The Sorcerer

THE SORCERER

The Universe is not as it seems. Magic flows through every element of creation. It hums in the stones and sobs in the winds. It glows white hot in the hearts of beast and men. It hides behind the shimmering stars, and in the spaces between and beyond human sight. And in a few souls, cursed and blessed, it gleams with brilliance unmatched. Those few individuals wield magic as easy as other men breath- or as easy as lesser men die. Unstable, mad, and amongst the most powerful beings to walk Creation, these are the Sorcerers, to whom reality bows.

Level XP HD Attack Power Breath Death Petrify Charms Spells Trick
1 0 1d6 +1 1 16 14 15 16 20 16
2 2000 2d6 +1 2 16 14 15 16 20 16
3 4000 3d6 +1 3 16 14 15 16 20 16
4 8000 4d6 +2 5 16 14 15 16 20 16
5 16000 5d6 +2 8 14 12 13 14 18 14
6 32000 5d6 +2 13 14 12 13 14 18 14
7 64000 5d6 +2 21 14 12 13 14 18 14
8 128000 5d6 +2 34 14 12 13 14 18 14
9 250000 6d6 +2 55 12 10 11 12 16 12
10 400000 7d6 +3 89 12 10 11 12 16 12
11 550000 8d6 +3 144 12 10 11 12 16 12
12 700000 9d6 +3 199 12 10 11 12 16 12
13 850000 nil +4 220 10 8 9 10 14 10
14 1000000 nil +4 228 10 8 9 10 14 10
15 1150000 nil +4 231 10 8 9 10 14 10
16 1300000 nil +4 233 10 8 9 10 14 10
17 1450000 nil +4 234 8 6 7 8 12 8
18 1600000 nil +4 235 8 6 7 8 12 8
19 1750000 nil +4 236 8 6 7 8 12 8
20 2000000 nil +4 238 8 6 7 8 12 8

Spellcasting Stat: Charisma

Perks:

  • Continue gaining the power point bonus for spellcasting stat after 9th level
  • May cast wizard spells, with point cost equal to the level of the spell.
  • May keep power points as wizard keep spell slots for high enough rolls.
  • Add your level to spellcasting rolls (max +9)

 

Drawbacks:

  • Casting rolls have success threshold determined by their point cost. Failed casting rolls trigger a roll on the Sorcerous Mishap table.
  • Retaining spell points as above triggers a roll on the Mishap table

 

To Players: You are a lightning rod (potentially literally) of magical energy. You use magic to do what you want like other people use their feet to walk. People are afraid of you. This is because you might explode or become radioactive by accident, and also you may kill them on purpose. Sorcerers tend to be mad with their own power, and lacking in subtlety, patience, and respect for the rights of other beings to exist.

 

Powers

Level 1

Gain two random 1st level wizard spells.

Level 2

Gain two random 2nd level wizard spells.

Level 3

Gain four random 3rd level wizard spells OR pick a Sorcerous Motif and gain two random relevant 3rd level wizard spells. A Sorcerous Motif is a single word that evokes the kinds of abilities your sorcerer will gain in the future. For example, a “fire” motif will cause the Sorcerer to gain fire spells, a “protection” motif will cause the sorcerer to gain protective spells, etc.

Level 4

Gain two 4th level random wizard spells or pick a 3rd level wizard spell and gain a random 4th level wizard spell relevant to your motif.

Level 5

Gain two random 5th level wizard spells or pick a Motif if you haven’t already and gain 1 random 5th level spell relevant to your motif.

In addition, randomly gain one of the metamagic corollaries listed below. This corollary may be applied to any spell you know and only that spell, unless the same corollary is rolled repeatedly. From now on, you may choose to cast that spell with the additional effect specified by the corollary. If no valid spell is known, gain a spell that the metamagic may apply to.

SILENTYou may cast this spell without verbal components. 2x cost.

STILLYou may cast this spell without somatic components. 2x cost.

Level 6

Gain two random 6th level wizard spells or gain one random  6th level wizard spell relevant to your motif.

In addition, randomly gain two metamagic corollaries from the list below and above.

EXTENDYou double the duration of a spell. Spells with instantaneous or permanent duration are unaffected. 3x cost.

HEIGHTENTreat this spell as if your caster level were one level higher. 3x cost.

Level 7

Gain two random 7th level wizard spells or gain one random wizard 7th level spell relevant to your motif.

In addition, randomly gain two metamagic corollaries from the entries below and above.

EMPOWER – All variable, numeric effects of spell are increased by one-half. 4x cost.
ENLARGEYou double the range of a spell. Spells with ranges of “whole plane” or similar are unaffected. 4x cost.

Level 8

Gain two random 8th level wizard spells or gain one random 8th level wizard spell relevant to your motif.

In addition, randomly gain two metamagic corollaries from the entries below and above.

MAXIMIZEAll variable, numeric effects of spell are maximized. 6x cost.

WIDENYou double a spell’s area of effect. If the spell has a point or single target AoE, it is unaffected. 6x cost.

Level 9

Gain one random 9th wizard spell relevant to your motif if you have one, otherwise gain a random 9th level wizard spell.

In addition,  randomly gain four metamagic corollaries from the entries above.

Level 10

Pick one wizard spell of no greater than 5th level that relevant to your motif if you have one, otherwise gain 2 random wizard spells whose level you may choose (no greater than 5th level). In addition, pick two corollaries and apply them.

Level 11

Whichever metamagic corollary you have the most of may be applied to any spell.

