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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Khaalis" data-source="post: 1393567" data-attributes="member: 2167"><p><strong>Appendix - Lineages</strong></p><p></p><p>Ok, lets start out small, with just one. 20th level abilities are all variants on <strong>Perfect Self</strong>.</p><p></p><p></p><p><strong><span style="color: RoyalBlue">GENERAL LINEAGE:</span></strong> The sorcerer's magical lineage is so old or so mixed that it has no overtly obvious source and takes on a more broad effect for the sorcerer.</p><p></p><p><strong>Benefit:</strong> Gain the Sorcerous Metamagic Ability. Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any lineage spell (and only lineage spells) the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.</p><p></p><p><strong>Special Limitation:</strong> Sorcerers of this lineage, though adept at a certain style of magic, are also inept in some areas. The sorcerer must choose any one school of magic that they cannot cast spells from, use spell-like abilities from or use spell completion or spell trigger items from. This school of choice can be any school other than Divination or Universal.</p><p></p><p><strong>Lineage Spells:</strong> The sorcerer has a specific affinity for a theme of magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity from the following choices. </p><p><span style="color: DarkOrange">Abjuration:</span> <em>0-resistance; 1st-shield; 2nd-resist energy; 3rd-dispel magic; 4th-remove curse; 5th-Mordenkainen’s private sanctum; 6th-greater dispel magic; 7th-banishment; 8th-mind blank; 9th-prismatic sphere</em></p><p><span style="color: DarkOrange">Antimagic:</span> <em>0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction</em></p><p><span style="color: DarkOrange">Battle:</span> <em>0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop</em></p><p><span style="color: DarkOrange">Conjuration:</span> <em>0-acud splash; 1st-mage armor; 2nd-web; 3rd-stinking cloud; 4th-summon monster IV; 5th-wall of stone; 6th-acid fog; 7th-summon monster VII; 8th-maze; 9th-gate</em></p><p><span style="color: DarkOrange">Divination:</span> <em>0-read magic; 1st-detect secret doors; 2nd-see invisibility; 3rd-arcane sight; 4th-arcane eye; 5th-prying eyes; 6th-true seeing; 7th-greater arcane sight; 8th-discern location; 9th-foresight</em></p><p><span style="color: DarkOrange">Enchantment:</span> <em>0-daze; 1st-charm person; 2nd-Tasha’s hideous laughter; 3rd-suggestion; 4th-confusion; 5th-hold monster; 6th-greater heroism; 7th-insanity; 8th-mass charm monster; 9th-dominate monster</em></p><p><span style="color: DarkOrange">Evocation:</span> <em>0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand</em></p><p><span style="color: DarkOrange">Illusion:</span> <em>0-ghost sound; 1st-disguise self; 2nd-invisibility; 3rd-major image; 4th-phantasmal killer; 5th-shadow evocation; 6th-mislead; 7th-mass invisibility; 8th-scintillating pattern; 9th-shades</em></p><p><span style="color: DarkOrange">Necromancy:</span> <em>0-disrupt undead; 1st-ray of enfeeblement; 2nd-false life; 3rd-vampiric touch; 4th-fear; 5th-waves of fatigue; 6th-circle of death; 7th-control undead; 8th-horrid wilting; 9th-energy drain</em></p><p><span style="color: DarkOrange">Transmutation:</span> <em>0-mage hand; 1st-expeditious retreat; 2nd-levitate; 3rd-haste; 4th-polymorph; 5th-baleful polymorph; 6th-disintegrate; 7th-reverse gravity; 8th-iron body; 9th-shapechange</em></p><p><span style="color: DarkOrange">Travel:</span> <em>0-know direction; 1st-long strider; 2nd-levitate; 3rd-fly; 4th-dimension door; 5th-teleport; 6th-shadow walk; 7th-teleport, greater; 8th-plane shift; 9th-gate</em></p><p></p><p><strong>Lineage Abilities:</strong> The sorcerer’s affinity with magic grows over time. At 9th level the sorcerer gains spell resistance equal to the sorcerer’s class level. </p><p>.....At 17th level the sorcerer’s spell resistance increases to 10+ the sorcerer’s class level.</p><p>.....At 20th level, a general sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the general sorcerer gains the following benefits.</p><p> • Darkvision out to 60’.</p><p> • Spell resistance increases to 35.