Difference between revisions of "Sorcerer V2"
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Revision as of 17:42, 21 April 2023
Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of Metamagic allows them to get the most out of their spells for minimal resource cost.
- Maximizing Charisma is recommended for increasing spell DCs, spellcasts per day, and Metamagic capacity. It also contributes to your Will save and support Maneuvers such as "Commander Strike"
- Strength increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
- Dexterity increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Intelligence contributes to your maximum Maneuver pool, Metamagic pool, and Reflex save.
- Wisdom contributes to your Will save and maximum Metamagic pool.
Vitals
- Hit Die: d6 (6 HP per Level)
- Proficiencies: Weapons (Simple)
- Skill Points per Level (*4 at 1st level): 6
- Skills: All
- Primary Saving Throw(s): Will
- Spellcasting Ability: Charisma (10 + Spell Level to be able to cast a spell)
- Spellcasting Type: Arcane. Spontaneous. Spontaneous spellcasters know a limited selection of spells, and may cast any of these spells at any time so long as they have slots available for the given spell level.
- Spellbook: Sorcerers learn new spells each level, and may swap out previously learned spells.
Sorcerer Core Mechanics
Ablation
Ablation: The Sorcerer fortifies themselves with arcane energy, absorbing incoming blows. While active, this feat converts 1 Metamagic into [10 + Sorcerer Level] temporary hit points per second. Using this feat again halts the conversion, as does consuming the full Metamagic supply.
Metamagic: Conversion
The character receives the Conversion feat for free.
Font of Magic
The Sorcerer's innate magical nature and ability to let Power form their spells naturally lends them the following benefits:
Class Level | Metamagic Bonus |
---|---|
2 | When you use the Conversion Metamagic feat to restore your Sorcerer spells, you convert at a rate of Spell Level + 1 instead of twice the Spell Level. In addition, if using the Empower Spell Metamagic, the Sorcerer receives a refund of 1 Metamagic upon casting a spell. |
4 | Bonus Metamagic Feat |
6 | +3 Metamagic Capacity |
8 | Bonus Metamagic Feat |
10 | When using the Conversion Metamagic feat to restore your Sorcerer spells, you regain 1 point of Metamagic. |
Spell List
Archetypes
Conduit
"[STATIC]"
Class Level | Feature | Details |
4 | Dynamo | Upon casting a harmful Sorcerer spell of one level higher than the last harmful Sorcerer spell you cast, you regain Metamagic points equal to the spell's level. |
7 | Capacitance | You gain a pool of Capacitance, with a maximum capacity equal to your Metamagic capacity. This pool gains points when you cast a Sorcerer spell, equal to the spell's level.
Using this feat, you may target a point within 20m to unleash this stored power in a 1.5m wide beam of raw energy. This beam causes Magical damage to all creatures and objects within it at a rate of 3d6 per tick, with four ticks per second. The beam consumes 1 point of Capacitance per tick. While this beam is active, you are immobilised. You may click a point while the beam is active, and the beam's end-point will travel to that point at your standard walking speed. The beam benefits from all applicable Metamagic feats you know, at no extra cost. WARNING: When this beam is released, it cannot be halted until your Capacitance pool is fully expended. |
10 | Unlimited Power | You now gain bonus Capacitance whilst unleashing the beam for each point of Metamagic spent on Ablation, and each minion slain. |