Sorcerer of the Five Magics
Rule of Three: Thrice spoke,
once fullfilled.
Symbol: Eye An-al Nath rok,
ooth-va bethodd, douk-el dee end day.
Sorcerers are widely feared and respected. They are the most secretive
of mages as if they are known they are mistrusted ( especially by the
uneducated masses). This group is also the most short-lived as to use
their powers is to give up months or years of their lives. This is the
price they must pay.
Sorcerers are an elite group of spellcasters whose powers are visually
related. To affect their targets they must make and maintain eye
contact for three full segments. Once eye contact has been made and the
incantation has begun the target cannot break eye contact and the
effects can only be avoided by an outside force coming between them or
harming the sorcerer.
Immunities
to Sorcery:
Magic Resistance applies to sorcery, as does those inside a Globe of
Invulnerbility. Other magical barriers ( ie. Prismatic Wall, Wall of
Force, etc.) also apply. Sorcerers cannot affect other sorcerers at
all]. Even a master cannot affect a novice.
Sorcerous
Stare: This additional power
is gained by successfully passing the test at the Tower of High
Sorcery. This power allows the sorcerer to focus his glare on one
person to instill a fe , ar of what they could do. It is a non magical
way of getting respect/fear/awe they wish to invoke. It aalso allows
the sorcerer to invoke the Charm of Domination (qv) on another sorcerer.
Sorcerers' powers are divided into five distinct types called "charms."
The Charms are of Visions, Illusions, Fates, Domination, Enscrollment,
and the last is a great secret. They gain a new title with each type
they achieve.
Table: The Sorcerer
Level |
Title |
Special |
Cost in Months |
Spells |
1st |
Visionary |
Clairaudience |
3 months |
+1 level of existing
spellcasting class |
2nd |
Visionary |
Clairvoyance |
3 months |
+1 level of existing
spellcasting class |
3rd |
Visionary |
Augury |
3 months |
+1 level of existing
spellcasting class |
4th |
Seer
|
Charm
of Illusions
Phantasmal Force (Visual) |
6 months |
+1 level of existing
spellcasting class |
5th |
Seer
|
Charm
of Illusions
Phantasmal Force
(Visual and Audial) |
6 months |
+1 level of existing
spellcasting class |
6th |
Seer |
Charm
of Illusions
Phantasmal Force
(V, A, Olfactory) |
6 months |
+1 level of existing
spellcasting class |
7th |
Oracle
|
Charm
of Fates
Curse |
9 months |
+1 level of existing
spellcasting class |
8th |
Oracle
|
Charm
of Fates
Curse |
9 months |
+1 level of existing
spellcasting class |
9th |
Supreme Oracle |
Charm
of Fates
Curse -2 Save |
9 months |
+1 level of existing
spellcasting class |
10th |
Dominator |
Charm
of Domination
Robotisize (with Test of Wills) |
1 year |
+1 level of existing
spellcasting class |
11th |
Dominator |
Charm
of Domination
Robotisize (with Test of Wills) |
1 year |
+1 level of existing
spellcasting class |
12th |
Dominator |
Charm
of Domination
Robotisize (with Test of Wills) |
|
+1 level of existing
spellcasting class |
13th |
Traveller |
Magic Jar No gem/save
Enscrollment |
3 years |
+1 level of existing
spellcasting class |
14th |
Traveller |
Magic Jar No gem/save
|
|
+1 level of existing
spellcasting class |
15th |
Master
Sorcerer |
Special Astral
Travel (varies) |
5 years |
+1 level of existing
spellcasting class |
Hit Die
d4.
Requirements
To qualify to become a
sorcerer, a character must
fulfill all the following criteria.
Feats
Class
Wizard or sorcerer class.
Statistics
Class Skills
The sorcerer’s class
skills (and the key ability
for each skill) are Bluff (Cha), Concentration
(Con), Craft
(Int), Craft
(illusion), Knowledge (Int),
Profession
(Wis), and Spellcraft
(Int).
Skill Points at Each Level
2 + Int modifier.
Class Features
All of the following are
features of the sorcerer prestige
class.
Weapon and Armor Proficiency
Sorcerers gain no proficiency
with any weapon or armor.
Spells per Day
When a new sorcerer level is
gained, the character gains new
spells per day as if he had also gained a level in whatever
spellcasting class he belonged to before he added the prestige class.
He does not, however, gain any other benefit a character of that class
would have gained. This essentially means that he adds the level of
Sorcerer to the level of whatever other spellcasting class the
character has, then determines spells per day and caster level
accordingly.
If a character had more than
one spellcasting class before he
became a sorcerer, he must decide to which class he adds each
level of sorcerer for the purpose of determining spells per day.
Special
Abilities
Sorcerer abilities are treated as a Supernatural Ability (SU), save as
if they were the highest level spell the sorcerer can cast.
Charms of Sight (3 Months)
Visionaries can see and hear far away places and even see the future.
Clairaudience As per the spell.
May cross 1 plane
per 3 levels of Sorcerer.
Clairvoyance: As per
the spell. May cross 1
plane per 3 levels of Sorcerer.
Augury:As per
the spell.
Charm of Illuions (6 Months)
Seer powers allow anyone seeing the sorcerer through cursory eye
contact to see an extreme person in their life. For example, the
sorcerer may want to become the most loved thing in a crowds life.
Everyone would see someone or something different. What they are seeing
the sorcerer is aware, but cannot speak unless of 5th level.
Sorcerers must maintain cursory eye contact. All creatures within 60ft
must make a
will save or percieve the caster as another creature. The caster may
appear as the most trusted friend, the most loved individual, most
feared, nost expected in that situation, or any other extreme with
relation to the target creature. To
creatures that fail their save, the caster looks, sounds, smells,
tastes, and feels like the entity the illusion creates.The seer gains a
ridmentary knowledge of who each target percieves and some information
on manerisms. This effect
lasts 1 round per level of sorcerer.
Charm of Fates (9 Months)
An Oracle's power is to alter fates through the use of curses. The
Oracle must make eye contact and pronounce the curse. The affects can
be as per curse spell (sometimes to give the fail next save option) and
spells may be cast as quickened actions to aid in manifesting a curse.
For example, while the curse spell might not be powerful enough to turn
the target into a chicken on its own, a polymoprh other spell cast
during pronouncement could ensure the target assumes the new formso
long as the Will save vs the curse fails. All curses must have some
natural way to break them and the conditions for breaking the curse
must be stated during pronouncement. At 9th level, the Will Save DC
becomes higher by 2.
Charm of Domination (1 Year)
Dominator powers allow the sorcerer to engage in a Test of Wills. With
direct eye contact and with the verbal component the Sorcerer
engages in a Contests of Wills. A Contest of Wills is a contest of Will Saves, all bonuses on both
sides, and the sorcerer ALSO gets to add his or her Charisma bonus.
If successful, the victim becomes a robot under the sorcerer's control.
Effect is as Dominate Monster
in other respects, x4 hit points but AC at -5. They keep all fighting
ability and skills but cannot cast or use magic or communicate. They
cannot think or act and Intelligence and Wisdom is reduced to a O. They
project a fear aura to all mortal beings who face them in combat (DC = 10+Hit die).
Charm of Enscrollment (3 Years)
Traverlers that make eye contact can posess a target creature as per
magic jar but no gem is required. SR does apply but there is no save.
The sorcerer's body falls unconcious.
Contest of will saves all bonuses both sides with the sorcerer ALSO adding his or her charisma bonus
Charm of Travelling (5 Years)
As per Astral Projection.