Level 12 and Onwards

Gain two random wizard spells or one random wizard spell relevant to your motif. Gain one random metamagic corollary (excluding the one chosen at level 11).

Sorcerous Mishaps

Rolled in secret, so non-obvious effects and durations are unknown to the sorcerer. High means not immediately negative/potentially positive. Lower means worse. High and low defined with respect to 21, the most likely result.

2d20 Mishap
2 Suffer Fatal Radiation Poisoning.
3 Suffer Acute Radiation Poisoning.
4 Take 20d6 damage. If reduced to 0 HP or below, explode. 20d6 damage, 50′ radius.
5 Random stat reduced to 3
6 Random limb blasted off. Roll for location.
7 Suffer High Radiation Poisoning.
8 Permanently lose 1d6 from a random stat.
9 Suffer Moderate Radiation Poisoning.
10 Take 5d6 damage. If reduced to 0 HP or below, explode. 5d6 damage, 20′ radius.
11 Take double damage from all sources.
12 Suffer Low Radiation Poisoning.
13 Take 3d6 damage. If reduced to 0 HP or below, explode. 3d6 damage, 20′ radius.
14 Suffer Diminutive Radiation Poisoning.
15 Reroll on this table for the next 1d4 rounds, ignoring this result if it appears.
16 Take 2d6 damage. If reduced to 0 HP or below, explode. 3d6 damage, 20′ radius.
17 Choking smoke emanates from your mouth. Incapacitated for 1d6 rounds.
18 Can not cast for 1d4 rounds.
19 Teleport 1d6x10′ in a random direction.
20 A strong wind billows around you, extinguishing all torches and candles within 20′
21 Take 1d6 damage. If reduced to 0 HP or below, explode. 1d6 damage, 20′ radius.
22 Thunderclap emanates from your position.
23 Take 1d6 damage. You are flung 1d10′ in a random direction. If reduced to 0 HP or below, explode. 1d6 damage, 20′ radius.
24 Eyes glow as candles for 1d4 rounds.
25 You blast off an electrical discharge, dealing 3d6 lightning damage to everyone with 30+ 1d6*10 ft.
26 You float a foot off the ground for the 1d6 rounds.
27 You turn invisible, silent, and intangible for the next 1d4 rounds. You can see the world but not interact with it physically.
28 Body sheds light as the Daylight spell.
29 Gain back power points equal to the base cost of the spell being cast.
30 Lose 1d20 years of maximum lifespan. If this is below your current age, as Acute Radiation Poisoning.
31 Gain your level in temporary HP.
32 Lightning is attracted to you, and will swerve or move to hit you/surround you if it comes within 100+1d100 ft. of you.
33 A random spell is also cast, targeting you.
34 You explode, dealing 5d6 damage in a 20’ radius, but reform after 1d4 rounds.
35 Your current emotional state is amplified and broadcast in a 20 ft around you. All within must save vs. Charms or feel that emotion powerfully.
36 You cast a random spell again this round without your level bonus on the casting roll.
37 Turn into a statue of a random metal for 1d8 rounds.
38 You are immune to damage for the next 1d4 rounds.
39 You shine with burning brilliance. Anyone within sight range must save vs. Spells or go blind for 1d6 days, or permanently if within 60 ft.
40 Everything around you (including undead, constructs, and yourself) must save vs Spells or disintegrate. After 1d8 rounds, they may save again to reform.

 

Radiation Table

This is adapted from skerples’s table in his Archaeans Post, with more direct gameplay effects. Basically creatures within a range (dependent on source, since most of this will be from magic, assume 10/20/30/50/100/150 ft. for each source) of a radiation source of a given intensity suffer the effects of that radiation intensity AND the effects of all lower intensities at every interval if they fail a save vs. Petrify (adding their Constitution bonus). Even if they pass the save, they still feel the effects of all lower intensities. As skerples said, radiation is awful. I’m bolting it to this class because I just really like the connotation of radiation and magic being directly related.

 

Intensity Test Interval Effects
Diminutive 30 days Rashes, headache, dry and flaking skin, nausea, diarrhea, minor hair loss. Suffer a -2 penalty to all your rolls.
Low 7 days Nausea, weakness (cumulative -2/total -4 to all rolls) for 2d6 hrs. If >9 hrs, Save vs. Petrify  or develop cancer.
Medium 1 day Violent nausea, weakness (cumulative -4/total -8 to all rolls) for 2d6 days. Also take 1d6 damage. Body becomes a low intensity radiation source for 1d6 hours. Also, Save or go blind for 1d6 days.
High 1 hour Take 1d6 damage. 1 permanent damage to all stats. Blind 1d6 weeks. Hair falls out in clumps. Save vs Petrify or permanent sterility. Save vs Petrify  or terminal cancer. Body becomes a medium intensity radiation source for 1d6 days.
Acute 1 minute Take 1d6 damage. Blind and sterile permanently. 1d6 permanent damage to all stats. Even if survived, massive medical attention required to avoid messy death in 1d6 hours. Body becomes a high intensity radiation source for 1d6 weeks.
Lethal 1 round Movement or action impossible. Pain is horrifying. Skin begins to slough off. Death in 1d6 rounds. Body becomes a high intensity radiation source for 1d4+1 months.

 

Random Spell Generation

This table is for generating spells when you don’t know their level, to prevent them from gaining too many higher level spells.

1d20 Spell Level
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16 6
17 7
18 8
19 9
20 Pick


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