Sorcerers may select themes through the crafting menu.
These themes will override some spells with new ones.
Sorcerers can also alter spells using reagents and scrolls. More details here.
Shadowcaster - Sorcerers from a distant bloodline hailing from the Shadowplane
Pyromancer - Sorcerers from a distant bloodline of Pyromaniacs
Feymancers - Sorcerers from a distant bloodline hailing from Feywild
Deathtouched - Sorcerers from a distant bloodline of Necromancers
_The Plane of Shadow neighbors and overlaps the Material plane, and several others. It is a dark, twisted reflection of the real world, made all the more alien by its nagging similarities. Color is a faded memory, bleached from the world and replaced with shades of gray. Emotions are as muted as colors; Only hunger, thirst, pain and exhaustion remain undiminished.
All things fall into darkness. Shadows do not represent the absence of light; They represent the presence of darkness. Thus shadows and darkness are the fundamental state of the universe, that has existed before and will exist after all other things. The Shadowcaster is attuned to the true, primal forces of darkness. By tying themselves to the plane of shadow, they maintain a tenous link to the cosmic forces of existence.
Shadow magic is subtle and indirect. It involves two fundamental principles of mysticism. Sympathy, which is like affects like. If the caster controls something similar to, or related to the target, the caster controls the target itself. Reflection, which states that there is a reaction for every action. Where light glows strong, darkness deepens elsewhere to compensate. Shadow magic creates strength from weakness, substance from emptiness, darkness from light._
Dancing Shadows (Flare) - Shadows deepen around the target, reducing their AB by 2 for one turn. Will save negates.
Shadow Radiance (Light) - The caster summons forth a blackish-green radiance, the muted light of the Plane of Shadow. 1 hour / level.
Daze, Ray of Frost, Resistance as normal.
Cloak of Shadows (Mage Armor) - +1 rank in Hide/Move Silently per caster level, 1 hour / level.
Caul of Shadows (Shield) - +4 Deflection AC, 10% concealment, 1 turn / level.
Arrow of Dusk (Magic Missile) - 1d6 force damage / 2 levels after level 1, capping at 5d6. Will save halves damage. Illusion school.
Negative Energy Ray, Ray of Enfeeblement, Scare, Sleep, Summon Creature I Grease, Magic Weapon, Identify, True Strike as normal.
Aura of shadows (Resist Elements) - 1d8 + 1 / caster level (capping at 10) cold damage on hit & cold immunity until 12 damage / caster level is taken.
Eldritch shade interference (Lesser Dispel) - 25% spell failure for 1 round / level. Will save negates.
Swirl of Shadows (Ghostly Visage) - 5/- DR and 2+1d4 retributive shield (magical damage) for 1 turn / level.
Darkness, Invisibility, Blindness/Deafness, Ultravision, Summon Monster II Cloud of Bewilderment, Animals Spells (bullds, cats etc), Web as normal.
Veil of Shadows (Hold Person) - 50% miss chance, 1 round / level. Will save negates. Enchantment School.
Shadow Bolt (Lightning Bolt) As lightning bolt, minus stun, but using negative damage
Eldritch shade disruption (Dispel Magic) - 50% spell failure for 1 round / level. Will save negates.
Shadow Link (Haste) - 100% immunity to negative energies, 50% vulnerability to positive, divine and fire energies, 50% movement speed increase, See Invisibility, Ultravision and adds his caster level to his spot and listen skill checks.
Planar Vision (Clarity) - Enemies in a small radius are randomly dazed, confused or frightened. Will save negates. Illusion school.
Vampiric touch, Displacement, Negative Energy Burst, Summon Creature III, Invisibility Sphere, Clairaudience / Clairvoyance Find Traps, Greater Magic Weapon, Protection from Elements, Slow as normal.
Eldritch shade confusion (Lesser Spell Breach) - 75% spell failure for 1 round / level. Will save negates.
Nighthaunt Form (Elemental Shield) - 100% immunity to cold, negative energies. 20/+1 DR. Immunity to Negative Level / Ability Drain / Blindness. 50% concealment. 100% Movement Speed Increase. Adds Charisma modifier to Strength, Dexterity and Constitution. 1 round / level.
