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=Perks=  
=Perks=  
Like many classes in EFU Sorcerers have a large list of perks to choose from.
Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character's Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.
==Arcane Mimic==
Flexible, powerful and relentless, the Arcane Mimic is born with the unusual ability not to cast spells of his own, but to mimic manifestations of the Weave around him. These bizarre magical phenomena are especially dreaded by more conventional mages, who understand the power of their own spells... and the talent of the Mimic in using these spells against them.


:Notice: Bugs are possible, report if found. Spells and abilities themselves should not be changed and are to be considered as they are usually in EfU, such as spell targeting. Self-only spells are self-only, and so on. Failure to report bugs such as these and intentional self-benefiting abuse of said bugs , is a valid reason for retirement of the character. Please do not take Craft Wand with Arcane Mimic as there are issues with that, however feel free to take Brew Potion (but do not brew potions that are normally unbrewable).
'''You will lose these perks if you take levels in a base class other than Sorcerer!'''
 
Note, each perk has additional known spells on levels 9 and 10, which can be found in [[Sorcerer|Expanded Spells Known by Level]].
 
==Arcane Leech==
 
There is nothing more fulfilling than using others' magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.
 
'''Spell Modifications'''
* '''Magic Missile'''
**+1 Caster Level
* '''Isaac's Lesser Missile Storm'''
**+1 Caster Level
* '''Isaac's Greater Missile Storm:'''
**+1 Caster Level
 
When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:
* The sorcerer's max spell circle is equal or greater than the spell's innate level.
* The spell is not a hostile spell.
 
When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:
* 10% when casting from a non-Mage items.
* 25% when casting from scrolls.
* 50% when casting from magical wands.
* 100% when casting from magical staves.


'''Level 1'''
'''Level 1'''
*The sorcerer has no spells of his own.
* +3 Spellcraft
*Steal Spell 1 - There are two possible uses for this spell. Note that in each case, you may not steal a spell of a level higher than half of your total hit die, or greater than your charisma score - 10.
* 10 Spell Resistance
**Used on a creature: The previous spell cast by the target creature is stolen and stored. You may not target yourself. You may not steal the same spell again until you've rested.
**Used on a potion: You destroy a potion and steal its spell.
*Recall Spell 1 - Casts the spell stored by "Steal Spell 1" at your full sorcerer level. A spellcraft check must be made to retain the spell in memory, which increases every time you cast that spell without mimicking a new one. Otherwise the spell is lost.
*Sequencer (1 spell) - 1 use/day
*10 Spell Resistance


'''Level 5'''
'''Level 5'''
*Steal Spell 2 - As Steal Spell 1, but acts on a separate spell slot
* +1 Saves vs Spells
*Recall Spell 2 - As Recall Spell 1, but acts on a separate spell slot
* 12 Spell Resistance
*Sequencer (2 spells) - 1 use/day
*12 Spell Resistance


'''Level 8'''
'''Level 8'''
*Steal Spell 3 - As Steal Spell 1/2, but acts on a separate spell slot
* +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)
*Recall Spell 3 - As Recall Spell 1/2, but acts on a separate spell slot
* 14 Spell Resistance
*Sequencer (3 spells) - 1 use/day
*14 Spell Resistance


'''Spell Memory Mechanic'''
==Arcane Mimic==


:When you use Recall Spell with a newly stolen spell, the DC will start out at a static value based on the innate level of the spell. Changes with meta-magic apply as well, so Empower will increase the innate level for you as well. This also applies for Steal Spell. The DC formula works as follows:
Mimic Spells ability:
Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:
* If the target doesn't have a spellcasting class, this fails.
* If the distance between the mimic and the target is more than 10 meters, this fails.
* The mimic only copies from spell circles they can currently cast as a sorcerer.
* The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.
* The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint with no work around for now)
* The target cannot be a blue NPC
* If there's still cooldown, or the target is too far, nothing happens
* If the creature is a subdued PC, this will always work
* If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL
* If the creature is a neutral PC, they get a dialog whether to submit or resist to having their spells mimicked
The cooldown for the ability only triggers if they succeed in mimicking the spells


:::5 + ( ⌈ Innate Level of Spell AND Number of Successes * 1.5 ⌉ )
'''Level 1:'''
* +3 Spellcraft
* +3 Concentration
* Mimic Spells Cooldown: 10 minutes


:''For example:''
'''Level 5:'''
::If you steal Endurance(2), the first attempt to retain the spell will have a DC of 9. If you succeed and Recall Spell again, the DC will be 14. It will progress onward... 21,30,41,54,69,etc until it is forgotten.
* Mimic Spells Cooldown: 5 minutes
* Mimic Spells also mimics the summon theme and the element of the target (if relevant)
* Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Eldritch Archer, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith
 
'''Level 8:'''
* Mimic Spells Cooldown: 3 minutes
* Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.
* Mimic Spells also mimics the spells color theme of the target


==Bone Warden==  
==Bone Warden==  
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'''Level 1'''  
'''Level 1'''  
*Animate Dead 2/day player tool. Receive raisable skeleton bones each rest.
*Animate Dead 2/day player tool
*Receive raise-able skeleton bones each rest.
'''Level 5'''  
'''Level 5'''  
*3/- DR Slashing and Piercing. Animated minions receive +3 natural AC.
*3/- DR Slashing and Piercing
*Animated minions receive +3 Natural AC
'''Level 8'''  
'''Level 8'''  
*15% Negative Energy Immunity. Attendance at the Court of Bones 2/day.
*15% Negative Energy Immunity
*Attendance at the Court of Bones 2/day


'''Attendance at the Court Bones'''
'''Attendance at the Court Bones'''
*Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC amd regeneration. Lasts 2 turns.
:Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 minutes.
 
==Bouldermancer==
Power is not the mage's magic, nor is it the brute's strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one's strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength
 
'''Spell Modifications'''
*'''Stoneskin'''
**Additional 20 points of damage absorption, DR remains at 10/+5
'''Level 1'''
*Sorcerer Token: Summon boulder 1/day
*Automatic success on lifting boulders summoned by the PC
*Toughness feat
'''Level 5'''
*Sorcerer Token: Summon boulder 2/day
*5% Physical Damage Immunity
'''Level 8'''
*Sorcerer Token: Summon boulder 3/day
*Automatic success on lifting any boulder
*+2 STR
 
==Calligrapher==
There is no higher magic than a brush upon canvas, than bringing imagination into reality. And you have learned to harness that wonderful power. From the tip of your pen spring fantastic wonders that others can only look upon in envy, rewriting this ugly world one line at a time!
 
