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Help making my Sorcerer (AKA diobolist PRC)
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<blockquote data-quote="The Great Bear King" data-source="post: 2341347" data-attributes="member: 21850"><p><span style="font-family: 'Times New Roman'">These are a list of some of what wil be the Sorcerer's Dark Gifts in 2nd edition. I changed some of the terminology but I need help changing the rest. Some of them would actually be feats in 3rd edition.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Animal Form</strong> This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or otherwise associated with death. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, baracuda, killer whale, raven, or falcon. For every six levels of experience, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions.</span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Animate Dead by Touch</strong> </span></p><p><span style="font-family: 'Times New Roman'"> Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they poseesed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead"</span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Augmented Hit Points</strong> The sorcerer can withstand greater amounts of physical damage than a regular, mortal wizard. The sorcerer gains +1 hit points (must be applied manually) per level of experience (in addition to any bonuses due to high constitution). Furthermore, the character does not lose consciousness when reduced to zero hit points or perish when reduced to -10 hp. The sorcerer can remain conscious and functional (even in combat) until reduced to -10 hp and dies at -20 hit points, similar to the 3rd-level spell "Delay Death".</span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Augmented Spellcasting</strong> For every six levels of experience of the sorcerer, he or she can memorize twice the number of spells in a given spell level from first onward. For example, a 6th-level priest can memorize twice as many 1st-level spells, a 12th-level priest can memorize twice as many 2nd-level spells, etc. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"><em><strong>Dark Gift, Bestow Dying Curse</strong> The sorcerer may bestow this curse on any victim who inflicts damage upon the sorcerer. There is no save for the cursed, unless the curse is not pronounced (save vs. spell with a -4 penalty). The curse takes effect upon the wizard's death, and can only be reversed by a wizard or priest of greater level than the wizard who bestowed it. The curse does not have to instantly kill the victim. It can take as long and be as painfull as the sorcerer likes.</em> </span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'">This is replaced by Dark Speech.</span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Chilling Touch</strong> The sorcerer can cause his hands to glow with a blue, flickering aura. The frigid radiance can both drain and paralyze a victim. First, any living creature touched by the icy hands suffers the effect of a modified "Chill Touch" spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage and 1 point of both Constitution and Strength damage. If the saving throw is successful, the victim only loses 1d4 points of damge and just 1 point of Strength. Second, if the sorcerer is at least 16th level, the victim must make a second saving throw or be paralyzed for 3-12 rounds.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> The sorcerer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Command Undead</strong> This power enables the arcane sorcerer to command undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Enhanced Vision</strong> The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight (TOM); 6) infravision; 7) clairvoyance; 8) detect life (WH).</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Fear Aura</strong> </span></p><p><span style="font-family: 'Times New Roman'"> The sorcerer can surround himself with an aura of fear similar to (though less powerful than) that of a lich. Any creature with fewer than 3 HD (or levels of experience) who views this palpable, black aura must make a saving throw vs. spells or flee in terror for 2-12 rounds. Creatures with 4 or more HD are entitled to a +4 bonus and only flee for 1-6 rounds if they fail the save. Beings of equal or greater hit dice than the sorcerer are unaffected. Unlike the regular "fear" spell, this fear aura has a more gradual and numbing effect. Affected creatures are thus unlikely to drop carried items. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Food Corruption</strong> When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a saving throw vs. poison.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> The secoond form causes food to slightly discolor or putrify, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing nonweapon proficiency. Food can be cleansed with a "purify food and drink" or "dispel magic" spell. </span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Magic Resistance</strong> </span></p><p><span style="font-family: 'Times New Roman'"> Gains magic resistance of 10% plus 2% per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Dark Gift, Regeneration</strong> </span></p><p><span style="font-family: 'Times New Roman'"> The sorcerer is able to regenerate 2 hit points per round. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers). The body continues to regenerate after death, even if the remains were destroyed by fire or acid. The DM may conjure up a special ritual to completely dispose of the sorcerer for good.</span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Scabrous Touch</strong> The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect those the sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Shadow Form</strong> The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spellcasting and attacks are not possible. The sorcerer can remain in this form almost indefinatlely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Skull Scry</strong> This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Somnolent Gaze</strong> With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a saving throw vs. spells (at a -4 penalty), he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the conditon lasts for up to one turn per level of the wizard. The sorcerer may call upon this power once per round, at will, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic"). </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Spell Immunties</strong> </span></p><p><span style="font-family: 'Times New Roman'"> A sorcerer with this ability is completely immune to all spells from the Enchantment/Charm school of magic. In addition, the wizard gains an immunity to "enfeeblement", "polymorphing", "cold", "electricity", and "death" spells. These immunities are appropriate for a sorcerer seeking lichdom. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Unholy Blessing</strong> The sorcerer gains a +2 bonus to all saving throws, and a -2 bonus to AC. </span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Unnatural Ability Scores</strong> </span></p><p><span style="font-family: 'Times New Roman'"> The sorcerer gains 1-3 additional points to distribute between the six ability scores. These must be entered manually.</span></p><p><span style="font-family: 'Times New Roman'"> </span></p><p><span style="font-family: 'Times New Roman'"> <strong>Dark Gift, Weapon Immunites</strong> </span></p><p><span style="font-family: 'Times New Roman'"> The sorcerer can only be hit by cold iron or silver weapons, and only by magical weapons. At 12th level, the sorcerer can only be hit by +1 or greater magical weapons.</span></p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2341347, member: 21850"] [FONT=Times New Roman]These are a list of some of what wil be the Sorcerer's Dark Gifts in 2nd edition. I changed some of the terminology but I need help changing the rest. Some of them would actually be feats in 3rd edition. [B]Dark Gift, Animal Form[/B] This magical ability enables the sorcerer to adopt a chosen animal form as if transformed by the arcane spell "polymorph self". The chosen animal, bird, or fish must either be a natural predator or otherwise associated with death. Examples include the cheetah, bat, panther, wolf, vulture, tiger, bear, rat, shark, baracuda, killer whale, raven, or falcon. For every six levels of experience, the sorcerer can adopt one chosen animal form into which he or she can polymorph up to three times per day. The transformation occurs in a single round and includes all the wizard's carried or worn possessions. [B]Dark Gift, Animate Dead by Touch[/B] Three times per day, the sorcerer can cause skeletons and zombies of humans, demihumans, or humanoids to arise with but a mere touch. These mindless undead serve the sorcerer during the same round in which they were animated. Two skeletons or one zombie can be animated per level of the sorcerer. The remains of larger creatures can be animated, though they only fight as if they poseesed 2 hit dice, In most other respects, this power functions similar to the 5th-level spell "Animate Dead" [B]Dark Gift, Augmented Hit Points[/B] The sorcerer can withstand greater amounts of physical damage than a regular, mortal wizard. The sorcerer gains +1 hit points (must be applied manually) per level of experience (in addition to any bonuses due to high constitution). Furthermore, the character does not lose consciousness when reduced to zero hit points or perish when reduced to -10 hp. The sorcerer can remain conscious and functional (even in combat) until reduced to -10 hp and dies at -20 hit points, similar to the 3rd-level spell "Delay Death". [B]Dark Gift, Augmented Spellcasting[/B] For every six levels of experience of the sorcerer, he or she can memorize twice the number of spells in a given spell level from first onward. For example, a 6th-level priest can memorize twice as many 1st-level spells, a 12th-level priest can memorize twice as many 2nd-level spells, etc. [I][B]Dark Gift, Bestow Dying Curse[/B] The sorcerer may bestow this curse on any victim who inflicts damage upon the sorcerer. There is no save for the cursed, unless the curse is not pronounced (save vs. spell with a -4 penalty). The curse takes effect upon the wizard's death, and can only be reversed by a wizard or priest of greater level than the wizard who bestowed it. The curse does not have to instantly kill the victim. It can take as long and be as painfull as the sorcerer likes.[/I] This is replaced by Dark Speech. [B]Dark Gift, Chilling Touch[/B] The sorcerer can cause his hands to glow with a blue, flickering aura. The frigid radiance can both drain and paralyze a victim. First, any living creature touched by the icy hands suffers the effect of a modified "Chill Touch" spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage and 1 point of both Constitution and Strength damage. If the saving throw is successful, the victim only loses 1d4 points of damge and just 1 point of Strength. Second, if the sorcerer is at least 16th level, the victim must make a second saving throw or be paralyzed for 3-12 rounds. The sorcerer can activate or deactivate this power at will. It never interferes with spellcasting. Also, the cold blue aura provides light like a dim torch (certainly enough light to walk or read by). [B]Dark Gift, Command Undead[/B] This power enables the arcane sorcerer to command undead like an evil priest with half as many levels of experience. Thus an 18th-level arcane sorcerer controls undead as a 9th-level priest. [B]Dark Gift, Enhanced Vision[/B] The sorcerer gains