</p><p> • Gain <strong>Damage Reduction (Su):</strong> Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. </p><p> • Gain a second <strong>Sorcerous Metamagic Use</strong> virtual feat (see “Benefits”).</p><p>.....Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1393567, member: 2167"] [b]Appendix - Lineages[/b] Ok, lets start out small, with just one. 20th level abilities are all variants on [b]Perfect Self[/b]. [B][COLOR=RoyalBlue]GENERAL LINEAGE:[/COLOR][/B] The sorcerer's magical lineage is so old or so mixed that it has no overtly obvious source and takes on a more broad effect for the sorcerer. [B]Benefit:[/B] Gain the Sorcerous Metamagic Ability. Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any lineage spell (and only lineage spells) the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot. [B]Special Limitation:[/B] Sorcerers of this lineage, though adept at a certain style of magic, are also inept in some areas. The sorcerer must choose any one school of magic that they cannot cast spells from, use spell-like abilities from or use spell completion or spell trigger items from. This school of choice can be any school other than Divination or Universal. [B]Lineage Spells:[/B] The sorcerer has a specific affinity for a theme of magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity from the following choices. [COLOR=DarkOrange]Abjuration:[/COLOR] [I]0-resistance; 1st-shield; 2nd-resist energy; 3rd-dispel magic; 4th-remove curse; 5th-Mordenkainen’s private sanctum; 6th-greater dispel magic; 7th-banishment; 8th-mind blank; 9th-prismatic sphere[/I] [COLOR=DarkOrange]Antimagic:[/COLOR] [I]0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction[/I] [COLOR=DarkOrange]Battle:[/COLOR] [I]0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop[/I] [COLOR=DarkOrange]Conjuration:[/COLOR] [I]0-acud splash; 1st-mage armor; 2nd-web; 3rd-stinking cloud; 4th-summon monster IV; 5th-wall of stone; 6th-acid fog; 7th-summon monster VII; 8th-maze; 9th-gate[/I] [COLOR=DarkOrange]Divination:[/COLOR] [I]0-read magic; 1st-detect secret doors; 2nd-see invisibility; 3rd-arcane sight; 4th-arcane eye; 5th-prying eyes; 6th-true seeing; 7th-greater arcane sight; 8th-discern location; 9th-foresight[/I] [COLOR=DarkOrange]Enchantment:[/COLOR] [I]0-daze; 1st-charm person; 2nd-Tasha’s hideous laughter; 3rd-suggestion; 4th-confusion; 5th-hold monster; 6th-greater heroism; 7th-insanity; 8th-mass charm monster; 9th-dominate monster[/I] [COLOR=DarkOrange]Evocation:[/COLOR] [I]0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand[/I] [COLOR=DarkOrange]Illusion:[/COLOR] [I]0-ghost sound; 1st-disguise self; 2nd-invisibility; 3rd-major image; 4th-phantasmal killer; 5th-shadow evocation; 6th-mislead; 7th-mass invisibility; 8th-scintillating pattern; 9th-shades[/I] [COLOR=DarkOrange]Necromancy:[/COLOR] [I]0-disrupt undead; 1st-ray of enfeeblement; 2nd-false life; 3rd-vampiric touch; 4th-fear; 5th-waves of fatigue; 6th-circle of death; 7th-control undead; 8th-horrid wilting; 9th-energy drain[/I] [COLOR=DarkOrange]Transmutation:[/COLOR] [I]0-mage hand; 1st-expeditious retreat; 2nd-levitate; 3rd-haste; 4th-polymorph; 5th-baleful polymorph; 6th-disintegrate; 7th-reverse gravity; 8th-iron body; 9th-shapechange[/I] [COLOR=DarkOrange]Travel:[/COLOR] [I]0-know direction; 1st-long strider; 2nd-levitate; 3rd-fly; 4th-dimension door; 5th-teleport; 6th-shadow walk; 7th-teleport, greater; 8th-plane shift; 9th-gate[/I] [B]Lineage Abilities:[/B] The sorcerer’s affinity with magic grows over time. At 9th level the sorcerer gains spell resistance equal to the sorcerer’s class level. .....At 17th level the sorcerer’s spell resistance increases to 10+ the sorcerer’s class level. .....At 20th level, a general sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the general sorcerer gains the following benefits. • Darkvision out to 60’. • Spell resistance increases to 35. • Gain [B]Damage Reduction (Su):[/B] Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. • Gain a second [B]Sorcerous Metamagic Use[/B] virtual feat (see “Benefits”). .....Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep. [/QUOTE]
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