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[Dusk] The Clan Sorcerer Prestige Class
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<blockquote data-quote="Michael Morris" data-source="post: 678356" data-attributes="member: 87"><p>Well, no comments have came in for the last few days so I'm going to move to a final version...</p><p></p><p></p><p><span style="font-size: 15px">Clan Sorcerer</span></p><p><em>"I am nothing, we are all." - Oath of Unity</em></p><p></p><p>The art of sorcery is indeed an old one in Carthasana. If it is not the oldest form of arcane magic it is certainly among the first, and it is known to predate wizardry by several milenia.</p><p></p><p>Sorcerers, unlike any other type of caster, are born. Sure, some bards will spin tales of how they were born with a lute in hand and song upon lips, but for them theirs is a life of choice. Sorcerery, however, does a choosing all it's own.</p><p></p><p>When sorcerery powers manifest at pueberty it can be a frightening and tramatic experience at a time when life itself is uncertain and youths are coming into their own. Fortunately sorcerery tends to run through generations, so most sorcerers are spared the trauma of having their powers manifest out of the blue. Indeed many grow up with the hope and expectation of manifesting powers like their parents, siblings and kin. Those who do not manifest such powers are often dissapointed, but not a few wizards got their start to magic this way.</p><p></p><p>The clans in which sorcerery runs the strongest are very famous, widely respected and often feared throughout Telzoa. Not surprisingly most of them hold more than a little political clout and some have even challenged the nobility openly for right to station, though most nobles are wise enough to keep some pet wizards around to deal with such problems.</p><p></p><p>Still, these family names are the stuff of legend. Hishrajel, Jalantra Vardo, Almdari, Rishdal and more tell of the power of family, for the clan sorcerers learn not just to exploit the powers the gods have given them, but to combine them as a family as well.</p><p></p><p><strong>Hit Die:</strong> d4</p><p></p><p><span style="font-size: 12px">Requirements</span></p><p>To be a clan sorcerer one must be born into a clan or, more rarely, adopted. Each clan sets it's own requirements for members. Five sample clans are described here, and the GM may wish to add more.</p><p></p><p>The following requirements are set upon all of those who would become a clan sorcerer:</p><p><strong>Skills:</strong> Spellcraft - 8 ranks</p><p><strong>Spells</strong> Ability to spontaneously cast 2nd level arcane spells.</p><p></p><p>The following requirements are made by each clan:</p><p></p><p><em>Clan Hishrajel</em></p><p><strong>Feats:</strong> Combat Casting, Empower Spell, Maximize Spell</p><p></p><p><em>Jalantra Vardo</em></p><p><strong>Feats:</strong> Spell Focus (Enchantment), Extend Spell, Heighten Spell</p><p></p><p><em>Clan Almdari</em></p><p><strong>Feats:</strong> Spell Focus (Conjuration), Extend Spell, Silent Spell</p><p></p><p><em>Clan Rishdal</em></p><p><strong>Feats:</strong> Silent Spell, Still Spell, Heighten Spell</p><p></p><p><em>Clan Sandri</em></p><p><strong>Feats:</strong> Spell Focus (Divination), Enlarge Spell, Extend Spell</p><p></p><p><span style="font-size: 12px">Class Skills</span></p><p>The class skills of a clan sorcerer are identical to those of a sorcerer. The class gains the same number of skill points each level.</p><p></p><p>[code][color=white]</p><p></p><p>Lvl Att Frt Ref Wll Special</p><p> 1 +0 +0 +0 +2 Clan Focus</p><p> 2 +1 +0 +0 +3 Spellcaster +1</p><p> 3 +1 +1 +1 +3 Spellcaster +1, Arcing</p><p> 4 +2 +1 +1 +4 Spellcaster +1</p><p> 5 +2 +1 +1 +4 Spellcaster +1, Combine</p><p> 6 +3 +2 +2 +5 Spellcaster +1</p><p> 7 +3 +2 +2 +5 Spellcaster +1, Transfer</p><p> 8 +4 +2 +2 +6 Spellcaster +1</p><p> 9 +4 +3 +3 +6 Spellcaster +1, Commune</p><p> 10 +5 +3 +3 +7 Spellcaster +1, Clan Elder</p><p></p><p>[/color][/code]</p><p></p><p><span style="font-size: 12px">Class Features</span></p><p><strong>Clan Focus:</strong> Each clan is intimately familiar with certain spells which are their heritage and birthright. They may cast these spells once per day in addition to their normal spell allotment. Further they may consider these spells as "known." If a sorcerer already knows a clan spell when he becomes a clan sorcerer, the spells known slot occupied by the spell is freed for use by another spell. Finally, each clan has a talent associated with them. The five clans detailed here have the following talents and similar talents can be invented by the GM if she so desires.</p><p></p><p></p><p><em>Clan Hishrajel</em></p><p><strong>Clan Secret:</strong> Once a day the character move the die of any of the spells on this list up by one step and double any modifiers to the roll. For instance, <em>magic missile</em> cast at 5th level with this ability applied deals 1d6+2 points of damage / missile.</p><p></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><em>Jalantra Vardo</em></p><p><strong>Clan Secret:</strong> Once a day you may impose an additional -4 penalty to the saving throw against any of the spells on this list.</p><p></p><p>0 - <a href="http://enworld.cyberstreet.com/hosted/Dusk/?file=magic.php&body=./magic/spells/convince.php" target="_blank">Convince</a></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><em>Clan Almdari</em></p><p><strong>Clan Secret:</strong> Once a day you may add an extra minute to the duration of any of the spells on this list.</p><p></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><em>Clan Rishdal</em></p><p><strong>Clan Secret:</strong> You may use silent spell and still spell without increasing the casting time of the spell. Once a day you may silent or still cast a spell without increasing it's level.</p><p></p><p>0 - Ghost Sound</p><p>1 - <a href="http://enworld.cyberstreet.com/hosted/Dusk/?file=magic.php&body=./magic/spells/concealweapon.php" target="_blank">Conceal Weapon</a></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></p><p>Clan Sandri</p><p><strong>Clan Secret:</strong> You have a +4 bonus to scrying attempts and a +10 bonus to attempts to detect if you are being scried upon.</p><p></p><p>0 - Detect Poison</p><p>1 - <a href="http://enworld.cyberstreet.com/hosted/Dusk/?file=magic.php&body=./magic/spells/displaceperspective.php" target="_blank">Displace Perspective</a></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><p></p><p><strong>Arcing:</strong> At 3rd level sorcerers of the same clan can cast spells through and upon each other with ease. This power works at medium range and is calculated by the combined caster levels of both casters. Hence clan elder of 11th level can stay back and cast a spell as if he were standing in the spot occupied by a 6th level newcomer. All effects of the spell are calculated according to the actual caster, but the spell’s orgin belongs to the recipient caster, who can then place the spell within its normal range from him. Personal spells can be cast upon another with this ability. The recipient caster places the arced spell as a free action.</p><p></p><p><strong>Combine:</strong> At 5th level the character may add his spellcasting potential to another’s spell. The two casters must be within the same range as arcing. The lead caster loses a slot for the spell’s level. The assistant gives up whatever slot level he wishes. This slot has the effect of increasing the lead caster’s effective level for the spell by its amount (a third level slot increases the effective level by three) and it also heightens the resultant spell as per metamagic feat by that amount. Optionally, a sorcerer can apply a metamagic feat he knows to the lead caster’s spell – if he does the spell’s caster level doesn’t increase and it doesn’t heighten as well.</p><p></p><p><strong>Transfer:</strong> At 7th level two sorcerers of the same clan can trade spells they know. This process takes a full day. It is most commonly used to make sure that the higher-level members of the clan do not necessarily need to keep suboptimal spells such as invisibility as opposed to improved invisibility.</p><p></p><p><strong>Commune:</strong> At 9th level two clan sorcerers within medium range of each other can use each other’s spell’s known list as if it where their own. Only two sorcerers may be in commune at a given time, and establishing the commune takes one minute.