Sorcerer

The Descendant

The day was surprisingly sunny and dry when the devils came calling to our humble town. It wasn't so much an invasion as it was a two minute conquest; we surrendered immediately, and they spared our lives. They just wanted a traveler in the inn.

He stepped out, started shouting in some strange tongue, and half were gone. Just, elsewhere. The half that remained were not happy about this, but as they rushed him he disappeared in a cloud of inky blackness, and out came monster after monster to confront them until only the leader remained, some icy bug-looking monstrosity.

"You owe your blood, you owe the ancestor!" the thing shouted in an unnervingly confident voice. "For the last time," the traveler shouted back, "just because my great-great-great grandmother joined a cult, it doesn't mean I owe you a damn thing!"

And before anyone knew what was happening the sky cracked open and a godray of white, burning fire fell down upon the thing, and it was no more.

We were all shocked, having been conquered and liberated in the span of minutes, but we decided to kindly ask him to leave. And never return.

And that was the day my daughter ran off with some mage-blooded fool.

Overview:

To many, magic is a gift from divine powers beyond. To others, it's an art and science that must be studied, practiced, perfected, approached with caution. To Sorcerers, magic is themselves.

Whether by a twist of fate resulting in wild mutation, such as the stars being just right, or some ancient bloodline that only stirs every dozen generations, or exposure to intense magical energies morphing their very essence, Sorcerers command magic from within. The Weave responds to their desires as if trying to please them, and the spells they know are more like bones than degrees. Their mastery of magic comes not from intense study but sheer forceful will, a confidence in their own power that manifests as spells. Sorcerers tend to have big personalities, charm, or sheer intimidating menace. They're an extremely rare breed, and thus no two Sorcerers are exactly alike, and while they might sometimes be found amongst magical academics, they rarely form societies of only Sorcerers, if only because most Sorcerers never meet another just like them.

Key Mechanics at Level 20:

  • BAB: 10/5

  • HP: 80+20x Constitution

  • Saves: +6 Fort, +6 Reflex, +12 Will

  • Skills: 40 + 20x Intelligence: Concentration, craft armor, craft trap, craft weapon, heal, lore, spellcraft


Key Mechanics:


Summon Familiar - A Sorcerer has a magical creature they can conjure from magic that is an extension of their own soul called a Familiar. There's a variety of creatures that could be chosen as familiars, but they all level with the Sorcerer's level and can be possessed to control them and see through their eyes, for scouting or trickery. If a familiar dies, it can be summoned again when the Sorcerer rests.


Spellcasting - Sorcerers are capable of casting up to 9th level spells. They use Charisma as their casting ability, and require a charisma of 19 to cast all of their spells. Having higher charisma increases the number of spells that can be cast per day, as well as the save DC of any spell the Sorcerer casts that has one. Sorcerers choose their spells as they level up, and can never learn new spells from other sources. Rather than casting a prepared list of spells, Sorcerers can cast a certain number of spells of each level per day, using any spell they know. As they level up they have the option to sometimes replace spells they know with new spells, as they master their inner magic and will it to better align with their desires.


Infinite Casting - Sorcerers that acquire Greater Spell Focus feats gain the ability to cast an infinite number of a certain spell each day, based on the school focused in:

Abjuration: Endure Elements - Elemental Damage Reduction

Conjuration: Melf's Acid Arrow - Single-target acid damage with short continued damage.

Divination: See Invisibility - Detect invisible (but not stealthed) targets as though they weren't invisible.

Enchantment: Blindness/Deafness - Target must make a save or become blind and deaf, gaining massive penalties to combat and detection.

Evocation: Magic Missile - Guaranteed Magic damage against one or several targets.

Illusion: Color Spray - Cone attack that causes stun on a failed will save.

Necromancy: Ray of Enfeeblement - Deals Strength damage to a living target that fails a fortitude save.

Transmutation: Burning Hands - Cone of fire damage that does not damage friendly targets.

Sorcerer Paths

Sorcerers have two optional paths available, which further refine their gameplay in exchange for new limitations.


Path Option: Path of the True Flame


Some Sorcerers don't just have magic inside of them- they have roiling, endless supplies of destructive force waiting to be unleashed. Sorcerers that desire to specialize in damaging magic at the expense of almost all other utility can choose the Path of the True Flame.


Restrictions: True Flame Soercerers can only learn and cast Evocation spells. They cannot cast any other kind of spell from any item, such as a staff or potion, unless the item is mundane.


Infinite Casting: Every spell a Trueflame Sorcerer knows can be cast an unlimited number of times per day, with no cooldown.


Epic Spells: At very high levels, the only Epic Spells a True Flame Sorcerer can learn are Evocation and Hellball. They can only cast them once.


Path Option: Shadow Mage


There exists a separate source of magic from Mystra's Weave, one waiting for those devoted to Lady Night to tap into it - the Shadow Weave. The Shadow Weave is a secret source of magic that exists in the gaps between the leylines of Mystra's Weave, hidden from her view and controlled exclusively by Shar. Mages faithful to Shar can become Shadow Mages, gaining more power in certain schools at the expense of others.


Deity Restriction: Shadow Mages must worship Shar.


Evocation Restriction: Shadow Mages cannot cast any Evocation spell except Darkness.


Wild Magic Restriction: Shadow Mages cannot become Wild Mages, and in zones of wild magic, they cast normally.


Spell Bonuses: Shadow mages gain +2 to the save DC of any Illusion, Enchantment, or Necromancy spell they cast.


Shadowdancing: Shadow Mages can become Shadowdancers without meeting any of the requirements. They gain an additional +1 spellcasting level for each Shadowdancer level they take. Their Shadow lacks Sneak Attack.


Hide in Plain Sight: At level 20, Shadow Mages gain Hide in Plain Sight as though they were a qualifying Shadowdancer.