tremorsense 10'.
  • Darkseeing: the target's darkvision also applies in magical darkness.
  • Farsensing: double ranges on effects granted by this spell.

Sound

Shape: Ray

Save: Fortitude negates

  • 3 SP: +1d4 sonic damage
  • 3 SP: the target is dazed for one round.

Secrets

  • Stunning: a dazed target is stunned instead.
  • Strong: +1 DC.
  • Echoing: +1 damage per die of sonic damage. This extra damage effects even targets immune to sonic damage.

Sphere

Shape: Sphere

Save: As other seeds

  • 5 SP: change the spell's shape to a 10' sphere.
  • 3 SP: increase the sphere's shape by a +5' radius.

Secrets

  • Discriminating: the spell does not target allies

Time

Shape: Touch

Save: Will negates

  • 9 SP: target is slowed for 1 round.
  • 3 SP: increase duration by 1 round.

Secrets

  • Speeding: the spell hastes the target instead.
  • Paralyzing: the spell paralyzes the target instead.
  • Immobilizing: the spell immobilizes the target instead.

Wind

Shape: Line

Save: None

  • 3 SP: the spell bull-rushes the target with a +4 Strength bonus.
  • 3 SP: improve bull-rush Strength bonus by +3.
  • 2 SP: create 5 MPH gust of wind.
  • 2 SP: increase gust of wind MPH by 5.

Secrets

  • Tripping: the spell's bull-rush also attempts to trip the target at the same bonus.

Feats

Extra Seed

Prerequisites: Charisma 15, Spellweaving class feature, access to at least four seeds

Benefit: You gain the knowledge of a new seed and add it to your seeds known.

Special: This feat may be taken multiple times. Its effects do not stack. Each time you take this feat, you acquire a new seed, and the Charisma prerequisite increases by 2. A sorceror may choose this feat as one of his sorceror bonus feats.

Extra Seed Secret

Prerequisites: Wisdom 15, Spellweaving class feature, at least one seed secret

Benefit: You gain further knowledge into the inner workings of a seed. When you take this feat, select a seed you know. You gain the knowledge of one of that seed's secrets and may utilize it as normal.

Special: This feat may be taken multiple times. Its effects do not stack. Instead, you must apply this feat to a different seed. A sorceror may choose this feat as one of his sorceror bonus feats.

Intelligent Targeting [Investing]

Prerequsites: Intelligence 15, Spellweaving class feature

Benefit: A sorceror who takes this feat adds his Intelligence modifier to his damage rolls when casting a spell using his Spellweaving class feature. This feat does not add additional damage to spells that do not already deal damage.

Investiture: For each three points invested in this feat, increase the extra damage by 1.

Special: A sorceror may choose this feat as one of his sorceror bonus feats.

Perceptive Spellweaving

Prerequisites: Wisdom 15, Spellweaving class feature, at least one seed secret

Benefit: Your ability to call forth your magic is augmented by your ability to perceive raw magic. You add your Wisdom modifier in addition to your Charisma modifier when determining the number of Spellweave Points you receive when activating your Spellweave ability.

Special: A sorceror may choose this feat as one of his sorceror bonus feats.

Reflexive Spellweaving [Investing]

Prerequisites: Spellweaving class feature, Combat Reflexes, Residual Spellweaving

Benefit: If you have Spellweave Points carrying over to your next turn from your Residual Spellweaving feat, you may utilize them to cast a spell in place of making an attack of opportunity. The spell can only use Spellweaving Points that are stored by your Residual Spellweaving feat. Casting a spell in this fashion consumes one of your attacks of opportunity and does not provoke an attack of opportunity.

Investiture: For each three points you invest in this feat, you gain one temporary Spellweaving Point when casting a spell as an attack of opportunity. A point gained in this fashion may immediately be spent to augment a spell further.

Normal: You may only cast spells when activating your Spellweaving class feature.

Special: A sorceror may choose this feat as one of his sorceror bonus feats.

Residual Spellweaving

Prerequisites: Charisma 15, Spellweaving class feature

Benefit: When you have Spellweave Points left over after casting a spell, you may choose to have up to three of them carry over until the end of your next turn.

Normal: Spellweave Points disappear at the end of your turn.

Special: A sorceror may choose this feat as one of his sorceror bonus feats.

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