</p><p></p><p><strong>Clan Elder:</strong> At 10th level the clan sorcerer becomes clan elder. Note that a given clan can only have one elder at a given time, so the character may have to put off advancing to this level for some time before attaining it. A clan elder can instantly commune with any of the clan sorcerers nearby, even if they are not able to commune with her in return. As a result, a clan elder with enough clan members nearby can easily have more spells at her disposal than even a learned wizard.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 678356, member: 87"] Well, no comments have came in for the last few days so I'm going to move to a final version... [size=4]Clan Sorcerer[/size] [i]"I am nothing, we are all." - Oath of Unity[/i] The art of sorcery is indeed an old one in Carthasana. If it is not the oldest form of arcane magic it is certainly among the first, and it is known to predate wizardry by several milenia. Sorcerers, unlike any other type of caster, are born. Sure, some bards will spin tales of how they were born with a lute in hand and song upon lips, but for them theirs is a life of choice. Sorcerery, however, does a choosing all it's own. When sorcerery powers manifest at pueberty it can be a frightening and tramatic experience at a time when life itself is uncertain and youths are coming into their own. Fortunately sorcerery tends to run through generations, so most sorcerers are spared the trauma of having their powers manifest out of the blue. Indeed many grow up with the hope and expectation of manifesting powers like their parents, siblings and kin. Those who do not manifest such powers are often dissapointed, but not a few wizards got their start to magic this way. The clans in which sorcerery runs the strongest are very famous, widely respected and often feared throughout Telzoa. Not surprisingly most of them hold more than a little political clout and some have even challenged the nobility openly for right to station, though most nobles are wise enough to keep some pet wizards around to deal with such problems. Still, these family names are the stuff of legend. Hishrajel, Jalantra Vardo, Almdari, Rishdal and more tell of the power of family, for the clan sorcerers learn not just to exploit the powers the gods have given them, but to combine them as a family as well. [b]Hit Die:[/b] d4 [size=3]Requirements[/size] To be a clan sorcerer one must be born into a clan or, more rarely, adopted. Each clan sets it's own requirements for members. Five sample clans are described here, and the GM may wish to add more. The following requirements are set upon all of those who would become a clan sorcerer: [b]Skills:[/b] Spellcraft - 8 ranks [b]Spells[/b] Ability to spontaneously cast 2nd level arcane spells. The following requirements are made by each clan: [i]Clan Hishrajel[/i] [b]Feats:[/b] Combat Casting, Empower Spell, Maximize Spell [i]Jalantra Vardo[/i] [b]Feats:[/b] Spell Focus (Enchantment), Extend Spell, Heighten Spell [i]Clan Almdari[/i] [b]Feats:[/b] Spell Focus (Conjuration), Extend Spell, Silent Spell [i]Clan Rishdal[/i] [b]Feats:[/b] Silent Spell, Still Spell, Heighten Spell [i]Clan Sandri[/i] [b]Feats:[/b] Spell Focus (Divination), Enlarge Spell, Extend Spell [size=3]Class Skills[/size] The class skills of a clan sorcerer are identical to those of a sorcerer. The class gains the same number of skill points each level. [code][color=white] Lvl Att Frt Ref Wll Special 1 +0 +0 +0 +2 Clan Focus 2 +1 +0 +0 +3 Spellcaster +1 3 +1 +1 +1 +3 Spellcaster +1, Arcing 4 +2 +1 +1 +4 Spellcaster +1 5 +2 +1 +1 +4 Spellcaster +1, Combine 6 +3 +2 +2 +5 Spellcaster +1 7 +3 +2 +2 +5 Spellcaster +1, Transfer 8 +4 +2 +2 +6 Spellcaster +1 9 +4 +3 +3 +6 Spellcaster +1, Commune 10 +5 +3 +3 +7 Spellcaster +1, Clan Elder [/color][/code] [size=3]Class Features[/size] [b]Clan Focus:[/b] Each clan is intimately familiar with certain spells which are their heritage and birthright. They may cast these spells once per day in addition to their normal spell allotment. Further they may consider these spells as "known." If a sorcerer already knows a clan spell when he becomes a clan sorcerer, the spells known slot occupied by the spell is freed for use by another spell. Finally, each clan has a talent associated with them. The five clans detailed here have the following talents and similar talents can be invented by the GM if she so desires. [i]Clan Hishrajel[/i] [b]Clan Secret:[/b] Once a day the character move the die of any of the spells on this list up by one step and double any modifiers to the roll. For instance, [i]magic missile[/i] cast at 5th level with this ability applied deals 1d6+2 points of damage / missile. 