the ability to perceive radiations and auras beyond normal vision. From 1st to 5th level, the sorcerer can see normally under the night sky. In total darkness, the wizard can see normally up to 30 feet. This does not hinder the sorcerer's eyesight at all. For every six levels of experience, the sorcerer gains another divinatory power based on the arcane spell of the same name (the DM may roll 1d8 to choose): 1) detect magic; 2) detect invisibility; 3) detect good/evil; 4) know alignment; 5) arcane sight (TOM); 6) infravision; 7) clairvoyance; 8) detect life (WH). The sorcerer must visually concentrate for these powers to work. While this is happening, the sorcerer's eyes glow a bright, malevolent red. Normally, it takes one full round to scan an object, person, or area with the magical, enhanced vision. [B]Dark Gift, Fear Aura[/B] The sorcerer can surround himself with an aura of fear similar to (though less powerful than) that of a lich. Any creature with fewer than 3 HD (or levels of experience) who views this palpable, black aura must make a saving throw vs. spells or flee in terror for 2-12 rounds. Creatures with 4 or more HD are entitled to a +4 bonus and only flee for 1-6 rounds if they fail the save. Beings of equal or greater hit dice than the sorcerer are unaffected. Unlike the regular "fear" spell, this fear aura has a more gradual and numbing effect. Affected creatures are thus unlikely to drop carried items. [B]Dark Gift, Food Corruption[/B] When passing within 30 feet of food and drink, the sorcerer can taint them one of two ways, one that induces sleep, and the other that causes an excruciating death (available to sorcerer of 13th level or higher). It requires a physical act on the part of the sorcerer; it is not a continuously operating aura. Victims are allowed a saving throw vs. poison. The first form causes victims to fall asleep in one round after consumption, and lasts for 1 turn per level of the sorcerer, but is broken by any attempt to physically harm the slumbering individual. The secoond form causes food to slightly discolor or putrify, and there is a 5% chance per level of the victim that the food's taint will be noticed before it is consumed. Once consumed however, the food kills the victim in 2-12 rounds with excruciating pain. The sorcerer must be able to see the food and pass within 1-3 feet of it in order for the corruption. Corrupted food radiates a faint unholy aura. Victims can be treated with a "slow poison", "neutralize poison", or "heal" spell, or possibly by a character proficient in the healing nonweapon proficiency. Food can be cleansed with a "purify food and drink" or "dispel magic" spell. [B]Dark Gift, Magic Resistance[/B] Gains magic resistance of 10% plus 2% per level. This resistance is continual and cannot be controlled by the sorcerer. However, it does not affect the sorcerer's ability to cast spells or employ magical items of any kind. [B]Dark Gift, Regeneration[/B] The sorcerer is able to regenerate 2 hit points per round. Severed limbs immediately reattach if brought into contact with the body (similar to a troll's powers). The body continues to regenerate after death, even if the remains were destroyed by fire or acid. The DM may conjure up a special ritual to completely dispose of the sorcerer for good. [B]Dark Gift, Scabrous Touch[/B] The sorcerer can inflict victims with a deadly disease by mere touch. This power operates continuously and cannot be controlled, though covering the hand will protect those the sorcerer wishes to spare. This magical disease may only be treated by an alchemist (modified core wizard), priest, or paladin of higher level than the sorcerer. [B]Dark Gift, Shadow Form[/B] The sorcerer can assume a "Shadow Form" as the spell, three times per day. In this form, spellcasting and attacks are not possible. The sorcerer can remain in this form almost indefinatlely, as long as shadows are readily available and present. In bright light or complete darkness, this ability fails to work. [B]Dark Gift, Skull Scry[/B] This ability enables the sorcerer to see or hear activity through any disembodied skull or head, provided it is not living or animated. The sorcerer can scry through any disembodied skull or head (at a known location) that is up to one mile away per point of the sorcerer's intelligence. In some case, other sensory links may be used with the skull scry ability. [B]Dark Gift, Somnolent Gaze[/B] With this ability, the sorcerer can immediately stupefy and cloud the mind of any single living creature under his or her regard. If the subject fails a saving throw vs. spells (at a -4 penalty), he or she feels a profound form of lethargy and disorientation, similar in effect to a "slow" spell, except that the conditon lasts for up to one turn per level of the wizard. The sorcerer may call upon this power once per round, at will, and can also break its effect at any time (it can also be terminated prematurely by a successful "dispel magic"). [B]Dark Gift, Spell Immunties[/B] A sorcerer with this ability is completely immune to all spells from the Enchantment/Charm school of magic. In addition, the wizard gains an immunity to "enfeeblement", "polymorphing", "cold", "electricity", and "death" spells. These immunities are appropriate for a sorcerer seeking lichdom. [B]Dark Gift, Unholy Blessing[/B] The sorcerer gains a +2 bonus to all saving throws, and a -2 bonus to AC. [B]Dark Gift, Unnatural Ability Scores[/B] The sorcerer gains 1-3 additional points to distribute between the six ability scores. These must be entered manually. [B]Dark Gift, Weapon Immunites[/B] The sorcerer can only be hit by cold iron or silver weapons, and only by magical weapons. At 12th level, the sorcerer can only be hit by +1 or greater magical weapons.[/FONT] [/QUOTE]
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