'''Level 1'''
*Summoning theme changed to INK, recolored water elementals that inflict acid damage
*Summoning INK theme +1
*Protective Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write protective runes on nearby non-hostile creatures in a medium radius. This ability destroys the elemental, and grants the receiver with (3 + summon circle)/+1 damage reduction, for 2 rounds per 3 Painting ranks the Calligrapher has.
*+3 Painting
*Bonus Feat: Scribe Scroll
*Flame Weapon is set to Acid
*Spells are recolored to black
 
'''Level 5'''
*Rewrite Scroll Player Tool: 3/day the Calligrapher can rewrite a scroll, allowing him to use it, removing all preexisting restrictions and making it OUB: Sorcerer.
*Disabling Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write disabling runes on the nearby hostile creature. This ability destroys the elemental and inflicts a disabling effect on the receiver for 1 round per 3 painting ranks the Calligrapher has. The effect is determined by the target summons's circle: 1/2 - Doom effect, 3/4 - Slow effect, 5 and above - Paralyzing effect. The DC is 10 + Calligrapher's CHA modifier + Summon Circle.
*Flame Weapon VFX change to black
 
'''Level 8'''
*Scrolls used by the calligrapher gain +1 CL.
*Ink Explosion Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to cause acidic damage all around the summon. This ability destroys the elemental, and causes an explosion, inflicting (summon circle * 2)d6 (max 10d6) Acid damage to all hostile creatures in a huge radius. Creatures in the radius roll a reflex save for half the damage and a fortitude save which if they fail, they're blinded. The DC for both saves is 10 + Calligrapher's CHA modifier + summon circle. The blindness duration is 1 round per 3 Painting ranks the Calligrapher has, max 3 rounds. Cooldown: 30 Seconds


==Carrion Feaster==  
==Carrion Feaster==  
Scorned, reviled, pursued. Even at the end of the world there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.
Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.


''Evil only.''
''Evil only.''
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*Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.
*Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.


==Contriver==  
==Crimson Storm==
To harness the energies of one's innate power is no easy task, especially when one's own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allows them to make use of a multitude of protective equipment that would bog down most mages.
Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.
 
'''Spell Modifications'''
*Many Lightning spells have vfx changes, including summon creature and flame weapon
*Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity
 
'''Level 1'''
*Summon Theme changes to Air
*All Lightning and Sonic spells are treated as being cast at +1 Caster Level above character level (including flame weapon)
*All other elemental spells (cold/acid/fire) get -2 Caster Level
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)
*Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs
'''Level 5'''
*+1 lightning damage to all attacks
*Sorcerer Token: Call Lightning 3/day
'''Level 8'''
*50% lightning immunity
 
==Cultist==
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.
 
'''Spell Modifications'''
*Summon Creature duration increased by 2 rounds per level


'''Level 1'''  
'''Level 1'''  
*-35% Arcane Spell Failure, Armor Proficiency (Light)
*+3 Persuade
*+20 Total Maximum Summoning Points
'''Level 5'''  
'''Level 5'''  
*+3 Discipline, Armor Proficiency (Medium)
*Sorcerer Token: Magic Fang (5) 3/day
*+1 Universal Saves
*+40 Total Maximum Summoning Points (from +20 Total at Level 1)
'''Level 8'''  
'''Level 8'''  
*+2 Constitution, Shield Proficiency
*Sorcerer Token: Lesser Planar Binding (9) 1/day
*+60 Total Maximum Summoning Points (from +40 Total at Level 5)


==Cultist==  
==Death Syphon==
Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.
Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.
 
''Evil only.''


'''Level 1'''  
'''Level 1'''
*+3 Persuade, +20 Total Maximum Summoning Points
*Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don't trigger.
*Syphon Magic: When a creature with a magic level dies, there's a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.
'''Level 5'''  
'''Level 5'''  
*Bless (2) 1/day, +1 Universal Saves, Changed to +40 Total Maximum Summoning Points
*Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead
*Syphon Magic: When a creature with a magic level dies, there's a 20% of a 1st circle and 10% of a 2nd circle slot being restored.
'''Level 8'''  
'''Level 8'''  
*Lesser Planar Binding (9) 1/day, Changed to +60 Total Maximum Summoning Points
*Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer
*Syphon Magic: When a creature with a magic level dies, there's a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.
*Sorcerer Token: Virulent Walking Bomb 1/day
 
Syphon Magic explanation and example:
Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively.
For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one.
It won't try to restore slots beyond the max slots of the PC.


==Dream Eater==
==Dream Eater==
The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see. In a world where the sanctuary of dreams has been perverted by the Night Serpent, it is horrifying to know others have learnt to do the same.
The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.


''Evil only.''
''Evil only.''


'''Level 1'''  
'''Level 1'''  
Immunity: Sleep. Nightmare 1/day.
*Immunity: Sleep
*Sorcerer Token: Nightmare 1 use every 60 seconds.
'''Level 5'''  
'''Level 5'''  
Sleep spell affects 4 + 1d4 HD's worth of more creatures. Nightmare 2/day.
*Sleep spell affects 4 + 1d4 HD's worth of more creatures.
'''Level 8'''  
'''Level 8'''  
20% Concealment. +2 to Sleep spell DC. Nightmare 3/day.
*20% Concealment.  
*+2 to Sleep spell DC.
*Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)
*Regains a level 1 spell slot upon using Nightmare.
'''Nightmare'''
'''Nightmare'''
*Nightmare (player tool)
:Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.
*Deals 2d6 + 1/level magical damage to the sleeping target. Heals the sorcerer for half.
:Kills a sleeping or slumbering NPC of hit dice 4 or below.
*Kills a sleeping NPC of hit dice 4 or below.
:Provides a random boon.
*Provides a random boon.
 
==Eldritch Archer==
Eldritch Arrow:
The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow's name changes to "<ARROW_NAME> of <SPELL_NAME>" and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster's levels.
* These arrows can't be traded or dropped, and will disappear on server reset.
* Only the listed spells will work with this ability, but more will be added in the future
* Cantrips can be cast on a stack of arrows and will affect them all, and they won't disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)
* It's not possible to stack spells on the same arrow
* Mirror Images will copy the current quiver of Eldritch Arrows, but the stack count will be reduced to 5 arrows.
 
Spell changes:
* Shelgarn Spells - The sorcerer may animate bow weapons as well.
* Melf's Acid Arrow - cast as 1 CL above
* Flame Arrow - cast as 1 CL above
 
'''Level 1:'''
* Elf Weapon Proficiency feat
 
'''Level 5:'''
* Point Blank Shot feat
 
'''Level 8:'''
* Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer's element: fire/cold/acid/lightning/sonic. Default: fire)
* Each cast on arrows now creates 2 eldritch arrows instead of 1.
 
List of Eldritch Arrow spells:
*Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt
*Circle 1: Grease, Scare, Sleep, Horizikauls Boom, Ice Dagger, Nybor's Gentle Reminder
*Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha's, Gedlee, Combust, Cloud of Bewilderment, Curse of Impending Blades
*Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere, Ice Burst, Slumber
*Circle 4: Bestow Curst, Charm Monster, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard's, Lower Spell Resistance, Future's Pain, Acid Orb, Cold Orb, Electric Orb, Fire Orb, Gas Explosion, Frost Blast, Wall of Ice, Cacophonic Burst, Virulent Walking Bomb
*Circle 5: Cloudkill, Dismissal, Feeblemind, Hold Monster, Mind Fog, Bigby's Interposing Hand, Beltyn's Burning Blood, Baleful Polymorph, Devastating Bodyswap
*Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby's Forceful Hand, Flesh To Stone, Undeath to Death
 
Shadow Variants (Shadow Conjuration, Greater Shadow Conjuration, Shades) will create appropriate ammo.
If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is).