Shadow Tendrils (Contagion) - Mass immobilize for 1 round / level, if a reflex save is failed. Immobilized PCs can still take actions, but cannot move. Illusion School.
Shadow Storm (Ice Storm) - Negative damage instead of physical. Fort save vs d2 strength drain for half caster level rounds.
Ebon Vortes (Stone Skin) - As stone skin, but with Negative and cold as well as physical damage protection.
Fear, Improved Invisibility, Phantasmal Killer, Confusion, Enervation, Shadow Conjuration, Summon Creature IV Evards Black Tentacles Bestow Curse, Remove Blindness, Minor Globe, Remove Curse as normal.
Dematerialize (Lesser Spell Mantle) - 75% concealment, 50% movement speed increase, ghostly pulse form. 1 round / level.
Feeblemind, Lesser Mind Blank, Mind Fog, Greater Shadow Conjuration, Planar Binding, Summon Creature V as Cloud Kill, Cone of Cold, Dismissal, Energy Buffer, Hold Monster, Mind Fog, Animate Dead normal.
_Greater Stoneskin to Greater Ebon Vortex
Shades, True Seeing Circle of Death, Ethereal Visage, Globe of Invulnerability, Greater Dispelling, Greater Spell Breach, Legend Lore, Mass Haste, Planar Binding, Tenser's Transformation Summon Creature as normal,_
All summoned creatures will be shadows.
Ray of Flame (Ray of Frost) - d4 + 1 fire damage.
Flare, Light, Daze, Resistance as normal.
Fire Orb, Lesser (Magic Missile):- Ranged touch attack deals 1d8 + 1d8 / 2 levels (max 5d8) to target.
Wall of Smoke (Mage Armor):- 15% Concealment. 1 hour / level.
Shelgarn's Flaming Blade (Persistent Blade): Shelgarn's blade with added 1d4 fire damage.
Ice Dagger - Aganazzar's Scorcher - Aganazzar's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage.
Burning Hands, Endure Elements, Expeditious Retreat, Grease, Identify, Shield, Summon Creature I as normal.
Flameburst (Ghoul Touch) - All targets within 10 feet of the caster take d8/level fire damage.
Flame Armor (Death Armor) - Any creature touching the target take d4 + 1 / 2 levels fire damage (max +5)
Human Torch (Ghostly Visage) - Polymorphs into a fire elemental
Combust, Continual Flame, Flame Weapon, Resist Elements, Endurance, Knock, Lesser Dispel, Darkvision Cat's Grace, Eagle's Splendor, Blindness, Summon Monster II as normal.
Sight of Flame (Clairaudience / Clairvoyance) - Eyes glow with fire, gains Ultravision and See Invisibility as player is able to see heat flows rather than the normal light spectrum. 1 turn / level.
Greater Flame Weapon (Greater Magic Weapon) - 2d6 Fire damage, in addition to normal Greater Magic Weapon.
Hellborn Stalker (Displacement) - Transform into a Hell Hound for 1 turn / 2 levels.
Tracking, Breathe Fire
STR 17 CON 17 DEX 17
AC + 5
HP Bonus +10
100% Immunity to Fire, 50% Vulnerability to Cold
+13 Hide/MS, +7 Spot/Liston, +12 Tumble
Fireball, Clairaudience, Dispel Magic, Haste, Stinking Cloud, Flame Arrow, Protection from Elements, Summon Creature III as normal.
Orb of Flame (Charm Monster) - Deal 1d6 / level fire damage on a ranged touch, save vs fortitude or dazed for one round.
Meteor Storm, Lesser (Ice Storm) - Flaming rocks rain from the sky, causing 3d6 fire damage and 2d6 + (Caster level - 5) bludgeoning damage per level to everyone within a huge radius.
Blistering Radiance (Lesser Missile Storm) - 2d6 damage per round to any creature it strikes, they must make a Fortitude Save or be dazzled (-1 AB, spot search) by the initial strike. Damage per round is halved with a successful reflex save. 1 round / level.
