Sorcerer

Sorcerers are consummate spellcasters, gifted with innate power, unbound by the need to learn magic through tedious research, and brimming with magical potency, outlasting their more erudite counterparts. The cost of this magnificent talent is that they must confront the danger of their power without the aid of the foci and constraints that make magic easy and safe to wield for other casters. Sorcery is dangerous business, and precious few sorcerers last long enough to reach the highest levels of power--but those that do are fearsome indeed.

Spellcasting

Spell List

Unrestricted

Spells known

One sphere, more with talents

Spells/day

Uses Mana

Cantrips known

3 (more with talents/skills)

Sorcerers do not have spellbooks, nor do they gain access to spells by domain or through harmony with the land. Instead, they can cast any spell they desire...at their own risk.

You gain one sphere of magic at level 1. Within that sphere, you may cast any spell, but depending on the result of your Spellcraft skill check, you might fail:

Spell Level

1

2

3

4

5

6

7

8

9

Spellcraft DC

11

13

15

17

19

21

23

25

27

Failure indicates a miscast, which can have undesirable effects.

It is possible to "master" a given spell, so that you need no longer fear casting failure (except on critical failure). This happens automatically whenever you roll a natural 20 when casting a spell that costs Mana in a situation where you could not take 10 or 20 on the check. (Note: a natural 20 must appear in the first set of dice you roll; subsequent Focus dice that result in 20 are not "natural" 20s).

Each even level, you may choose any one spell from your allowed schools and automatically master it.

Miscasting does not occur with cantrips.

Skill Alternative: you may trade in a skill proficiency gained through leveling for a bonus school of magic.

Miscasting

When you fail the required DC of a spell, roll 2d6:

Roll Result

2

Catastrophic failure. The spell transforms into any other spell you are capable of casting, at the DM's whim, and affects you and your allies, instead of your enemies. Additionally, you lose twice the Mana cost.

3

Spell reversal. The spell succeeds, but swaps enemies and allies. The DM either changes the targeting or just inverts the effect.

4

Spell fizzles, but costs 150% mana.

5

Spell mis-targets; use grenadelike weapon chart.

6-8

Spell fails with no mechanical effect. 100% mana cost.

9

Spell is overpowered. Double effect and mana cost.

10

Spell works normally, but next round, you are force to re-cast it at full cost (with a new failure chance). If you fail to do so, you explode in a close burst 3, losing the full mana cost, inflicting 1d10+Cha force damage per Mana expended.

11

Spell transforms into another spell you are capable of casting, at DM's discretion, with same targeting and Mana cost.

12

Wild Surge

Talents

Rules:

  • You may select one talent per level of Sorcerer.
  • Talents are organized into "tiers".
    • Tier 1 talents can be taken at any level.
    • Tier 2 talents can be taken at Sorcerer level 5+ or class level 10+.
    • Tier 3 talents can be taken at Sorcerer level 10+ or class level 15+.

General

Tier 1
  • Bonus Sphere: You gain an additional spell sphere to your known list. This talent can be taken more than once, but its tier increases by 1 each time.
  • Mastered Sphere: You master a sphere you currently know. All spells in that sphere are now mastered. When you gain levels and gain access to higher-level spells in that sphere, they are automatically mastered. This talent can be taken more than once, but its tier increases by 1 each time.

Spellcasting Versatility

Tier 1
  • Anyspell: You may attempt to cast spells in schools you do not even have access to. If you succeed on the Spellcraft check, treat as a miscast anyway, but roll 3d6 and keep the two dice you prefer; if you fail, treat as a miscast, but roll twice, and suffer the worse of both outcomes.
  • Limit Break: You may attempt to cast a spell up to 3 levels higher than your maximum. If you miscast, move the result 1 step closer to 2 or 12 per extra level. Results lower than 2 or higher than 12 cause an additional roll on the miscast table per point of excess.

Mana Enthusiast

Tier 1
  • Spellfire: TBD
  • Mana Well: Each time you cast a single-action spell, you gain 1 charge of Mana Well (stacks and refreshes, max 5 stacks). For each stack, allies can spend a bonus action to draw 1 temporary Mana for free (usable in the same round).
  • Perfect Casting: When you succeed on a Spellcraft check to cast a spell (either because you hadn't mastered the spell, or choose to roll despite mastery), your spell costs no Mana.

Multispell

Tier 1
  • Doublecast: You can dual-wield spells. At lower levels, any offhand spells must be half your max level (rounded down, minimum 0). At higher levels, this restriction is lifted. Full mana cost for all spells. Can use offhand to "ready" a spell. Can cast two reaction spells/round. Hands wielding weapons/shields cannot also cast.
    • Spell Fusion: When you use Doublecast to cast the same spell twice at the same time, you may merge the two effects into a single, more-powerful form. The resultant spell inflicts 50% more damage than both effects combined, but also costs 50% more Mana than both spells combined. If the spell has an area, it is increased by 50%; if it is single-target, its range is doubled. Any save DCs are increased by +4.
Tier 2
  • Twin Spell: When using Doublecast to cast the same spell twice, you may ignore level restrictions. If you otherwise qualified without ignore restrictions, your offhand spell costs 50% mana.

Elemental Savant

Tier 1
  • Elemental Savant: Choose one energy type: fire, lightning, or frost. You may freely convert energy damage of any of the three types into your chosen type.
Tier 2

Felicity

As a sorcerer, you are attuned more strongly to the weave of magic than any typical practitioner. The more your power grows, the more you become a magical being in your own right.

Tier 1
  • Disdain Earth: your feet do not contact the ground. Ignore the slipperiness of terrain. You can walk on water, branches, and any other surface that ought not support your weight (but not empty space or air). You always have slow fall active; your maximum downward speed is 60 feet per round, thus you do not suffer falling damage. As a move action, you may fly at twice your walking speed by spending 1 Mana.
  • Friend of Magic: for any given casting of a spell, you have a 20% chance to be considered "friendly" to it. This means that damaging spells do you no harm, spells that erect a barrier allow you to pass, and spells meant to help only the caster's allies also help you. When rolling this chance, you may spend Focus to add 20% success per Focus spent.
  • Mystic Eyes: you always gain the benefit of Detect Magic. You gain resistance to all spells in schools that you have access to as a Sorcerer, and treat all spells you have mastered as in Friend of Magic. You gain advantage to any checks to dispel, counterspell, or save against magic. You can Identify any magic items of appropriate level or lower at will for no cost.
  • Wild Mage: whenever you cast a non-mastered spell (or deliberately choose to risk failure for a mastered spell), you may roll an additional miscast check. Regardless of success or failure on the Spellcraft check, you may choose the alternate miscast check if you prefer that result. Additionally, all results of 6-8 on miscast cost you no mana.
Tier 2
  • Flight: requires Disdain Earth. You gain a Fly speed equal to your current Mana attribute.
  • Lover of Magic: requires Friend of Magic. You gain resistance to magic, and your chance to trigger Friend of Magic is 50% (+50% per Focus spent).
  • Chaos Mage: requires Wild Mage: You may choose each of the specific roll results of miscasting once per day (i.e. one 12 per day, one 2 per day, etc) if your bonus miscasting roll is not preferable. Your Mana costs for miscasting are always 100% less than listed (minimum 0%). You may cause a Wild Surge as a single action at will for 1 Mana. You may spend Focus to re-roll Wild Surges.
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