In effect, the sorcerer loses the old spell in exchange for the new one. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).Ī sorcerer’s selection of spells is extremely limited. Her base daily spell allotment is given on Table: Sorcerer. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. She can cast any spell she knows without preparing it ahead of time. SpellsĪ sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). They are not proficient with any type of armor or shield. Sorcerers are proficient with all simple weapons. Table: Sorcerer Levelīloodline power, cantrips, eschew materialsĪll of the following are class features of the sorcerer. The sorcerer’s class skills are Appraise ( Int), Bluff ( Cha), Craft ( Int), Fly ( Dex), Intimidate ( Cha), Knowledge (arcana) ( Int), Profession ( Wis), Spellcraft ( Int), and Use Magic Device ( Cha). Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study it is life itself. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine.
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