Polymorph Self - Greater Fire Form - Polymorph Huge Fire Elemental
Elemental Shield, Fear, Minor Globe of Invulnerability, Lesser Spell Breach, Wall of Fire, Summon Creature IV as normal.
Mass Fire Shield (Lesser Mind Blank) - Allies within range get benefits of Elemental Shield.
Shroud of Flame (Lesser Spell Mantle) - Firestorm effect, 1d8 fire damage / level. Reflex halves.
Firebrand, Lesser Planar Binding, Summon Creature V, Dismissal, Energy Buffer as normal.
All summoned creatures will be fire elementals.
Mr.Moloch last edited by
This is obviously not a combat heavy theme, rather one based on utility and misdirection and support roles.
Daze, Flare, Light, Electric Jolt as normal.
Ray of Frost, now Fey Ray. This spell does d4+1 positive damage as the feymancer draws upon the positive energies of the Feymarch.
Charm Person, Color Spray, Expeditious Retreat, Identify, Summon I (Fey Theme), Sleep, Shelgarn's Persistent Blade, Shield
Negative Energy Ray - Bungle - Gives target -20 AB for one round.
True Strike - Detect Secrets - +8 Search/Spot
Magic Missile - Buzzing Bee - Bees cause -10 to Concentration and Move Silent checks to an enemy for one round per level. Will save negates. The bees cause one point of damage per round the spell lasts as they sting your victim.
Ice Dagger - Ray of Clumsiness - Victim takes 1d6 Dexterity penalty +1/2 level (lasts 10 rounds per caster level; same as Ray of Enfeeblement on CoA) Fort Save
Mage Armor - Camoflage
Grease - Entangle
Cloud of Bewilderment, Invisibility, Tasha's Hideous Laughter, Web, Summon II, Cat's Grace, Eagle's Splendor, Belagarn's Iron Horn, Continual Flame, Darkness, Fox's Cunning, Flame Weapon, Ghostly Image, Knock, Lesser Dispel, Resist Elements, Ultravision - as normal
Ghoul Touch - Spider Climb - +20 Climb checks
Melfs Acid Arrow - Sailor's Jeer - -40 to Move Silently, +4 Taunt for 1 round / level to caster.
Combust - Boreal Winds - Fortitude Save or target freezes, frozen targets get +20 HP
Death Armor -Aqueous Globe - 50% Acid/Fire resistance, 50% cold/electric vulnerability-can breath underwater
Blindness - Ray of Stupidity - Victim takes 1d4 + 1 Intelligence damage
Gedlee's Electric Loop - Rainbow Ray - Rainbow does d12 / 3 levels of random types of damage. [Bug discovered, Gedlee's points at two different spells–I'll be fixing this later.]]
Endurance - Lively Step - Allies gain +10 to movement speed.
Stonebones - Barkskin
Bull's Strength - One with the Land
Owl's Wisdom - Fey Wings - Fey Wings grow on the target's back, while too weak to let them fly, they gives them a +10 to Jump/Climb checks, +20 and level five, and +30 at level 9.
Displacement, Haste, Slow, Summon III, Dispel Magic, Find Traps, Greater Magic Weapon, Invisibility Sphere, Magic Circle against Alignment, Keen Edge, Protection from Elements, Stinking Cloud.
Clairaudience - Spirit Projection - Allows you to send your spirit out to spy for you.
Hold Person - Lesser Heroism - +2 AB and saving throws to target.
Fireball- Elemental Orb, Positive- does d6 + 1 / caster level to target
Lightning Bolt - Greater Sleep - As sleep, but affects 4d4 HD of creatures with 13 HD limit (canon is 8, but our Sleep spell is HD already, so this is up'ed by 65%).
Clarity - Analyze Portal - Reveal any nearby portals, discern their password. Cast this spell on the portal to make it work.
Scintillating Sphere - Call Lightning
Gust of Wind - Whirlwind Heal - This spell operates like Gust of Wind, but additionally heals allies in its radius for d8 + 1 / level
Bestow Curse, Charm Monster, Confusion, Remove Curse, Summon IV, Improved Invisibility, Stoneskin, Minor Globe of Invulnerability, Polymorph Self, Remove Blindness, Phantasmal Killer, Remove Curse, Fear, Bestow Curse.
