Sorcerer Perks

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Perks

Like many classes in EFU Sorcerers have a large list of perks to choose from.

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-benefitting 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).

Level 1

  • The sorcerer has no spells of his own.
  • 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.
    • 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

  • Steal Spell 2 - As Steal Spell 1, but acts on a separate spell slot
  • Recall Spell 2 - As Recall Spell 1, but acts on a separate spell slot
  • Sequencer (2 spells) - 1 use/day
  • 12 Spell Resistance

Level 8

  • Steal Spell 3 - As Steal Spell 1/2, but acts on a separate spell slot
  • Recall Spell 3 - As Recall Spell 1/2, but acts on a separate spell slot
  • Sequencer (3 spells) - 1 use/day
  • 14 Spell Resistance

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 raisable 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 amd regeneration. Lasts 2 turns.

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 STR, gloves receive on-hit: ghoul touch. +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.

Contriver

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.

Level 1

  • -35% Arcane Spell Failure, Armor Proficiency (Light)

Level 5

  • +3 Discipline, Armor Proficiency (Medium)

Level 8

  • +2 Constitution, Shield Proficiency

Cultist

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.

Level 1

  • +3 Persuade, +20 Total Maximum Summoning Points

Level 5

  • Bless (2) 1/day, +1 Universal Saves, Changed to +40 Total Maximum Summoning Points

Level 8

  • Lesser Planar Binding (9) 1/day, Changed to +60 Total Maximum Summoning Points

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.

Evil only.

Level 1 Immunity: Sleep. Nightmare 1/day. Level 5 Sleep spell affects 4 + 1d4 HD's worth of more creatures. Nightmare 2/day. Level 8 20% Concealment. +2 to Sleep spell DC. Nightmare 3/day. Nightmare

  • Nightmare (player tool)
  • Deals 2d6 + 1/level magical damage to the sleeping target. Heals the sorcerer for half.
  • Kills a sleeping NPC of hit dice 4 or below.
  • Provides a random boon.

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, Spell Penetration

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)

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.

Spell modifications

  • 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 Umberlee, 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.

Level 1

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

Level 5

  • +1 cold damage. Halves spellcasting 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 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.

Spell modifications

  • Horizikaul's boom
    • Also does 1d4 electrical damage.
  • Ice storm
    • Cold damage changed to electrical.

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.

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.

Level 8

  • 50% Electrical Immunity. Orb max charges now 18.

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.

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.

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.

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.

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 hitpoints 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 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. Does not apply 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 (female only)

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.

Evil only.

Level 1

  • Negative Energy Ray (3) 5/day. Spirit summoning theme. Spirits are drawn to the sorceress (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.

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.

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.

Level 1

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

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

Level 8

  • +2 Charisma, 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 and oozed Lower area bonus

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

Spell modifications

  • 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.

Level 1

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

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.

Level 8

  • 50% Acid Immunity. Crumble 1/day.

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.

Good/Evil only

Level 1

  • Summon Creature 1 1/day token. Summoning theme set depending on alignment (Good: Higher Planes, Lawful-Evil: Devils, Non-lawful evil: Demons).

Level 5

  • +2 save vs opposite alignment's spells. Light emanates from the sorcerer. Good only: 10% Cold Immunity. Evil only: 10% Fire Immunity.

Level 8

  • Damage Reduction 5/+1. Good only: +2 wisdom. Evil only: +2 int. Stronger light emanates from the sorcerer.

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 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

  • Flame Weapon changed to positive energy, celestial summoning theme granted

Level 5

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

Level 8

  • +1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day)

Rotbringer (male only)

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.

Level 1

  • Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.

Level 5

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

Level 8

  • Negative Energy Burst (5) 2/day. Control Undead 1/day.

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.

Level 1

  • +1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps

Level 5

  • +1 Attack Bonus, +2 Strength, 2/- physical damage resistance, Changed to +3 Saves VS Traps

Level 8

  • Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps

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.

Level 1

  • Weapon Proficiency (Martial), Weapon Proficiency (Exotic), +1 AB

Level 5

  • +3 Taunt, +2 Magical Damage on melee & ranged attacks

Level 8

  • Damage Reduction 5/+1, +1 Dodge AC, AB bonus changed to +2

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, Camouflage (5) 1 use/day

Level 5

  • 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.

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, One With the Land (7) 1/day

Level 5

  • +3 Spot, +3 Listen, 10% Elemental Damage Reduction, Tracking Ability

Level 8

  • +2 Wisdom, 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 (Needs a worn armor of any kind)

Level 5

  • Spell DC fluctuation, Random element on 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 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.

Level 1

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

Level 5

  • +5 Spellcraft, + 2 VS Poison

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, Bless (2) 3/day

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 damage of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil[/INDENT] Akin to the fighter class implementations: