Sorcerers are people who form arcane power from some source into magical spells, and do so via their own personal awesomeness. There really isn't a unifying theme to Sorcerers outside their specific sources of power, though there is a lot of similarity between sorcerers with the same Power Path.
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rdfs:label
| - Sorcerer, Tome (3.5e Class)
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rdfs:comment
| - Sorcerers are people who form arcane power from some source into magical spells, and do so via their own personal awesomeness. There really isn't a unifying theme to Sorcerers outside their specific sources of power, though there is a lot of similarity between sorcerers with the same Power Path.
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author name
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dbkwik:dungeons/pr...iPageUsesTemplate
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Special
| - 1200.0
- 3600.0
- A Higher Purpose : Once per day, you may reroll one of your Saving Throws. You must keep the second roll, even if it is lower.
- Electricity Immunity : You have immunity to electricity effects and damage.
- Fire Immunity : You have immunity to fire.
- See in Darkness : You see in shadowy illumination and even full darkness as easily as fully lit areas, even in magically created areas of darkness.
- See in Darkness : Like a Baatezu, you can see in the absence of light and even in magical darkness as if it was well illuminated with no particular range limitations.
- Rebuke Undead : You can channel negative energy like a Cleric of an Evil god of your level.
- Depending upon the type of dragon from whom you draw the most power, select one type of Energy . You are immune to that kind of energy damage.
- Scion of Madness : You may act normally while dazed or confused. This ability does not function if a dazed status was inflicted upon you by a spell that you cast yourself.
- Arcane Bond : You can infuse a relic of power which has the form of an amulet, ring, staff, wand, or weapon. This relic must be worn or wielded to have effect, and if the sorcerer is not using it he requires a DC 20 + spell level Concentration check in order to cast a spell; however, he can use it once per day to cast any spell he knows without expending a spell slot. If destroyed, this can be replaced within a week by performing a ritual. If merely damaged, the item repairs itself when the Sorcerer next recovers expended spell slots. This item can be enhanced as normal for its item type if the Sorcerer has the appropriate item creation ability, but only works for the Sorcerer; if the item has charges, it does not lose its Arcane Bond if and when those charges are expended.
- Fairy Trod : You may move unimpeded by vegetation and other natural difficult terrain, and leave no tracks in a natural surrounding. You cannot be perceived or tracked by scent.
- Always in Time : Once per day you may reroll an Initiative check. The second roll must be taken even if it is lower.
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date created
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Skills
| - Escape Artist, Hide, Move Silently, Sleight of Hand
- Balance, Climb, Diplomacy, Tumble
- Climb, Jump, Handle Animal
- Decipher Script, Knowledge , Sense Motive
- Decipher Script, Knowledge , Swim
- Diplomacy, Knowledge , Sense Motive
- Disable Device, Listen, Perform, Search, Spot
- Disguise, Handle Animal, Ride
- Disguise, Knowledge , Survival
- Escape Artist, Sense Motive, Sleight of Hand
- Handle Animal, Heal, Survival
- Heal, Hide, Knowledge , Move Silently
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Status
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Name
| - Aberrant Power
- Abyssal Might
- Arcane Blood
- Celestial Power
- Destined Magic
- Draconic Power
- Earth Power
- Fey Power
- Fire Power
- Infernal Power
- Shadow Power
- Time Power
- Undead Power
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DESC
| - You get power from beyond the spheres, from another world, another time. Your magic is bizarre and strange, outside of what others of your race have experienced.
- The power of the Hells flows through your arteries and veins. A dark fire of treachery and deceit powers your every waking moment.
- Fate has conspired to give you magic. It probably has some kind of plan for what you are supposed to do with it as well. You can decide for yourself whether you have any choice in the matter.
- You have the power of the sacred lands. Your magic may have been blessed by Archons or Eladrin, or it may have come to you by much sketchier means such as drinking Celestial Ambrosia or stealing heavenly fire.
- You have natural magic.
- You have the ever living power of the living dead. Like Mum-Ra.
- You have the powers of Fire, possibly as a blessing from the Efreet.
- You have the elemental powers of Earth, whether from ancient hanky panky with the Dao or directly from the earth beneath your feet.
- You channel the power of the plane of shadow, creating strange effects that blur the line between reality and illusion.
- You naturally use the magic of the Fey. The real and the unreal blend together at your whim.
- For every thing there is a purpose, a time, and a season. Your magic has found its time and its season. It is to you to find for it a purpose.
- You are tainted and inspired by demons, or perhaps a specific demon. Your power brings ruin and devastation to the world.
- You have gained the natural powers of the dragon, whether naturally or through theft. The blood of Tiamat now flows through your veins.
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SP
| - 172800.0
- *stone tell
*transmute rock to mud
*transmute mud to rock
- *dimension door
*greater invisibility
*rainbow pattern
- *greater shadow conjuration
*phase door
*simulacrum
- *endure elements
*speak with animals
*ventriloquism
- *blindness/deafness
*detect thoughts
*resist energy
- *color spray
*greater dispel magic
*greater magic weapon
- *acid fog
*programmed image
*shadow walk
- *aid
*augury
*true strike
- *alter self
*darkness
*web
- *animate dead
*gentle repose
*vampiric touch
- *antipathy
*greater scrying
*greater teleport
- *arcane lock
*hypnotic pattern
*rope trick
- *arcane mark
*mage hand
*message
- *bane
*guidance
*resistance
- *banishment
*divination
*greater heroism
- *banishment
*heal
*mass suggestion
- *bestow curse
*heroism
*slow
- *bestow curse
*illusory script
*shrink item
- *binding
*meteor swarm
*trap the soul
- *binding
*moment of prescience
*temporal stasis
- *blade barrier
*insanity
*reverse gravity
- *blink
*shrink item
*stone shape
- *blur
*rope trick
*touch of idiocy
- *break enchantment
*fabricate
*permanency
- *break enchantment
*mage's sword
*rainbow pattern
- *burning hands
*detect magic
*light
- *chain lightning
*deeper darkness
*stinking cloud
- *charm monster
*dream
*fire shield
- *charm person
*daze monster
*tongues
- *circle of death
*disintegrate
*move earth
- *circle of death
*legend lore
*undeath to death
- *cloudkill
*persistent image
*shadow evocation
- *color spray
*mage armor
*silent image
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