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 [i]Jalantra Vardo[/i] [b]Clan Secret:[/b] Once a day you may impose an additional -4 penalty to the saving throw against any of the spells on this list. 0 - [url=http://enworld.cyberstreet.com/hosted/Dusk/?file=magic.php&body=./magic/spells/convince.php]Convince[/url] 1 - Charm Person 2 - Hypnotic Pattern 3 - Suggestion 4 - Charm Monster 5 - Feeblemind 6 - Eyebite 7 - Insanity 8 - Mass Charm 9 - Dominate Monster [i]Clan Almdari[/i] [b]Clan Secret:[/b] Once a day you may add an extra minute to the duration of any of the spells on this list. 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 [i]Clan Rishdal[/i] [b]Clan Secret:[/b] You may use silent spell and still spell without increasing the casting time of the spell. Once a day you may silent or still cast a spell without increasing it's level. 0 - Ghost Sound 1 - [url=http://enworld.cyberstreet.com/hosted/Dusk/?file=magic.php&body=./magic/spells/concealweapon.php]Conceal Weapon[/url] 2 - Invisibility 3 - Gaseous Form 4 - Phantasmal Killer 5 - Cloudkill 6 - Mislead 7 - Finger of Death 8 - Screen 9 - Power Word: Kill Clan Sandri [b]Clan Secret:[/b] You have a +4 bonus to scrying attempts and a +10 bonus to attempts to detect if you are being scried upon. 0 - Detect Poison 1 - [url=http://enworld.cyberstreet.com/hosted/Dusk/?file=magic.php&body=./magic/spells/displaceperspective.php]Displace Perspective[/url] 2 - Detect Thoughts 3 - Clairaudience / Clairvoyance 4 - Scrying 5 - Prying Eyes 6 - True Seeing 7 - Greater Scrying 8 - Discern Location 9 - Foresight [b]Arcing:[/b] At 3rd level sorcerers of the same clan can cast spells through and upon each other with ease. This power works at medium range and is calculated by the combined caster levels of both casters. Hence clan elder of 11th level can stay back and cast a spell as if he were standing in the spot occupied by a 6th level newcomer. All effects of the spell are calculated according to the actual caster, but the spell’s orgin belongs to the recipient caster, who can then place the spell within its normal range from him. Personal spells can be cast upon another with this ability. The recipient caster places the arced spell as a free action. [b]Combine:[/b] At 5th level the character may add his spellcasting potential to another’s spell. The two casters must be within the same range as arcing. The lead caster loses a slot for the spell’s level. The assistant gives up whatever slot level he wishes. This slot has the effect of increasing the lead caster’s effective level for the spell by its amount (a third level slot increases the effective level by three) and it also heightens the resultant spell as per metamagic feat by that amount. Optionally, a sorcerer can apply a metamagic feat he knows to the lead caster’s spell – if he does the spell’s caster level doesn’t increase and it doesn’t heighten as well. [b]Transfer:[/b] At 7th level two sorcerers of the same clan can trade spells they know. This process takes a full day. It is most commonly used to make sure that the higher-level members of the clan do not necessarily need to keep suboptimal spells such as invisibility as opposed to improved invisibility. [b]Commune:[/b] At 9th level two clan sorcerers within medium range of each other can use each other’s spell’s known list as if it where their own. Only two sorcerers may be in commune at a given time, and establishing the commune takes one minute. [b]Clan Elder:[/b] At 10th level the clan sorcerer becomes clan elder. Note that a given clan can only have one elder at a given time, so the character may have to put off advancing to this level for some time before attaining it. A clan elder can instantly commune with any of the clan sorcerers nearby, even if they are not able to commune with her in return. As a result, a clan elder with enough clan members nearby can easily have more spells at her disposal than even a learned wizard. [/QUOTE]
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