==Hematologist==
==Hematologist==
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'''Level 1'''  
'''Level 1'''  
*+2 Fortitude Save, Drawn blood can produce magical benefits, Blood Track 5/day player tool (use on PC blood vials)
*+2 Fortitude Save
*Drawn blood can produce magical benefits
*Blood Track 5/day player tool (use on PC blood vials)
'''Level 5'''  
'''Level 5'''  
*+3 Heal, +1d6 Sneak Attack, Spell Penetration
*+3 Heal
*+1d6 Sneak Attack feat
*Spell Penetration feat
 
'''Level 8'''  
'''Level 8'''  
*Spell Resistance: 10, 10% Physical Damage Reduction, Blood Expunge 1/day player tool (use on PC blood vial, knockdown effect on blood owner for 2-3 rounds)
*10 Spell Resistance
*10% Physical Damage Reduction
*Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)


==Hydromancer==  
==Hydromancer==  
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Like as not followers of the Bitch Queen, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.


'''Spell modifications'''
'''Spell Modifications'''
*'''Ray of Frost'''
**Does 1d8+1 damage.
*'''Ice dagger'''  
*'''Ice dagger'''  
**Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
**Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
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**Damage changed to cold.
**Damage changed to cold.
*'''Vampiric Touch'''
*'''Vampiric Touch'''
**Hand of Umberlee, damage changed to cold and freezes target for 2 rounds.
**Hand of Ice, damage changed to cold and freezes target for 2 rounds.
*'''Elemental Shield'''  
*'''Elemental Shield'''  
**Damage shield changed to cold.
**Damage shield changed to cold.
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*'''Stoneskin'''
*'''Stoneskin'''
**VFX changed to cold.
**VFX changed to cold.
*'''Melf's Acid Arrow'''
**Damage changed to Cold.


'''Level 1'''  
'''Level 1'''  
*Flame Weapon changed to cold. Slow regeneration underwater. Drinking potions restores 1 hp.
*Flame Weapon element changed to cold.
*Slow regeneration underwater.
*Drinking potions restores 1 hp.
'''Level 5'''  
'''Level 5'''  
*+1 cold damage. Halves spellcasting penalty underwater. Double water breath duration.
*+1 Cold Damage to attacks
*Halves spell casting penalty underwater
*Double water breath duration.
'''Level 8'''  
'''Level 8'''  
*50% Cold Immunity. Negates spellcasting penalty underwater. +10% movement speed underwater.
*50% Cold Immunity
*Negates spellcasting penalty underwater.
*+10% movement speed underwater.


==Infuser==  
==Infuser==  
While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight when Talos makes his call to find these mad sorcerers holding themselves and objects aloft at high places, devotedly beckoning the Storm Lord's favour.
While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight to find these mad sorcerers holding themselves and objects aloft at high places, calling thunder down upon the unworthy earth.


'''Spell modifications'''
'''Spell Modifications'''
*'''Electric Jolt'''
**Does 1d8+1 damage.
*'''Horizikaul's boom'''
*'''Horizikaul's boom'''
**Also does 1d4 electrical damage.
**Also does 1d4 electrical damage.
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'''Level 1'''  
'''Level 1'''  
*Flame Weapon changed to electrical. When hit by Electric Jolt or Geedle's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns.
*Flame Weapon element changed to electrical.  
*When hit by Electric Jolt or Gedlee's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 minutes. (Does not stack with itself)
'''Level 5'''  
'''Level 5'''  
*Rechargable Infuser Orb with 1/charge Electric Jolt, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d3 charges when Electrical Jolt is casted on the item. Max 9 charges.
*Rechargable Infuser Orb with 1/charge Geedle's Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul's Boom is cast on the item. Max 9 charges.
'''Level 8'''  
'''Level 8'''  
*50% Electrical Immunity. Orb max charges now 18.
*50% Electrical Immunity.  
*Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)


'''Rechargeable Infuser Orb'''
'''Rechargeable Infuser Orb'''
:The rechargable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with electrical jolt. A rest will fix that.
:The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul's Boom. A rest will fix that.


:However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with electrical jolt. At level 5 this method can only be used for the lightning bolt and electrical jolt spells, as scintillating sphere can only be used once.
:However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul's Boom. At level 5 this method can only be used for the lightning bolt and Gedlee's Electric Loop spells, as scintillating sphere can only be used once.


==Lifestealer==  
==Lifestealer==  
Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.
Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.
''Evil only''


'''Level 1'''  
'''Level 1'''  
*Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration.
*Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration.
*The sorcerer's equipped weapon has +3 vampiric regeneration.
*The sorcerer's equipped weapon has +3 vampiric regeneration.
*Although not specific to this perk, it is noteworthy that the general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)
'''Level 5'''  
'''Level 5'''  
*If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength.
*If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength.
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hitpoints equal to your caster level.
*Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.
'''Level 8'''  
'''Level 8'''  
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.
*Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 minute/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.
*Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.


==Maiden of Woe (female only)==
==Maiden of Woe==
Broken lips have long since stopped uttering pleas and praise to silence. Now sorrow surround you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking respite before returning to a plane of a god unresponsive.
Your broken lips have long since stopped uttering pleas and prayers, weary of the silence that is returned to you. No longer do you believe. No longer do you wait for providence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking the mercy of your company before they are doomed once more to the empty courts of dead gods.


''Evil only.''
''Evil and Female only.''


'''Level 1'''  
'''Level 1'''  
*Negative Energy Ray (3) 5/day. Spirit summoning theme. Spirits are drawn to the sorceress (player tool toggle).
*Sorcerer Token: Negative Energy Ray (3) 5/day.
*Summoning theme changed to Spirits.
*Spirits are drawn to the sorceress and will periodically appear (player tool toggle)
'''Level 5'''  
'''Level 5'''  
*5/- DR Negative Energy. Absorb necromancy spells of level 2 and below. A larger number of spirits are drawn to the sorceress.
*5/- DR Negative Energy.  
*Absorb necromancy spells of level 2 and below.  
*A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)
'''Level 8'''  
'''Level 8'''  
*A ghostly white aura circle the sorceress. 15% Concealment. Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed. Stronger spirits flock to the sorceress.
*15% Concealment.
*A ghostly white aura circle the sorceress.  
*Stronger spirits flock to the sorceress.
*Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed.


==Mesmerizing==
==Mesmerizing==
From beautiful maidens to the smooth tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magics, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.
From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.


'''Level 1'''  
'''Level 1'''  
*+3 Bluff, +3 Intimidate, +3 Persuade, +5 Appraise
*+3 Bluff
*+3 Intimidate
*+3 Persuade
*+5 Appraise
'''Level 5'''  
'''Level 5'''  
*Charm player tool 2/day (failed will save makes target confused for 3 + Cha mod rounds, only works on hostile monsters), Charm Person and Dominate Person induce a variety of additional effects, Re-roll failed bluff/persuade rolls automatically once
*Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds
*Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)
*Failed bluff/persuade rolls are automatically re-rolled once
'''Level 8'''  
'''Level 8'''  
*+2 Charisma, Mass Charm (15) 1/day
*+2 Charisma
*Sorcerer Token: Mass Charm (15) 1/day


==Ooze Savant==
==Ooze Savant==
The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.
The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.


''Evil only.''
''Evil only.''


'''Sewer and oozed Lower area bonus'''
'''Sewer area bonus'''  
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.
*+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.


'''Spell modifications'''
'''Experimental'''
*Ooze Savant may use the command "/c possess_ooze" to possess their special ooze summon
 
'''Spell Modifications'''
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
*Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
*Acid Splash summons the Summon I Slime at target.
*Slimes innate summoning theme.
*Slimes innate summoning theme.
*Acid Splash does 1d8+1 damage.


