Sorcerer spells

Written by Martin K.

warforged sorcerer by d mac1st Level Spells

Elemental Infusion

Close-quarters spell; Recharge 11+; Quick action

Target: One non-magic item

Effect: Until the end of the battle, the item is considered an adventurer-level true magic item. The item has the default bonus for its chakra, and an additional effect as per the table below. If the effect includes a random element, roll on the sorcerer's random element table when you cast this spell.

 

Chakra Effect
Arrow Deal 5 points per level random element damage on a critical hit
Armor Resist random element 10+, +1 per spell level
Belt -
Boots Once this battle, teleport to a location tied to a random element as a move action
Cloak You are immue to environment effects tied to a random element, such as a snow storm for cold.
Gloves -
Helmet +1 to recharge rolls for spells tied to a random element, including regaining breath weapon spells during the battle
Necklace +5 to saves against ongoing damage of a random element.
Ring When you cast a spell tied to a random element, you have a 25% chance that the spell is not expended.
Shield At the start of your turn, deal random element damage to all enemies engaged with you.
Wand +2 to critical threat range with spells of a random element
Weapon Deal 2 points per spell level extra damage of a random element

 

5th level spell: The target item is a champion-level item.

9th level spell: The target item is an epic-level item.

Champion feat: You can choose the random element.

Epic feat: You can cast this spell Once per Battle.

Frog Legs

Close-quarters spell; Daily; Quick action

Target: Self

Effect: Until the end of battle, your legs allow you to make big jumps when you take a move action. You can easily hop on top of two-story buildings.

3rd level spell: three-story buildings

5th level spell: a city wall or a high cliff

Adventurer feat: You gain a +5 bonus to disengage checks.

Expeditious Retreat

Close-quarters spell; Once per battle; Move action

Target: Self

Effect: Move to a far away location that you can reach on foot. You do not trigger opportunity attacks and you cannot be intercepted.

Adventurer feat: Until the end of your next turn, you gain a bonus to all defenses equal to the escalation die.

Frog Legs

Close-quarters spell; Daily; Quick action

Target: Self

Effect: Until the end of battle, your legs allow you to make big jumps when you take a move action. You can easily hop on top of two-story buildings.

3rd level spell: three-story buildings

5th level spell: a city wall or a high cliff

Adventurer feat: You gain a +5 bonus to disengage checks.

Frost Glove

Close-quarters spell; Daily; Quick action

Effect: Until the end of battle, you can make an unarmed basic melee attack with Strength + level + 3 vs. AC. Increase the damage die to d8 and deal cold damage. The unarmed attack can benefit from Gather Power.

5th level spell: Increase the attack bonus to +4.

Adventurer feat: You deal extra damage equal to your level with cold damage spells.

Champion feat: You gain resist cold 16+.

Epic feat: Increase the unarmed damage die to d12.

Shadow Bolt

Ranged spell; At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma negative energy damage, and the target takes a -4 penalty to PD until the end of your next turn.

Miss: Damage equal to your level.

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer feat: If you cast this spell when you have gathered power, the duration of the PD penalty is (save ends).

Champion feat: On a miss, the target takes a -2 penalty to PD until the end of its next turn.

Epic feat: Once per battle, when you reduce a target below 0 hp with this spell, you can spend a recovery to heal.

3rd Level Spells

Fire Shield

Close-quarters spell; Recharge 16+ after battle

Effect: When casting the spell, choose between red or blue. The red fire shield grants resist fire 12+ and deals 1d8 + Charisma fire damage to any enemy who makes a melee attack against you. The blue shield has the same effect, except for cold instead of fire. The effect lasts until the end of the battle.

5th level spell: Increase damage to 2d8 and resistance to 16+.

7th level spell: Increase damage to 3d8.

9th level spell: Increase damage to 4d8. The recharge roll is now 11+.

Adventurer Feat: You can switch between red and blue as a quick action.

Immolation

Close-quarters spell; Once per battle

Special: If the target is not a construct, roll twice for attack and take the better result.

Target: One nearby creature

Attack: Charisma + Level vs. PD

Hit: 3d12 + Charisma fire damage.

Miss: Half damage.

5th level spell: 4d12 damage.

7th level spell: 6d12 damage.

9th level spell: 10d12 damage.

Adventurer feat: If you kill the target, deal half damage to a second nearby enemy.

Champion feat: Increase your critical threat range with the spell by +2.

Epic feat: The spell is now a Chain spell.

