Sorcerer Spell Sources
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Item (One Level), Item (Special), Paragon Path, Schema, Templates Power: At-will, Encounter, Daily Homebrew Index |
Mourning Sorcerer
A few beings survived the mourning, and fewer still gained parts of its power...
MOURNLAND MAGIC
- This is a Con-based spell source, sorcery drawn from the horrible disaster known as 'The Mourning.'
Mournland Power
You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. The bonus increases to your Constitution modifier + 2 at 11th level and your Constitution modifier + 4 at 21st level.
Mournland Resilience
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Mournland Endurance
You gain resist 5 necrotic and resist 5 poison. These resistances increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.
Mourning Mist
The first time you become bloodied during an encounter, you begin to exude a gray mist that is treated as an aura 1. Squares in the mist are treated as being lightly obscured. At Paragon, this becomes an aura 2, and at Epic, the squares become heavily obscured. Your senses are not affected by this.
Mourning Sorcerer Powers
Level 1 At-Will Spells
Rusted Skin | Sorcerer Attack 1
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As you call upon the powers of the mourning, your enemies skin turns to rust and falls off. | ||
At-Will ♦ Arcane, Implement, Necrotic, Poison | ||
Standard Action | Area burst 1 within 10 squares' | |
Target: Each creature in burst | ||
Attack: Charisma vs Fortitude | ||
Hit: 1d4+Charisma modifier necrotic and poison damage. | ||
Level 21: 2d4+Charisma modifier damage | ||
Mourning Magic: If the target attacks on their next turn, they take an additional amount of necrotic damage equal to your constitution modifier. In addition, if the target is insubstantial, treat is as it was not for the purpose of this attack. |
Level 1 Encounter Spells
Level 1 Daily Spells
Rain of Blood | Sorcerer Attack 1
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You call upon the weather of the Mournland, and the sky drips red. | ||
Daily ♦ Arcane, Necrotic, Zone | ||
Standard Action | Area burst 1 within 10 squares | |
Target: Each Creature in Burst
Mourning Magic: You can choose not to include a number of creatures equal to your constitution modifier | ||
Attack: Charisma vs Reflex | ||
Hit: 2d8+Charisma Modifier necrotic damage, and the target is weakened until the end of your next turn. | ||
Effect: Effect: The burst creates a zone (In all squares of the effect, even if a creature was not included in the attack). Each creature that starts its turn within the zone is considered bloodied. This does not trigger any ability the creature may possess. As a move action, you can move the zone 3 squares. | ||
Sustain Minor: The zone Persists |
Level 2 Utility Spells
Resilient Affliction | Sorcerer Utility 2
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It is more then difficult to shrug off the effects of the mourning. | ||
Daily ♦ Arcane | ||
Immediate Interrupt | Close Burst 5 | |
Trigger: An enemy makes a save against your save ends power | ||
Target: Saving enemy | ||
Effect: The target re-rolls the save at a -2 penalty. If they would fail on this save, they fail to save against the effect. |
Level 3 Encounter Spells
Level 5 Daily Spells
Gravestone Ooze | Sorcerer Attack 5
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You summon an ooze which engulfs a foe, and slowly turns them to stone. | ||
Daily ♦ Arcane, Implement, Necrotic, Summoning | ||
Standard Action | Ranged 10 | |
Effect: You summon a Medium Gravestone Ooze in an unoccupied square within range. The Ooze has a speed of move 6. It has a +2 bonus to AC and a +2 bonus to Fortitude. You can give it the following special commands | ||
Standard Action: Melee 1; Charisma vs Reflex; 1d8+Charisma modifier necrotic damage and the creature is Engulfed (Save ends). While engulfed, the creature is effectively grabbed and stunned, though no creature has line of effect to it. | ||
First Failed Save: Slowed (Save ends) as well Second Failed Save: Immobilized (Save ends) instead of Slowed. Third Failed Save: Restrained (Save ends) instead of Immobilized. Fourth Failed Save: Target is Petrified. | ||
A Gravestone Ooze can only have on creature Engulfed at a time. If it attempts to Engulf a new creature, the new creature takes the damage but is not engulfed. |
Feats
Rotting Magic
Prerequisite: Sorcerer, Mourning Magic class feature
Benefit: When you use an arcane power that has the Necrotic or Poison keyword, you gain a +1 Feat bonus to damage rolls. While you are bloodied, this bonus becomes +2.
At 11th level, this bonus increases to +2 (or +4 when bloodied). At 21st level, it increases to +3 (Or +6 when Bloodied)
Siberys Sorcerer
This sorcerer type was actually designed by Edea, but Is placed here for ease.
Siberys Magic
Siberys Power
Add Wisdom/Wisdom+2/Wisdom+4 to arcane damage rolls.
Siberys Guard
While wearing cloth armor and not using a shield, use your Wisdom modifier for your AC and Reflex defense instead of your Dexterity/Intelligence modifier.
Siberys Force
You gain resist 5/10/15 to cold damage. You also gain an additional resistance based on which dragon aspect you choose to emulate at the end of a short or extended rest.
- Dol Dorn/Lendys: resist 5/10/15 force
- Dol Arrah/Falazure: resist 5/10/15 radiant
- Kol Korran/Astilabor: resist 5/10/15 psychic
You ignore resistance to elements that Siberys Force is currently protecting you from, less then or equal to the value of the resistance Siberys Force provides, when using your arcane powers.
Siberys Wings
You gain a pair of wings. From 1st to 10th level, the wings are only strong enough to prevent you from taking damage due to a fall; once per encounter, the wings can be used to fly up to your speed as a minor action, but you must land at the end of your movement. You cannot wear anything heavier than cloth armor to fly, and you must not be carrying a heavy load.
From 11th to 20th level, the wings are strong enough to provide you with actual flight. You gain a fly speed of 8. You retain the ability to fly as a minor action once per encounter, but you no longer need to land at the end of the movement. You can now wear light armor of any kind and still be able to fly.
From 21st level onward, your wings are more than strong enough to take you wherever you want to go. Your base fly speed increases to 10, and you're now capable of hovering. You can also fly while carrying a heavy load.
Siberys Sorcerer Powers
Level 1 At-Will Spells (Siberys)
Chilling Comet Fall | Sorcerer Attack 1
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Fluff | ||
At-Will ♦ Arcane, Cold, Implement, Radiant, Zone | ||
Standard Action | Area burst 1 within 10 squares | |
Target: Each creature in burst | ||
Attack: Charisma vs Reflex | ||
Hit: 1d4 + Charisma modifier radiant damage. | ||
Level 21: 2d4 + Charisma modifier radiant damage. | ||
Siberys Magic: The burst creates a zone bounded by freezing ground that lasts until the end of your next turn. Whenever an enemy within the zone leaves it, that enemy takes cold damage equal to your wisdom modifier. |
Icy Glare | Sorcerer Attack 1
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Fluff | ||
At-Will ♦ Arcane, Cold, Fear, Implement, Psychic | ||
Standard Action | Ranged 10 | |
Target: One creature | ||
Attack: Charisma vs Will | ||
Hit: 1d6 + Charisma modifier cold damage, and the target takes a penalty to attack rolls against you equal to your wisdom modifier. | ||
Level 21: 2d6+Charisma modifier cold damage | ||
Siberys Magic: If the primary target moves after being hit, the enemies adjacent to the primary target's vacated square take 1d6+charisma psychic damage. This damage never hits the primary target. This effect lasts until the end of your next turn, or until it activates. |
Blizzard Breath | Sorcerer Attack 1
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Fluff | ||
At-Will ♦ Arcane, Cold, Implement | ||
Standard Action | Close Blast 3 | |
Target: Each creature in burst | ||
Attack: Charisma vs Fortitude | ||
Hit: 1d6+Charisma modifier cold damage, and you push the target 2 square | ||
Level 21: 2d6 + Charisma modifier cold damage. | ||
Siberys Magic: You push Wisdom modifier squares instead. |
Level 1 Encounter Spells (Siberys)
Pinning Shards | Sorcerer Attack 1
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Fluff | ||
Encounter ♦ Arcane, Cold, Implement | ||
Opportunity Action | Close burst 10 | |
Trigger: An enemy provokes an opportunity attack from you or one of your allies | ||
Target: The enemy provoking the opportunity attack. | ||
Attack: Charisma vs Reflex | ||
Hit: 2d8+Charisma modifier cold damage, and the target is immobilized and cannot teleport until the end of your next turn. | ||
Siberys Magic: The target is immobilized and cannot teleport even on a miss with this power. |
Level 1 Daily Spells (Siberys)
Raging Snowflake | Sorcerer Attack 1
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Fluff | ||
Daily ♦ Arcane, Cold, Conjuration, Implement | ||