'''Level 1'''  
'''Level 1'''  
*Flame Weapon changed to acid. Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).
*Flame Weapon element changed to acid.  
*Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).
'''Level 5'''  
'''Level 5'''  
*Acid Splash 3/day. Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
*Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
'''Level 8'''  
'''Level 8'''  
*50% Acid Immunity. Crumble 1/day.
*50% Acid Immunity.  
*Crumble 1/day.


==Planar Bound==
==Planar Bound==
Some sorcerers have an ancestry that one way or another is directed towards the higher or lower planes. These arcanists often find it easier to call upon or command allies from a more reflective society and often carry some traits connected to those.
Some sorcerers have ancestry that one way or another is distinctly unholy. These arcanists often find it easy to call upon or command allies associated with the dark patrons that tainted their lineage and slowly develop unearthly characteristics.


''Good/Evil only''
''Evil only''


'''Level 1'''  
'''Level 1'''  
*Summon Creature 1 1/day token. Summoning theme set depending on alignment (Good: Higher Planes, Lawful-Evil: Devils, Non-lawful evil: Demons).
*Sorcerer Token: Summon Creature 1 3/day
*Summoning theme set depending on the PC's element to one of the four Djinn themes (acid/cold/electrical/fire). Default is fire.
 
'''Level 5'''  
'''Level 5'''  
*+2 save vs opposite alignment's spells. Light emanates from the sorcerer. Good only: 10% Cold Immunity. Evil only: 10% Fire Immunity.
*+2 save vs spells cast by Good-aligned creatures.  
*Light emanates from the sorcerer.  
* 10% Damage Immunity to the PC's element (acid/cold/electrical/fire). Default is fire
 
'''Level 8'''  
'''Level 8'''  
*Damage Reduction 5/+1. Good only: +2 wisdom. Evil only: +2 int. Stronger light emanates from the sorcerer.
*Damage Reduction 5/+1
* +2 INT
* Stronger light emanates from the sorcerer.


==Positivist==
==Rotbringer==
Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.


'''-APPLICATION ONLY-'''
''Evil and Male only.''
''Good only (Exceptions possible via app)''
 
'''Spell modifications'''
*All hostile spells are disabled (unless otherwise modified below)
 
*'''Flare'''
**Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
*'''Light'''
**in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
*'''Burning Hands'''
**Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
*'''Combust'''
**Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
*'''Fireball'''
**Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
*'''Wall of Fire'''
**Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
*'''Elemental Shield'''
**Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the *'''Positive Energy Bath'''
**Lesser Restoration + Healing for Positivist's CHA modifier.
*'''Cloudkill'''
**Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.
*'''Firebrand'''
**Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)


'''Level 1'''  
'''Level 1'''  
*Flame Weapon changed to positive energy, celestial summoning theme granted
*Animate Dead 2/day player tool
'''Level 5'''  
*Suitable creatures that are slain by the Rotbringer come back as special zombies.
*Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)
'''Level 5'''
*Negative Energy Ray and Negative Energy Burst heal the sorcerer.
*Flies start to circle the Rotbringer
*Animating without a corpse creates two zombies.
'''Level 8'''  
'''Level 8'''  
*+1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day)
*Sorcerer Token: Negative Energy Burst (5) 2/day
*Sorcerer Token: Control Undead 1/day


==Rotbringer (male only)==
==Sand Mage==
In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.


''Evil only.''
'''Spell Modifications'''
*'''Burning Hands (Burning Sand)'''
**Casts as one level above
*'''Death Armor (Sand Armor)'''
**VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.
*'''Stone Bones'''
**Casts as one level above
*'''Mestil's Acid Breath (Acidic Sand)'''
**Casts as one level above
*'''Elemental Shield (Rock Shield)'''
**VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.
*'''Stoneskin (Black Sand Skin)'''
**VFX change, Additional 20 points of damage absorption, DR remains at 10/+5
*'''Enervation'''
**For each drained level, the caster gets 5% physical DI for caster level / minute


'''Level 1'''  
'''Level 1'''
*Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.
*+2 Discipline
*+2 Concentration
*Summon Theme changed to Sand
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)
'''Level 5'''
'''Level 5'''
*Negative Energy Ray and Negative Energy Burst heal the sorcerer. Flies start to circle. Animating without a corpse creates two zombies.
*+1 Natural AC
'''Level 8'''  
*+1 Fort
*Negative Energy Burst (5) 2/day. Control Undead 1/day.
'''Level 8'''
*+2 CON
*+5% movement speed


==Scion==
==Scion==
Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.
Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.


'''Level 1'''  
'''Level 1'''  
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*Immunity to Poison
*Immunity to Poison
*+4 Saves VS Traps (from +3 Saves VS Traps at Level 5)
*+4 Saves VS Traps (from +3 Saves VS Traps at Level 5)
==Secret of the Azure Pyre==
These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul
'''Spell Modifications'''
* Many fire spells have vfx changes, including Summon Creature and Flame Weapon
*'''Burning Hands'''
**On a failed reflex save: 10% fire vulnerability for 1d4 rounds
*'''Elemental Shield'''
**Base damage changed to 1d8
*'''Blast of Flame'''
**On a failed reflex save: 25% fire vulnerability for 2d4 rounds
'''Level 1'''
*Summon theme changed to fire
*All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon). All other elemental spells (cold/acid/elec/sonic) they get -2 Caster Level
*Summon Creature is cast at one tier higher (Summon I becomes Summon II)
'''Level 5'''
*+1 fire damage to all attacks
*Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage
'''Level 8'''
*25% fire immunity
*Sorcerer's Weapon On Hit: Flare lvl 1
==Snake Charmer==
'''Spell Modifications'''
*The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).
*'''Melf's Acid Arrow''': Sassone Leaf Residue
*'''Ghoul Touch''': Dark Reaver Powder
*'''Vampiric Touch''': Deathblade
*'''Acid Orb''': Giant Wasp Poison
*'''Gas Explosion''': Large Scorpion Venom
*'''Cloudkill''': Black Lotus Extract
'''Level 1'''
*Summon theme changed to Snakes
*Use Poison feat
*+3 Heal
*+3 Appraise
*+3 Perform
'''Level 5'''
*Immunity to Poison
*Spawns a random poison each time they rest
*Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 minute/level of the Snake Charmer. This ability doesn't stack and new poisons won't overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don't have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don't trigger this ability, but the Charmer will still be immune to them.
'''Level 8'''
*5% Piercing Immunity
*Snake theme +1


==Spellsword==
==Spellsword==
*Uncommonly heard of, and even more rarely practiced, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of it's difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.
*Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.


'''Level 1'''  
'''Level 1'''  
Line 307: Line 556:
*+1 Attack Bonus
*+1 Attack Bonus
'''Level 5'''  
'''Level 5'''  
*+3 Taunt
*+2 Magical Damage on melee & ranged attacks
*+2 Magical Damage on melee & ranged attacks
'''Level 8'''  
'''Level 8'''  
*Damage Reduction 5/+1
*Damage Reduction 5/+1
*+1 Dodge AC
*+2 Attack Bonus (from +1 Attack Bonus at Level 1)
*+2 Attack Bonus (from +1 Attack Bonus at Level 1)


Line 328: Line 575:


==Tribal Shaman==
==Tribal Shaman==
Whether someone who makes their way as a shaman among their tribe, or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.
Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.


'''Level 1'''  
'''Level 1'''  
Line 356: Line 603:


==Witchcraft==
==Witchcraft==
Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.
Whether one who finds their home within the bogs or whose hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.