Leech Magic

Close-quarters spell; Daily

Target: One nearby creature

Attack: Charisma + Level vs. PD

Hit: The target is weakened (save ends) and you Gather Power as per your class feature.

Miss: -

Adventurer feat: If the target is an aberration, construct, demon or dragon, you gain a +2 bonus to the attack roll.

Luck

Ranged spell; Daily

Target: You or one nearby ally

Effect: Until the end of the battle (or scene), the target increases the natural roll of any d20 roll by 1. A natural 20 remains a natural 20.

Rage

Ranged spell; Recharge 15+

Target: One nearby creature

Attack: Charisma + Level vs. MD (no attack roll required against a willing target)

Hit: The target gains a +2 bonus to attack rolls and a -2 penalty to AC and MD. The target can reroll any natural 1 on melee attack damage rolls. Unwilling targets can save against the effect.

Miss: -

7th level spell: Reroll natural 2 on damage rolls.

Adventurer feat: If you cast this spell with Gather Power, the attack bonus is +4 instead.

Spell Barrage

Close-quarters spell; Daily

Effect: This turn, you can cast one Sorcerer at-will spell per point of escalation die, up to a maximum of three, as a free action.

Special: If you have gathered power, you can expend the gathered power and cast up to six at-will spells, but still at a maximum of one per point of escalation die.

5th Level Spells

Break Enchantment

Ranged spell; Recharge 15+

Target: One nearby creature

Attack: Charisma + Level vs. MD (no attack roll required against a willing target)

Hit: End all temporary effects on the target.

Miss: -

Champion feat: You can choose to break only positive effects or only negative effects.

Cone of Cold

Close-quarters spell; Daily

Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 2 additional enemies, but your allies engaged with the target may also take damage.

Attack: Charisma + Level vs. PD

Hit: 10d6 + Charisma cold damage.

Miss: Half damage.

Reckless miss: Your allies engaged with the target take one-fourth damage.

7th level spell: 12d8 damage.

9th level spell: 15d10 damage.

Champion feat: You gain a +2 bonus to attack against enemies engaged with you.

Epic feat: On an even hit, you deal 15 ongoing cold damage to the target.

Tenser's Transformation

Close-quarters spell; Recharge 15+

Target: Self

Effect: You become a virtual fighting machine—stronger, tougher, faster. Your base armor class increases to 14 (from usually 10), you can wield all weapons without attack penalty, your Strength is increased to be equal to your Charisma score, your recovery dice increase to d10, and you gain 5 temporary hit points per level.

However, you cannot cast any spells while transformed. You can end the spell as a quick action.

Epic feat: When the escalation die is 5+, you can make a melee attack as a quick action once per turn.

7th Level Spells

Anti-Magic Shell

Close-quarters spell; Daily

Target: Self

Effect: You create an invisible barrier around yourself that is impervious to magic and magic effects. This includes breath weapons, gaze attacks and other magic attack forms. Magic items within the barrier are reduced to mundane items while the spell is in effect. The spell also prevents your own spellcasting, and it ends all spell effects on anyone within the barrier.

The radius of the barrier allows other creatures to enter it, but summoned creatures, or those that lack a natural body (like ghosts), cannot enter it.

You can end the spell as a quick action.

9th Level Spells

Black Blade of Disaster

Close-quarters spell; Daily

Target: Self

Effect: You create a black, blade-shaped planar rift that you can wield as a weapon. You can use your Charisma modifier instead of Strength with the blade. It attacks PD instead of AC. It has the +3 enchantment bonus of an epic weapon and uses a d12 damage die. If you score a critical hit with the blade, the target must immediately make a save or be disintegrated.

If you don't attack with the blade during your turn, you must spend a quick action to maintain the spell.

Epic feat: You can hurl the blade to make ranged attacks against enemies you can see.

Shapechange

Close-quarters spell; Daily

Target: Self

Effect: You transform into a creature of your choice, which can be any normal-strength creature of up to your level. In shapechanged form, your stats change into those of the creature, although you retain your Intelligence, Wisdom and Charisma scores as well as your backgrounds. You cannot cast spells in shapechanged form. Track the hit points of the creature separately. Once these hit points are reduced to zero, the shapechange ends, and you take any excess damage from your normal hit points. The spell also ends at the end of the day.

The creature you change shape into will be a generic creature of its type. You cannot shapechange into a specific person.

Special: If you have gathered power, you can transform into a double-strength creature instead.

Epic feat: You can cast spells while shapechanged.

 


 

Art credit: D-MAC - Warforged Sorcerer

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