GLOG Sorcerer
Sorcerer
Starting Equipment: The equipment of any other class if this is your first class, +3 Spells. If this is a multiclass, nothing and +3 spells.
1: Arcane Identity, I Am the Lightning
2: Spell Priority, +1 MD
3: Sorcerous Origin (Lesser), +1 MD
4: Meta Magic, Sorcerous Origin (Greater), +1 MD
Arcane Identity: You did not learn magic, you simply are magic. You struggle eternally with Power and Control.
Power: You start with 2 Magic Dice, however the DM may change the result of [Sorcerer Level] of those dice by [Sorcerer Levels ] when you prioritize Harm to cast a spell.
Control: You start with 2 Magic Die. You may adjust the rolled value of [Sorcerer Level -1] Magic Dice when you prioritize Stability of the spell. This feature may raise the rolled value of your Magic Dice above half their rolled value.
Spell Priority: When you cast a spell, you choose whether to prioritize the Effect or the Chaos of the spell. You make this choice each time you cast a spell.
Harm: Your MD cannot roll below a 3 for this spell. The DM rolls an additional die for your spell, this die does not increase the result of your spell, but does count towards Mishaps, Calamities and Dooms.
Stability: Your MD are only worth half their rolled result, but you suffer no Mishaps, Calamities or Dooms and keep ½ your invested dice.
I Am the Lightning: You do not require a spell casting focus or implement, you are your own focus or implement. Your MD start at D4
Sorcerous Origin: By your third Sorcerer Level, the origin of your magical prowess begins to show. Pick or roll for an origin and Lesser Benefit from the table below.
Meta Magic: You may add a Meta Magic effect to a spell you cast by spending additional MD on it. This MD is not included in your [Sum], [Dice] or Consequences totals.
Distant Spell: Spend 1 MD to double the range of a spell, or add a 30’ range to a spell with a range of Touch.
Careful Spell: Spend 1 MD to exclude one target from the spell’s area of effect.
Extended Spell: Spend 1 MD to double the duration of the spell.
Quickened Spell: Spend 1 MD to cast an additional spell this turn.
Twinned Spell: Spend 1 MD to add a second target to a spell that targets one creature.
Mishaps (Doubles)
Spells cost an additional MD for 24 hours.
MD reduced one step for 24 hours.
Cannot cast spells for 24 hours.
Take 1d8 damage.
Disasters (Triples)
DM may change 1 additional die (Power), or You may change one fewer die (Control) for 24 hours.
MD reduced two steps for 24 hours.
Take 1d10 damage.
Permanently forget one spell.
Calamities (Quadruples)
Spell targets you, not your enemy.
Enemy spell casters shows up, challenges you. If he wins, he takes 1 MD from you for 24 hours.
A Witch Hunter begins to follow you at a distance. If confronted, he says he means you no harm and is just waiting.
Permanently forget 1 spell, and permanently reduce memorized spells by 1.
Dooms (Quintuples or Straights)
A Cabal of Sorcerers and Witch Hunters arrive and physically imprison you for a day, telling you not to cast any more spells, for the good of us all.
You explode into raw magical energy with [Sum] HD and MD. You are a creature made only of magic and rage. If your party can imprison you in a magical device, they might be able to quest to fix you, if you don’t kill them first.
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