'''Level 1'''  
'''Level 1'''  
Line 366: Line 613:
*+5 Spellcraft
*+5 Spellcraft
*+2 VS Poison
*+2 VS Poison
*Sorcerer Token: Alter Self 2/day
'''Level 8'''  
'''Level 8'''  
*Regeneration +1
*Regeneration +1


==Zealous Faith==  
==Zealous Faith==  
Those who come to the realization that their magic is a god given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.
Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.


'''Level 1'''  
'''Level 1'''  
Line 376: Line 624:
*When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil.
*When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil.
*Sorcerer Token: Bless (2) 3/day  
*Sorcerer Token: Bless (2) 3/day  
*Detect PFA
**On the chat command "/c detect pfa" a Zealous Faith sorcerer can detect whether creatures nearby have a protection against their alignment
**Good/Evil only (Good can detect Protection from Good, Evil cat detect Protection from Evil)
'''Level 5'''  
'''Level 5'''  
*+2 Fear Save
*+2 Fear Save
Line 381: Line 632:
'''Level 8'''  
'''Level 8'''  
*+2 Will Save
*+2 Will Save
*When cast on oneself, the element of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil.
*When cast on oneself, the element of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil
**When casting flame weapon on their summoned Shelgarn, the element is replaced with divine/negative
**When casting flame weapon on a Leysword fighter perk, the element is replaced with divine/negative, provided they share the same Alignment on the Good/Evil axis
*When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy
 
=Application Only Perks=
 
Due to the nature of these Sorcerer perks, they have been made [[Applications|Application Only]] by the DM team of EFU.
 
==Bloodcrafter (BETA)==
 
The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.
 
The DM team would like to see it in play and adjust and fix it before making it available for all.
 
The mechanics of the perk will be sent to the players after a successful app!
 
==Positivist==
Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.
 
''Application required. Applications for Positivist are unlikely to be approved at this time.''
 
'''Spell modifications'''
*All hostile spells are disabled (unless otherwise modified below)
 
*'''Flare'''
**Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
*'''Light'''
**in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
*'''Burning Hands'''
**Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
*'''Combust'''
**Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
*'''Fireball'''
**Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
*'''Wall of Fire'''
**Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
*'''Elemental Shield'''
**Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the *'''Positive Energy Bath'''
**Lesser Restoration + Healing for Positivist's CHA modifier.
*'''Cloudkill'''
**Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on entering.
*'''Firebrand'''
**Rain of Positive Energy - 1d6/lvl Healing for every non-undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)
 
'''Level 1'''
*Flame Weapon changed to positive energy
*Summoning theme changed to Celestial
'''Level 5'''
*Sorcerer Token in order to brew healing/restorative brews 5/day (Need the Brew Potion feat in order to use)
'''Level 8'''
*+1 positive energy to attacks
*Begins to glow,
*Regeneration +1
*Sorcerer Token: Rain of Positive Energy (Firebrand(4) 1/day)
 
==Ashen Mirage==
 
The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.
 
'''Spell Modifications'''
* +4 rounds duration to Mirror Images related spells
* Mislead and Phantoms of Deception can be recast without destroying current Mirror Images.
 
'''Level 1'''
* Summon Theme changed to Illusion
* Arcane Defense: Illusion
 
'''Level 5'''
* +10 Temporary HP to Mirror Images
* Once per reset, when the PC suffers a lethal blow there's a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.
** Greater Sanctuary effect for a single round and an invisibility effect for a single minute.
** The corpse of the mirror image will disappear after a few minutes.
 
'''Level 8'''
* +20 Temporary HP to Mirror Images (increased from 10)
* 20% Concealment
* The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX.
** They get a second tool that just fires the same VFX but doesn't swap between them.
** Shared cooldown of 5 minutes every usage of either of the tools.


[[Category:Character_Perks]]
[[Category:Character_Perks]]
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Latest revision as of 10:24, 10 April 2024

Perks

Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character's Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.

You will lose these perks if you take levels in a base class other than Sorcerer!

Note, each perk has additional known spells on levels 9 and 10, which can be found in Expanded Spells Known by Level.

Arcane Leech

There is nothing more fulfilling than using others' magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.

Spell Modifications

  • Magic Missile
    • +1 Caster Level
  • Isaac's Lesser Missile Storm
    • +1 Caster Level
  • Isaac's Greater Missile Storm:
    • +1 Caster Level

When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:

  • The sorcerer's max spell circle is equal or greater than the spell's innate level.
  • The spell is not a hostile spell.

When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:

  • 10% when casting from a non-Mage items.
  • 25% when casting from scrolls.
  • 50% when casting from magical wands.
  • 100% when casting from magical staves.

Level 1

  • +3 Spellcraft
  • 10 Spell Resistance

Level 5

  • +1 Saves vs Spells
  • 12 Spell Resistance

Level 8

  • +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)
  • 14 Spell Resistance

Arcane Mimic

Mimic Spells ability: Mimics get the Player Tool: Mimic Spells. By targeting another creature with the player tool the mimic copies the spells of the creature by the following conditions:

  • If the target doesn't have a spellcasting class, this fails.
  • If the distance between the mimic and the target is more than 10 meters, this fails.
  • The mimic only copies from spell circles they can currently cast as a sorcerer.
  • The amount of spells copied from each level are the amount of spells the PC should be able to cast as a sorcerer in their current level.
  • The copied spells are only part of the Wizard/Sorc spellbook. (this is a tech constraint with no work around for now)
  • The target cannot be a blue NPC
  • If there's still cooldown, or the target is too far, nothing happens
  • If the creature is a subdued PC, this will always work
  • If the creature is a hostile NPC or PC, they roll a Will save against their spells being mimicked. DC: 15 + SORCERER_LEVEL
  • If the creature is a neutral PC, they get a dialog whether to submit or resist to having their spells mimicked

The cooldown for the ability only triggers if they succeed in mimicking the spells

Level 1:

  • +3 Spellcraft
  • +3 Concentration
  • Mimic Spells Cooldown: 10 minutes

Level 5:

  • Mimic Spells Cooldown: 5 minutes
  • Mimic Spells also mimics the summon theme and the element of the target (if relevant)
  • Mimic Spells also mimics the spell modifications of some of the other perks (if the target has such perk): Arcane Leech, Ashen Mirage, Azure Fire, Bouldermancer, Crimson Storm, Dream Eater, Eldritch Archer, Lifestealer, Hydromancer, Sand Mage, Snake Charmer, Unpredictable, Zealous Faith

Level 8:

  • Mimic Spells Cooldown: 3 minutes
  • Mimic Feats - Will mimic from the target all their Spell Focus and Greater Spell Focus feats. These are removed when mimicking another target and on server reset.
  • Mimic Spells also mimics the spells color theme of the target

Bone Warden

The long vigil is the popular name for the service you're known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.

Evil only.

Level 1

  • Animate Dead 2/day player tool
  • Receive raise-able skeleton bones each rest.

Level 5

  • 3/- DR Slashing and Piercing
  • Animated minions receive +3 Natural AC

Level 8

  • 15% Negative Energy Immunity
  • Attendance at the Court of Bones 2/day

Attendance at the Court Bones

Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 minutes.

