Monday, April 1, 2019

Recession

SORCERER (warlock, mage, medium, blooded)
1
Spells, glint
1 slot per day
2
Second Magnitude
2 slots per day
3
Mutation
4 slots per day
4
Third Magnitude
7 slots per day
5
Mutation, Forceful
10 slots per day
6
Fourth Magnitude
15 slots per day
7
Mutation
20 slots per day
8
Fifth Magnitude
27 slots per day
9
Mutation
34 slots per day
10
Sixth Magnitude
43 slots per day
Starting Skills: one expertise related to your domain, any other two.
Spells: You spontaneously develop an ability to cast arcane spells you study within a focused domain. You do not need to prepare spells each day, and learn two spells per level of your choice. When you take your first level in the sorcerer class, choose one domain of magic. All spells you learn must be of the chosen type. For each casting of a starting-level spell, you must commit one spell slot. Later magnitudes cost a number of slots equal to their magnitude.
Glint: Also called “magesight,” this allows you to identify binders, magical outsiders, polymorphed creatures, and other sorcerers on sight. Your eyes also turn a random color.
Magnitudes: While a sorcerer can learn a spell regardless of their power, they cannot cast spells of a higher magnitude than their level allows.
Mutation: Your magic warps and changes, and this has strange effects on you, its vessel. Roll on any one chart below, going on to the next entry down if you roll a mutation that already affects your magic.
Table 5: d6 Sorcerer Skill Mutations

1
Gain the spellcraft skill or, if you already possess it, you may use wisdom or charisma instead of intelligence when testing on it.
2
Gain the implicature skill or, if you already possess it, you may test on it to cast a spell without moving.
3
Gain the nonverbal skill or, if you already possess it, you may test on it to cast a spell without speaking.
4
Gain an expertise skill as a foreign intelligence settles into your mind and occasionally offers strange opinions that you almost mistake for your own.
5
Gain the diligence skill, but you cannot use it to check in with allies. You sometimes enter a drooling trance. If you already have the skill, get a +2 to tests made to endure tedium or pain, as well as to practice a trick.
6
Gain the sleight skill, and you may hide a small object (no larger than a dagger) in an extradimensional space on your body.
Table 6: d6 Sorcerer Domain Mutations
1
Learn any one spell that you normally couldn’t. It gains the domain of spells you cast.
2
You can speak with objects associated with your spell domain.
3
Add your level to saves against spells of your domain.
4
Get a +3 bonus to spellcraft tests applying to a spell of your domain.
5
The DM selects a closely associated domain. You may cast spells of that domain, and learn one immediately.
6
Gain +2 spell slots.
Table 7: d6 Sorcerer Spell Mutations
1
You may make a spell you cast linger, dealing 1d4 damage to its target in the following round.
2
Once per day, you may cast two spells in one turn. Neither can be of your highest magnitude.
3
Whenever you cast a spell, gain 1 hp.
4
You may issue nonverbal commands to those under the effect of one of your spells.
5
Foes get a -2 when testing against your spells.
6
Whenever you cast a spell, you can levitate and glow for a number of minutes equal to the spell’s level.


Table 8: d6 Sorcerer Physical Mutations
1
You gain another arm, tentacle or other appendage.
2
Your skin hardens, grows scales, or breaks out into thick fur. Gain DR 1.
3
A growth on your body roils and detaches, reattaching at will. Treat this like a wizard’s homunculus.
4
Your body lightens and creaks. Your feet become chicken’s feet, you take no fall damage, and you weigh a tenth as much as you used to.
5
You can digest anything, and your teeth sunder anything as hard as steel.
6
Roll once on any other mutation table (from another system)
Forceful: Your chosen domain overpowers attempts to resist it. Spells dispelling it get a -5 penalty to their spellcraft test, and their caster must always roll to dispel regardless of their level. Creatures specifically immune to your domain still suffer half the effects. For instance, this allows you to burn a fire elemental with a fire spell, but it does not allow you to charm a person with the “charm animal” spell.


SORCERER SPELL LIST
Sorcerers do not have a dedicated spell list of their own. Rather, they may freely pick spells from any other spell list, so long as those spells are of the appropriate domain. A DM should feel free to create or modify additional spells of a sorcerer PC’s domain to provide additional options.
Particularly fruitful sorcerer domains are ritual, illusion, transformation, fire, necromancy, curse, angel, demon, charm, emotion, animal, conjuration, divination, summoning, strike, and nature,
Challenging sorcerer domains are disease, healing, ooze, liquid, flesh, blood, heart, soul, spirit, item, patron, outsider, bone, weapon, dispel, shadow, flight, dimensions, sin, speech, leadership, tactics, cold, metal, radiation, light, stars, water, place, research, oil, life, wind, salt, transmutation, rune, gas, electricity, force, rune, and metamagic.

A nice DM might allow a sorcerer PC to merge a few similar domains to make them more viable, such as rune, ward, and speech; bone, flesh, blood, heart, and soul; disease, healing, spirit, and life; fire, earth, water, and wind; ooze, liquid, and radiation; or speech, leadership, and tactics.

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