Evard's Black Tentacles - Blessed Fields - Sleep affecting 4d4 HD worth of creatures +1 / level, with no HD upper cap.
Ice Storm - Call Lighting - d10 / level damage in huge radius.
Wall of Fire - Vision of Planes -
Bigby's Interposing Hand, Dominate Person, Feeblemind, Mind Fog, Summon V, Hold Monster, Energy Buffer, Lesser Mind Blank, Lesser Spell Mantle, Hold Monster, Bigby's Interposing Hand
~~Mestil's Acid Sheath - Kiss of the Selkie - Grants Underwater Breathing for 2 hours / level
Firebrand - Mass Charm Person - This spell functions like charm person, except that mass charm person affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.~~
Mr.Moloch last edited by
Electric Jolt: DisruptUndead; 1d6 per 2 levels of caster. Damages only undead.
Ray of Frost: BloodDrain; drains vial of blood from target.
Acid Splash: MinorNegativeRay; d4+1 Negative Energy Damage.
Flare: LarlochMinorDrain; Damages Target for 1d2 + caster level (cap at 5). Heals caster for same.
Daze as normal.
Magic Missle: ArrowOfDusk: 1d6 Force damage / alternate level, capping at 5d6
Shield: CloakOfMist: Aburation gives 25% miss chance vs ranged attacks
Iron Guts: PolymorphRat
Endure Elements: SpiritWorm (Does 1 CON damage / round / level to max 5, on successful saves does d2 damage)
Horizakauls Boom: VampiricEmbrace doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 3 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them for twice as much, and harming you instead of healing you. You heal your ability modifier + 1 for ever 3 caster levels you have.//Bug currently does not do ranged attack roll
Expeditious Retreat, Negative Energy Ray, Scare, Ray of Enfeeblement, Summon Creature 1, Ice Dagger, Charm Person, Identify, Mage Armour, as normal
Gedlee's Electric Jolt : LifeBolt : 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Blindness and Deafness, Darkness, Ghostly Visage, Ghouls Touch, Stone Bones, Summon creature 2, Animal Buffs (Bulls, etc), Balagarns Iron Horn, Knock, Lesser Dispel, Melfs Acid Arrow, See invis, Tashas Hideous Laughter, Dark vision, Web, Death Armour, as normal.
Mestils Acid Breath: HealingTouch: Heal subject 1d6/2 levels, but take damage equal to half.
Keen Edge: Infestation of Maggots: as standard spell.
Fireball: ElementalOrb(NEGATIVE) : d6 + Level Negative Energy Damage to one target,
Lightning Bolt: AbsorbAttribute(WISDOM) :Absorb 1d4 attribute, lasts 1 turn / level.
Hold Person: AbsorbAttribute(STRENGTH)
Flame Arrow: AbsorbAttribute(CONSTITUTION)
Negative Energy Burst, Vampiric Touch, Summon Creature 3, Clairaudience/Voyance, Dispel, Greater Magic Weapon, Invisibility Sphere, Magic Circle Against Allignment, Slow, Stinking Cloud, as normal.
Contagion: BurningBlood: does d8 acid and d8 fire damage for 1/level; every round you fail a save you have a 50% movement reduction
Polymorph Self: ZombieMorph
Stoneskin: TouchOfAges ; target is cursed to lose 3 CON/STR/DEX, a second casting permanently blinds
Wall of Fire: CircleOfDoom; d8+1 /level negative damage around caster 20'
Fear, Summon Creature 4, Enervation, Bestow Curse, Charm Monster, Confusion, Evards Black Tentacles, Improved Invisibility, Minor Globe of Invulnerability, Phantasmal Killer, Remove Curse, as normal.
Bigbys Interposing Hand: KissOfTheVampire; Polymorph's caster into vampire for 1 turn / level
Animate Dead, Cloudkill, Dominate Person, Dismissal, Energy Buffer, Feeblemind, Hold Monster, Shadow Conjuration, Lesser Mind Blank, Lesser Planar Binding, Lesser Spell Mantle, Summon Creature 5 as normal.