Bouldermancer

Power is not the mage's magic, nor is it the brute's strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one's strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength

Spell Modifications

  • Stoneskin
    • Additional 20 points of damage absorption, DR remains at 10/+5

Level 1

  • Sorcerer Token: Summon boulder 1/day
  • Automatic success on lifting boulders summoned by the PC
  • Toughness feat

Level 5

  • Sorcerer Token: Summon boulder 2/day
  • 5% Physical Damage Immunity

Level 8

  • Sorcerer Token: Summon boulder 3/day
  • Automatic success on lifting any boulder
  • +2 STR

Calligrapher

There is no higher magic than a brush upon canvas, than bringing imagination into reality. And you have learned to harness that wonderful power. From the tip of your pen spring fantastic wonders that others can only look upon in envy, rewriting this ugly world one line at a time!

Level 1

  • Summoning theme changed to INK, recolored water elementals that inflict acid damage
  • Summoning INK theme +1
  • Protective Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write protective runes on nearby non-hostile creatures in a medium radius. This ability destroys the elemental, and grants the receiver with (3 + summon circle)/+1 damage reduction, for 2 rounds per 3 Painting ranks the Calligrapher has.
  • +3 Painting
  • Bonus Feat: Scribe Scroll
  • Flame Weapon is set to Acid
  • Spells are recolored to black

Level 5

  • Rewrite Scroll Player Tool: 3/day the Calligrapher can rewrite a scroll, allowing him to use it, removing all preexisting restrictions and making it OUB: Sorcerer.
  • Disabling Runes Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to write disabling runes on the nearby hostile creature. This ability destroys the elemental and inflicts a disabling effect on the receiver for 1 round per 3 painting ranks the Calligrapher has. The effect is determined by the target summons's circle: 1/2 - Doom effect, 3/4 - Slow effect, 5 and above - Paralyzing effect. The DC is 10 + Calligrapher's CHA modifier + Summon Circle.
  • Flame Weapon VFX change to black

Level 8

  • Scrolls used by the calligrapher gain +1 CL.
  • Ink Explosion Player Tool: By targeting their Ink Elementals, the Calligrapher can use their ink to cause acidic damage all around the summon. This ability destroys the elemental, and causes an explosion, inflicting (summon circle * 2)d6 (max 10d6) Acid damage to all hostile creatures in a huge radius. Creatures in the radius roll a reflex save for half the damage and a fortitude save which if they fail, they're blinded. The DC for both saves is 10 + Calligrapher's CHA modifier + summon circle. The blindness duration is 1 round per 3 Painting ranks the Calligrapher has, max 3 rounds. Cooldown: 30 Seconds

Carrion Feaster

Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.

Evil only.

Level 1

  • Animate Dead 2/day player tool
  • Standard animate dead creature replaced with a ghoul.

Level 5

  • Immunity: Disease
  • +10% movement speed
  • Consume Corpse player tool 1/day.

Level 8

  • +2 Strength
  • On-hit: Ghoul Touch on Gauntlets (for unarmed attacks)
  • +2 vampiric regeneration and +15% movement speed on animated creatures.

Consume Corpse

  • Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.

Crimson Storm

Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.

Spell Modifications

  • Many Lightning spells have vfx changes, including summon creature and flame weapon
  • Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity

Level 1

  • Summon Theme changes to Air
  • All Lightning and Sonic spells are treated as being cast at +1 Caster Level above character level (including flame weapon)
  • All other elemental spells (cold/acid/fire) get -2 Caster Level
  • Summon Creature is cast at one tier higher (Summon I becomes Summon II)
  • Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs

Level 5

  • +1 lightning damage to all attacks
  • Sorcerer Token: Call Lightning 3/day

Level 8

  • 50% lightning immunity

Cultist

Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.

Spell Modifications

  • Summon Creature duration increased by 2 rounds per level

Level 1

  • +3 Persuade
  • +20 Total Maximum Summoning Points

Level 5

  • Sorcerer Token: Magic Fang (5) 3/day
  • +1 Universal Saves
  • +40 Total Maximum Summoning Points (from +20 Total at Level 1)

Level 8

  • Sorcerer Token: Lesser Planar Binding (9) 1/day
  • +60 Total Maximum Summoning Points (from +40 Total at Level 5)

Death Syphon

Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.

Evil only.

Level 1

  • Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don't trigger.
  • Syphon Magic: When a creature with a magic level dies, there's a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.

Level 5

  • Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead
  • Syphon Magic: When a creature with a magic level dies, there's a 20% of a 1st circle and 10% of a 2nd circle slot being restored.

Level 8

  • Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer
  • Syphon Magic: When a creature with a magic level dies, there's a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.
  • Sorcerer Token: Virulent Walking Bomb 1/day

Syphon Magic explanation and example: Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively. For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one. It won't try to restore slots beyond the max slots of the PC.

Dream Eater

The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.

Evil only.

Level 1

  • Immunity: Sleep
  • Sorcerer Token: Nightmare 1 use every 60 seconds.

Level 5

  • Sleep spell affects 4 + 1d4 HD's worth of more creatures.

Level 8

  • 20% Concealment.
  • +2 to Sleep spell DC.
  • Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)
  • Regains a level 1 spell slot upon using Nightmare.

Nightmare

Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping or slumbering NPC of hit dice 4 or below.
Provides a random boon.

Eldritch Archer

Eldritch Arrow: The sorcerer may cast spells on arrows (each time on a -single- arrow). The arrow's name changes to "<ARROW_NAME> of <SPELL_NAME>" and an on-hit property is added on hit. When the arrow hits a target, it will cast the spell on the target. The spell level on the item is half of the caster's levels.

  • These arrows can't be traded or dropped, and will disappear on server reset.
  • Only the listed spells will work with this ability, but more will be added in the future
  • Cantrips can be cast on a stack of arrows and will affect them all, and they won't disappear on server reset (this is a QoL to avoid players keep on casting cantrips on single arrows)
  • It's not possible to stack spells on the same arrow
  • Mirror Images will copy the current quiver of Eldritch Arrows, but the stack count will be reduced to 5 arrows.

Spell changes:

  • Shelgarn Spells - The sorcerer may animate bow weapons as well.
  • Melf's Acid Arrow - cast as 1 CL above
  • Flame Arrow - cast as 1 CL above

Level 1:

  • Elf Weapon Proficiency feat

Level 5:

  • Point Blank Shot feat

Level 8:

  • Shelgarn animated bows get 1d4 elemental damage to their arrows (the element is determined by the sorcerer's element: fire/cold/acid/lightning/sonic. Default: fire)
  • Each cast on arrows now creates 2 eldritch arrows instead of 1.

List of Eldritch Arrow spells:

  • Circle 0: Daze, Light, Flare, Acid Splash, Electric Jolt
  • Circle 1: Grease, Scare, Sleep, Horizikauls Boom, Ice Dagger, Nybor's Gentle Reminder
  • Circle 2: Darkness, Ghoul Touch, Lesser Dispel, Web, Tasha's, Gedlee, Combust, Cloud of Bewilderment, Curse of Impending Blades
  • Circle 3: Dispel, Fireball, Gust of Wind, Hold Person, Slow, Stinking Cloud, Vampiric Touch, Scintillating Sphere, Ice Burst, Slumber
  • Circle 4: Bestow Curst, Charm Monster, Confusion, Contagion, Enervation, Fear, Lesser Spell Breach, Phantasmal Killer, Wall of Fire, Ice Storm, Evard's, Lower Spell Resistance, Future's Pain, Acid Orb, Cold Orb, Electric Orb, Fire Orb, Gas Explosion, Frost Blast, Wall of Ice, Cacophonic Burst, Virulent Walking Bomb
  • Circle 5: Cloudkill, Dismissal, Feeblemind, Hold Monster, Mind Fog, Bigby's Interposing Hand, Beltyn's Burning Blood, Baleful Polymorph, Devastating Bodyswap
  • Circle 6: Acid Fog, Circle of Death, Greater Dispelling, Greater Spell Breach, Bigby's Forceful Hand, Flesh To Stone, Undeath to Death

Shadow Variants (Shadow Conjuration, Greater Shadow Conjuration, Shades) will create appropriate ammo. If a clone is made out of an Eldritch Archer and their equipped ammunition is an Eldritch Ammo made from a non cantrips spell, the stack decreases to 5, and the remaining stack is made into a new ammo with a random cantrips spell instead. If the caster has GSF Illusion, the above is only relevant if the spells are Mislead or Phantoms of Deception (so displacement/shadow conjuration/glass doppelganger keep their ammo as is).

