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[Dusk] The Clan Sorcerer Prestige Class
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<blockquote data-quote="Michael Morris" data-source="post: 610387" data-attributes="member: 87"><p><strong>And now, the proposed changes...</strong></p><p></p><p>The setup above is very portable from setting to setting. I'm thinking of changing the clan benefit from a flat +2 bonus to a school to the a domain-like ability that varies from clan to clan that gives the clan sorcerers 9 more spells then they might otherwise have. Here's how the revision reads...</p><p></p><p><strong>Clan Focus:</strong> Each clan is known to use certain spells. At first level the clan sorcerer learns the clan's signature cantrip - if he knew the spell already he is free to pick a new cantrip. At second level the sorcerer gains access to the clan's signature 1st level spell and so on until at 10th level the sorcerer has access to the clan's signature 9th level spell. Note that the character must be of spellcasting level to actually use the spell - if she is not she must wait until she reaches the spellcasting level the spell requires. The spells of the best known clans of Telzoa are as follows.</p><p></p><p>* Denotes a setting spell.</p><p></p><p><strong>Clan Hishrajel</strong></p><p>0 - Ray of Frost</p><p>1 - Magic Missile</p><p>2 - Flamesphere</p><p>3 - Fireball</p><p>4 - Wall of Fire</p><p>5 - Cone of Cold</p><p>6 - Chain Lightning</p><p>7 - Prismatic Spray</p><p>8 - Incindiary Cloud</p><p>9 - Meteor Swarm</p><p></p><p><strong>Jalantra Vardo</strong></p><p>0 - Convince*</p><p>1 - Charm Person</p><p>2 - Hypnotic Pattern</p><p>3 - Suggestion</p><p>4 - Charm Monster</p><p>5 - Feeblemind</p><p>6 - Eyebite</p><p>7 - Insanity</p><p>8 - Mass Charm</p><p>9 - Dominate Monster</p><p></p><p><strong>Clan Almdari</strong></p><p>0 - Mage Hand</p><p>1 - Summon Monster I</p><p>2 - Summon Monster II</p><p>3 - Summon Monster III</p><p>4 - Summon Monster IV</p><p>5 - Summon Monster V</p><p>6 - Summon Monster VI</p><p>7 - Summon Monster VII</p><p>8 - Summon Monster VIII</p><p>9 - Summon Monster IX</p><p></p><p><strong>Clan Rishdal</strong></p><p>0 - Ghost Sound</p><p>1 - Conceal Weapon*</p><p>2 - Invisibility</p><p>3 - Gaseous Form</p><p>4 - Phantasmal Killer</p><p>5 - Cloudkill</p><p>6 - Mislead</p><p>7 - Finger of Death</p><p>8 - Screen</p><p>9 - Power Word: Kill</p><p></p><p><strong>Clan Sandri</strong></p><p>0 - Detect Poison</p><p>1 - Displace Perspective*</p><p>2 - Detect Thoughts</p><p>3 - Clairaudience / Clairvoyance</p><p>4 - Scrying</p><p>5 - Prying Eyes</p><p>6 - True Seeing</p><p>7 - Greater Scrying</p><p>8 - Discern Location</p><p>9 - Foresight</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 610387, member: 87"] [b]And now, the proposed changes...[/b] The setup above is very portable from setting to setting. I'm thinking of changing the clan benefit from a flat +2 bonus to a school to the a domain-like ability that varies from clan to clan that gives the clan sorcerers 9 more spells then they might otherwise have. Here's how the revision reads... [b]Clan Focus:[/b] Each clan is known to use certain spells. At first level the clan sorcerer learns the clan's signature cantrip - if he knew the spell already he is free to pick a new cantrip. At second level the sorcerer gains access to the clan's signature 1st level spell and so on until at 10th level the sorcerer has access to the clan's signature 9th level spell. Note that the character must be of spellcasting level to actually use the spell - if she is not she must wait until she reaches the spellcasting level the spell requires. The spells of the best known clans of Telzoa are as follows. * Denotes a setting spell. [b]Clan Hishrajel[/b] 0 - Ray of Frost 1 - Magic Missile 2 - Flamesphere 3 - Fireball 4 - Wall of Fire 5 - Cone of Cold 6 - Chain Lightning 7 - Prismatic Spray 8 - Incindiary Cloud 9 - Meteor Swarm [b]Jalantra Vardo[/b] 0 - Convince* 1 - Charm Person 2 - Hypnotic Pattern 3 - Suggestion 4 - Charm Monster 5 - Feeblemind 6 - Eyebite 7 - Insanity 8 - Mass Charm 9 - Dominate Monster [b]Clan Almdari[/b] 0 - Mage Hand 1 - Summon Monster I 2 - Summon Monster II 3 - Summon Monster III 4 - Summon Monster IV 5 - Summon Monster V 6 - Summon Monster VI 7 - Summon Monster VII 8 - Summon Monster VIII 9 - Summon Monster IX [b]Clan Rishdal[/b] 0 - Ghost Sound 1 - Conceal Weapon* 2 - Invisibility 3 - Gaseous Form 4 - Phantasmal Killer 5 - Cloudkill 6 - Mislead 7 - Finger of Death 8 - Screen 9 - Power Word: Kill [b]Clan Sandri[/b] 0 - Detect Poison 1 - Displace Perspective* 2 - Detect Thoughts 3 - Clairaudience / Clairvoyance 4 - Scrying 5 - Prying Eyes 6 - True Seeing 7 - Greater Scrying 8 - Discern Location 9 - Foresight [/QUOTE]
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[Dusk] The Clan Sorcerer Prestige Class
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