Standard Action | Ranged 20 | |
Effect: You conjure a Medium snowflake in a square within range. If the snowflake is conjured in a square adjacent to another creature, you can make the following attack. The snowflake lasts until the end of your next turn. | ||
Target: One creature | ||
Attack: Charisma vs Fortitude, Reflex, and Will. Roll one attack roll against each defense, and resolve as a single hit. | ||
Hit: You deal 1d10+Charisma modifier cold damage. If you hit two defenses, you deal 2d10+Charisma modifier cold damage instead, and the target is dazed until the end of your next turn. If you hit three defenses, you deal 3d10+Charisma modifier cold damage instead, and the target is dazed until the end of your next turn. | ||
Sustain Minor: The snowflake can fly a number of squares equal to 4 + your Wisdom modifier and make another attack vs reflex. |
Level 2 Utility Spells (Siberys)
Black Ice | Sorcerer Utility 2
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Fluff | ||
Encounter ♦ Arcane | ||
Immediate Interrupt | Personal | |
Trigger: An enemy hits you with an attack | ||
Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier. |
Level 3 Encounter Spells (Siberys)
Quickening Stardust | Sorcerer Attack 3
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Fluff | ||
Encounter ♦ Arcane, Cold, Implement, Radiant | ||
Immediate Reaction | Close burst 10 | |
Trigger: An ally hits an enemy with an attack | ||
Target: The enemy hit with the attack | ||
Effect: You allow the ally that hit the target to make a basic attack against the same creature as a free action. This attack has the cold and radiant keywords, and deals cold and radiant damage instead of any other damage types the original attack possesses. Your Spell Power feature applies to the damage dealt if this additional attack hits. | ||
Siberys Magic: The ally gains an additional bonus to the damage of this attack equal to your Wisdom modifier. |
Level 5 Daily Spells (Siberys)
Wind of Dol Dorn's Wings | Sorcerer Attack 5
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Fluff | ||
Daily ♦ Arcane, Cold, Implement, Psychic, Zone | ||
Standard Action | Area burst 2 within 20 squares | |
Target: All enemies in burst | ||
Attack: Charisma vs Will | ||
Hit: 3d12 + Charisma modifier cold and psychic damage. | ||
Effect: Until the end of the encounter, a zone forms in the area of the original attack, manifesting as a frigid and shrieking vortex of wind. Enemies that start their turns in the zone take a penalty to defenses equal to your Wisdom modifier and are slowed until the end of their next turn. As a move action, you can move the zone a number of squares equal to your Charisma modifier. |
Level 6 Utility Spells (Siberys)
Twinkling Star | Sorcerer Utility 6
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Fluff | ||
At-Will ♦ Arcane, Teleport | ||
Move Action | Personal | |
Effect: Teleport 1 square. | ||
Siberys Magic: As an immediate reaction, you may use this power when missed by an attack against your AC or Reflex. |
Level 7 Encounter Spells (Siberys)
Celestial Cannon | Sorcerer Attack 7
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Fluff | ||
Encounter ♦ Arcane, Implement, Radiant | ||
Standard Action | Close wall 10 | |
Target: All creatures in the wall | ||
Attack: Charisma vs Reflex | ||
Hit: 2d10+Charisma modifier damage, and target is blinded until the end of your next turn. | ||
Siberys Magic: This attack targets all enemies in the wall instead. |
Feats
Wisdom of the Dragon Above
Requirements: 11th level, Sorcerer, Siberys Magic class feature
Benefit: You gain training in Perception and Insight. You also gain a +3 bonus to these skills. This increases to +5 at 11th level and +7 at 21st level.
Siberys Speaker
Requirements: 11th level, Sorcerer, Siberys Magic class feature
Benefit: You are fully fluent in Supernal, and can use it to successfully communicate to other creatures even if they don't share that language (see 'Speaking in Tongues').
Double Aspect
Requirements: 11th level, Sorcerer, Siberys Magic class feature
Benefit: Choose two dragon aspects and gain both of their resistances at the same time after a short or extended rest, instead of one.
Siberys Scales
Requirements: 21st level, Sorcerer, Siberys Magic class feature
Benefit: You gain training in leather and hide armor. Your Siberys Guard feature still functions even if you wear these types of armor.