Hematologist

The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer's own physical form, empowered by what magic courses through their veins.

Level 1

  • +2 Fortitude Save
  • Drawn blood can produce magical benefits
  • Blood Track 5/day player tool (use on PC blood vials)

Level 5

  • +3 Heal
  • +1d6 Sneak Attack feat
  • Spell Penetration feat

Level 8

  • 10 Spell Resistance
  • 10% Physical Damage Reduction
  • Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)

Hydromancer

The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.

Spell Modifications

  • Ray of Frost
    • Does 1d8+1 damage.
  • Ice dagger
    • Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
  • Burning Hands
    • Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.
  • Flame Arrow
    • Damage changed to cold.
  • Vampiric Touch
    • Hand of Ice, damage changed to cold and freezes target for 2 rounds.
  • Elemental Shield
    • Damage shield changed to cold.
  • Firebrand
    • Damage changed to cold.
  • Stoneskin
    • VFX changed to cold.
  • Melf's Acid Arrow
    • Damage changed to Cold.

Level 1

  • Flame Weapon element changed to cold.
  • Slow regeneration underwater.
  • Drinking potions restores 1 hp.

Level 5

  • +1 Cold Damage to attacks
  • Halves spell casting penalty underwater
  • Double water breath duration.

Level 8

  • 50% Cold Immunity
  • Negates spellcasting penalty underwater.
  • +10% movement speed underwater.

Infuser

While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight to find these mad sorcerers holding themselves and objects aloft at high places, calling thunder down upon the unworthy earth.

Spell Modifications

  • Electric Jolt
    • Does 1d8+1 damage.
  • Horizikaul's boom
    • Also does 1d4 electrical damage.
  • Ice storm
    • Cold damage changed to electrical.

Level 1

  • Flame Weapon element changed to electrical.
  • When hit by Electric Jolt or Gedlee's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 minutes. (Does not stack with itself)

Level 5

  • Rechargable Infuser Orb with 1/charge Geedle's Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul's Boom is cast on the item. Max 9 charges.

Level 8

  • 50% Electrical Immunity.
  • Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)

Rechargeable Infuser Orb

The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul's Boom. A rest will fix that.
However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul's Boom. At level 5 this method can only be used for the lightning bolt and Gedlee's Electric Loop spells, as scintillating sphere can only be used once.

Lifestealer

Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.

Evil only

Level 1

  • Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration.
  • The sorcerer's equipped weapon has +3 vampiric regeneration.
  • Although not specific to this perk, it is noteworthy that the general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)

Level 5

  • If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength.
  • Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.

Level 8

  • Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 minute/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.
  • Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.

Maiden of Woe

Your broken lips have long since stopped uttering pleas and prayers, weary of the silence that is returned to you. No longer do you believe. No longer do you wait for providence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking the mercy of your company before they are doomed once more to the empty courts of dead gods.

Evil and Female only.

Level 1

  • Sorcerer Token: Negative Energy Ray (3) 5/day.
  • Summoning theme changed to Spirits.
  • Spirits are drawn to the sorceress and will periodically appear (player tool toggle)

Level 5

  • 5/- DR Negative Energy.
  • Absorb necromancy spells of level 2 and below.
  • A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)

Level 8

  • 15% Concealment.
  • A ghostly white aura circle the sorceress.
  • Stronger spirits flock to the sorceress.
  • Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed.

Mesmerizing

From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.

Level 1

  • +3 Bluff
  • +3 Intimidate
  • +3 Persuade
  • +5 Appraise

Level 5

  • Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds
  • Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)
  • Failed bluff/persuade rolls are automatically re-rolled once

Level 8

  • +2 Charisma
  • Sorcerer Token: Mass Charm (15) 1/day

Ooze Savant

The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.

Evil only.

Sewer area bonus

  • +4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.

Experimental

  • Ooze Savant may use the command "/c possess_ooze" to possess their special ooze summon

Spell Modifications

  • Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
  • Slimes innate summoning theme.
  • Acid Splash does 1d8+1 damage.

Level 1

  • Flame Weapon element changed to acid.
  • Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).

Level 5

  • Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.

Level 8

  • 50% Acid Immunity.
  • Crumble 1/day.

Planar Bound

Some sorcerers have ancestry that one way or another is distinctly unholy. These arcanists often find it easy to call upon or command allies associated with the dark patrons that tainted their lineage and slowly develop unearthly characteristics.

Evil only

Level 1

  • Sorcerer Token: Summon Creature 1 3/day
  • Summoning theme set depending on the PC's element to one of the four Djinn themes (acid/cold/electrical/fire). Default is fire.

Level 5

  • +2 save vs spells cast by Good-aligned creatures.
  • Light emanates from the sorcerer.
  • 10% Damage Immunity to the PC's element (acid/cold/electrical/fire). Default is fire

Level 8

  • Damage Reduction 5/+1
  • +2 INT
  • Stronger light emanates from the sorcerer.

Rotbringer

In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.

Evil and Male only.

Level 1

  • Animate Dead 2/day player tool
  • Suitable creatures that are slain by the Rotbringer come back as special zombies.

Level 5

  • Negative Energy Ray and Negative Energy Burst heal the sorcerer.
  • Flies start to circle the Rotbringer
  • Animating without a corpse creates two zombies.

Level 8

  • Sorcerer Token: Negative Energy Burst (5) 2/day
  • Sorcerer Token: Control Undead 1/day

Sand Mage

Spell Modifications

  • Burning Hands (Burning Sand)
    • Casts as one level above
  • Death Armor (Sand Armor)
    • VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.
  • Stone Bones
    • Casts as one level above
  • Mestil's Acid Breath (Acidic Sand)
    • Casts as one level above
  • Elemental Shield (Rock Shield)
    • VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.
  • Stoneskin (Black Sand Skin)
    • VFX change, Additional 20 points of damage absorption, DR remains at 10/+5
  • Enervation
    • For each drained level, the caster gets 5% physical DI for caster level / minute

Level 1

  • +2 Discipline
  • +2 Concentration
  • Summon Theme changed to Sand
  • Summon Creature is cast at one tier higher (Summon I becomes Summon II)

Level 5

  • +1 Natural AC
  • +1 Fort

Level 8

  • +2 CON
  • +5% movement speed

Scion

Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.

Level 1

  • +1 Natural AC
  • +1d4 Slashing Damage to Gloves (for unarmed attacks)
  • +3 Lore
  • +2 Saves VS Traps

Level 5

  • +1 Attack Bonus
  • +2 Strength
  • 2/- physical damage resistance
  • +3 Saves VS Traps (from +2 Saves VS Traps at Level 1)

Level 8

  • +2 Natural AC (from +1 Natural AC at Level 1)
  • +1d6 Slashing Damage to Gloves (for unarmed attacks, from +1d4 at level 1)
  • Immunity to Poison
  • +4 Saves VS Traps (from +3 Saves VS Traps at Level 5)

Secret of the Azure Pyre

These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul

Spell Modifications

  • Many fire spells have vfx changes, including Summon Creature and Flame Weapon
  • Burning Hands
    • On a failed reflex save: 10% fire vulnerability for 1d4 rounds
  • Elemental Shield
    • Base damage changed to 1d8
  • Blast of Flame
    • On a failed reflex save: 25% fire vulnerability for 2d4 rounds

Level 1

  • Summon theme changed to fire
  • All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon). All other elemental spells (cold/acid/elec/sonic) they get -2 Caster Level
  • Summon Creature is cast at one tier higher (Summon I becomes Summon II)

Level 5

  • +1 fire damage to all attacks
  • Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage

Level 8

  • 25% fire immunity
  • Sorcerer's Weapon On Hit: Flare lvl 1

Snake Charmer

Spell Modifications

  • The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).
  • Melf's Acid Arrow: Sassone Leaf Residue
  • Ghoul Touch: Dark Reaver Powder
  • Vampiric Touch: Deathblade
  • Acid Orb: Giant Wasp Poison
  • Gas Explosion: Large Scorpion Venom
  • Cloudkill: Black Lotus Extract

Level 1

  • Summon theme changed to Snakes
  • Use Poison feat
  • +3 Heal
  • +3 Appraise
  • +3 Perform

Level 5

  • Immunity to Poison
  • Spawns a random poison each time they rest
  • Poison Empower: Instead of getting poisoned, the Snake Charmer is empowered by the poison for 1 minute/level of the Snake Charmer. This ability doesn't stack and new poisons won't overwrite the existing effect. The empowering is based on the primary poison effect. for example, if a poison decreases 1d6 CON, the Charmer will get 1d6 CON. Poisons that don't have a primary stat ability damage default to 1d6 CON. This ability is relevant to poisons when inflicted by spells and consuming poisonous items. Poisons weapons don't trigger this ability, but the Charmer will still be immune to them.

Level 8

  • 5% Piercing Immunity
  • Snake theme +1

Spellsword

  • Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.

Level 1

  • Weapon Proficiency (Martial) feat
  • Weapon Proficiency (Exotic) feat
  • +1 Attack Bonus

Level 5

  • +2 Magical Damage on melee & ranged attacks

Level 8

  • Damage Reduction 5/+1
  • +2 Attack Bonus (from +1 Attack Bonus at Level 1)

Stalker

Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...

Level 1

  • +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller
  • Sorcerer Token: Camouflage (5) 1 use/day

Level 5

  • Sorcerer Token: Darkness (3) 3 use/day
  • -2 WIS, +2 DEX

Level 8

  • Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect "Invisibility" is applied to them automatically. The PC may not switch this off.
  • Skin irreversibly becomes ashen in tone, even if Level 8 is lost.

Tribal Shaman

Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.

Level 1

  • Animals do not attack you
  • +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller
  • Sorcerer Token: One With the Land (7) 1/day

Level 5

  • +3 Spot
  • +3 Listen
  • 10% Elemental Damage Reduction
  • Tracking player tool

Level 8

  • +2 Wisdom
  • Sorcerer Token: Hold Animal (3) 1/day

Unpredictable

Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.

Level 1

  • +3 Intimidate
  • On Hit Chaos Shield Level 3 to the Sorcerer's Cloth/Armor

Level 5

  • Spell DC fluctuation
  • Random element on each cast of "Flame Weapon"

Level 8

  • A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)

Witchcraft

Whether one who finds their home within the bogs or whose hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1

  • +5 EFUSS Alchemy
  • +5 EFUSS Herbalism
  • +2 VS Disease
  • Use Poison feat

Level 5

  • +5 Spellcraft
  • +2 VS Poison
  • Sorcerer Token: Alter Self 2/day

Level 8

  • Regeneration +1

Zealous Faith

Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.

Level 1

  • +2 Divine Save
  • When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil.
  • Sorcerer Token: Bless (2) 3/day
  • Detect PFA
    • On the chat command "/c detect pfa" a Zealous Faith sorcerer can detect whether creatures nearby have a protection against their alignment
    • Good/Evil only (Good can detect Protection from Good, Evil cat detect Protection from Evil)

Level 5

  • +2 Fear Save
  • When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil

Level 8

  • +2 Will Save
  • When cast on oneself, the element of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil
    • When casting flame weapon on their summoned Shelgarn, the element is replaced with divine/negative
    • When casting flame weapon on a Leysword fighter perk, the element is replaced with divine/negative, provided they share the same Alignment on the Good/Evil axis
  • When casting flame weapon on animated undead, the creature gets negative energy if the sorcerer is evil and has SF Necromancy

Application Only Perks

Due to the nature of these Sorcerer perks, they have been made Application Only by the DM team of EFU.

Bloodcrafter (BETA)

The Bloodcrafter has unique abilities to craft blood golems from blood vials of other creatures in their inventory, through a myriad of spells and tools. As the theme of the perk, and the perk itself, are very unique, only players who have successfully played antagonists and villains, are classy in PvP, and know to report any buggy mechanics and not abuse them will be considered in their applications.

The DM team would like to see it in play and adjust and fix it before making it available for all.

The mechanics of the perk will be sent to the players after a successful app!

Positivist

Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.

Application required. Applications for Positivist are unlikely to be approved at this time.

Spell modifications

  • All hostile spells are disabled (unless otherwise modified below)
  • Flare
    • Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
  • Light
    • in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
  • Burning Hands
    • Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
  • Combust
    • Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
  • Fireball
    • Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
  • Wall of Fire
    • Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
  • Elemental Shield
    • Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the *Positive Energy Bath
    • Lesser Restoration + Healing for Positivist's CHA modifier.
  • Cloudkill
    • Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on entering.
  • Firebrand
    • Rain of Positive Energy - 1d6/lvl Healing for every non-undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)

Level 1

  • Flame Weapon changed to positive energy
  • Summoning theme changed to Celestial

Level 5

  • Sorcerer Token in order to brew healing/restorative brews 5/day (Need the Brew Potion feat in order to use)

Level 8

  • +1 positive energy to attacks
  • Begins to glow,
  • Regeneration +1
  • Sorcerer Token: Rain of Positive Energy (Firebrand(4) 1/day)

Ashen Mirage

The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.

Spell Modifications

  • +4 rounds duration to Mirror Images related spells
  • Mislead and Phantoms of Deception can be recast without destroying current Mirror Images.

Level 1

  • Summon Theme changed to Illusion
  • Arcane Defense: Illusion

Level 5

  • +10 Temporary HP to Mirror Images
  • Once per reset, when the PC suffers a lethal blow there's a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.
    • Greater Sanctuary effect for a single round and an invisibility effect for a single minute.
    • The corpse of the mirror image will disappear after a few minutes.

Level 8

  • +20 Temporary HP to Mirror Images (increased from 10)
  • 20% Concealment
  • The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX.
    • They get a second tool that just fires the same VFX but doesn't swap between them.
    • Shared cooldown of 5 minutes every usage of either of the tools.