Sorcery.   Posted by Dragondog.Group: 0
Dragondog
 GM, 35 posts
Thu 21 Jun 2007
at 05:06
Sorcery
Sorcerer Class
Besides what's listed below, the Sorcerer is the same as before.
Starting Feats: Armor Proficiency (Light), Eschew Materials, Simple Weapons Proficiency, Summon Familiar. Sorcerers can wear light armor without incurring the Arcane Spell Failure Chance.

A Sorcerer knows Cha Modifier Sorcery Schools.

Bard Class
Besides what is listed in the class description, a Bard knows one Sorcery School. The Spells Known table is ignored. He has Eschew Materials as a bonus feat.

Spellthief Class
Besides what is listed in the class description, a Spellthief knows one Sorcery School, that has to correspond with the limitations listed in the class, and he gets Eschew Materials as a bonus feat.

Spell Slots A Spell Slot for a given level can be filled up by a spell that has the maximum cost of 20xL+30, where L is the level of the Spell Slot. Or in other words L0= 30, L1= 50, L2= 70...

To cast a spell that would fit into a higher spell slot. Q=(S+N)/2-1, where Q is the higher spell slot, S is the sum of levels from all spell slots, and N is the number of spell slots. The Powerful Sorcerer Feat removes the -1 from the previous calculation.

Ambient Magic
To cast a spell, the Character selects the school or schools he wants to use to cast the spell. He then determines Casting Time, Range, Duration, and Activation. If its effects will cover a group, a mass, or an area. And what kind of effect it will have. The sum derived from this determines Cost.

I've added a simplified version of this system. You pick your Sorcery School or Schools from the list below. You get all the spells associated with that School, or those Schools listed in the SRD and the Dragonlance books. And you use those spells.

Casting Time
Casting Time is the same as standard 3.5.

2. 1 hour
3. 10 minutes
6. Round
7. Standard Action
8. Swift/Immediate Action (GM Veto)

Range
Range is the maximum distance to where the effect of the spell begins.

0. Personal
1. Touch/0ft
2. 20ft
3. Close (25ft + 5ft/2 levels)
5. Medium (100ft + 10ft/level)
7. Long (400ft + 40ft/level)

Duration
Duration is the same as standard 3.5

0. Instantaneous, Concentration
1. Round
2. 1 minute
3. 10 minutes
4. 1 hour
5. 6 hours
6. 1 day
9. Permanent (GM Veto; XP --> more spells)

-2 Concentration with time limit

Activation
Activation is if the spell is activated as an attack, with a save, and/or a skill/ability check is needed.

-4 Touch Attack and Save negates
-3 DC 20 Ability/Skill Check; Touch Attack and Save
-1. Willing Target; Save negates
0. Ranged Touch Attack, Save, Personal
2. Automatic Success on inanimate objects (GM Veto)
4. Auto living (GM Veto)

Area: Spatial (radius)
The spell effect covers an area of the listed size.

0. Individual
2. 5ft
3. 10ft
4. 25ft
5. 50ft
6. 100ft
7. 250ft

4x Area - That is 4 times listed cost above for full circle
1x ¼ Area - Listed cost for cone

Area: Weight
The spell affects a given weight.

0. 2 lbs
1. 5 lbs
2. 10 lbs
3. 20 lbs
4. 50 lbs

Effect: Modifier
The spell gives the listed modifier to something. Or it is the number of dice used. Or the number of targets, but for Damage Spells it is targets x number of dice that will be the Cost from here.

0. ±1
2. ±2
3. ±3
4. ±4
5. ±6
6. ±8
7. ±12
8. ±16
9. ±24

Effect: Target
1. Save Tx4; Skill Tx4
2. AC Tx2; Attack Tx6, Damage Tx8; Ability Tx9;

In most cases Target determines what a Modifier is given to. Tx4 means that you add the Cost for Target and the Cost for Modifier and multiply the sum by 4, or by 2 if the spell is a Damage Spell.

Damage listed here gives a bonus to things that already do damage, e.g. weapons, it is not a Damage Spell.

Attack gives bonus to BAB or to an item.

In each case, especially Save, Skill, Ability, the bonus/penalty is given to one. One Save, One Skill, or One Ability.

If a spell has more than one Modifier/Target effect, calculate each type of effect on its own based on the total sum of modifiers for that effect.

Effect: Movement
Moving a distance. If time is listed, that is the time it takes to move that distance. If no time is listed, it takes no time to move that distance.

1. Move with Caster, 5ft/MA
2. 30ft/R, 15ft/MA, 5ft
3. 50ft/R, 30ft/MA, 15ft
4. 30ft
5. 50ft
6. 100ft
7. 250ft
8. 500ft
9. 1,000ft

+1 1 step d/R, d/MA, d
x2 Spider Climb
x3 Fly
Teleport: Multiply with Weight cost
+20 Self/Target

Effect: Type of Dice
Damage Spells: Add cost for Modifier and Type of Dice, based on that sum you get the actual cost to add to the spell 0 is 18, 1-2 is 36, 5 is 36, 6 is 45, 7 is 54.

0. d3
1. d4
2. d6

Additional Modifiers
1/4 No Action
1/3 Attack, Ability, SV Modifier < 0
1/2 1 single attack; Max 4HD; Other Modifier to Target < 0
2/3 Chaos, Evil, Good, Law Targets only
3/4 Melee Attack
-1 Can’t take any actions until next turn (Movement or GM Veto)
-4 SR (GM Veto)
-2 Works only on Undead
1 Spell in Ray form
Protection from Energy: 1/hp saved per Energy protected

Effect: Information
All listed costs are doubled

3. ¼ Type Magic User; One School/Sphere of Magic
4. Very Rare: ¼ Type Magic; Instance of Precious Metal; Uncommon Instance of Metal; ½ Type Magic User
5. Rare: ½ Type Magic; Magic User; Precious Metal; Prevalent Instance of Metal; Wood; Thoughts
6. One creature Subtype; Magic; Metal; Flesh; Poison; Secret Doors
7. One creature Type; One Element; Male; Female
8. All Elements; Anything supernatural; All Life; Normal Senses

These penalties are removed after doubling for spells with the same effect as teh 3.5 spells with this name.
Detect Magic, Message -2*
Read Magic, Detect Secret Doors, Detect Undead, Alarm -1*

The spell grants the caster information about something. Like Alignment, Magic is divided on two axis. Focused vs. Ambient and Arcane vs. Divine. ¼ Type means that both axis have been assigned. ½ Type means one axis has been assigned. Creature Type and Subtype are the same as listed in Monsters. List of Elements: Fire, Water, Air, Earth, Cold, Acid, Electricity, Light, Darkness, Sonic.

Effect: Condition
Blinded = 18 (L1; AC -2, Conditions at 7)
Dazed = 18 (L0)
Dazzled = 6 (L0; Attack -1, Perception -1)
Exhausted = 33 (L3; ½ Speed, Str -6, Dex -6)
Fatigued = 24 (L0; Dex and Str -2, “Half Speed”)
Fascinated = 28+x (L1; No Action; Perception -4;// Potential threat allows new SV; Obvious threat ends the effect; Other: Action ends the Effect)
Frightened = 77 (L1; Flees if able, Attack, SV, Skills, Ability -2)
Helpless = 51 (L1; No Actions, Dex 0, Melee Attack vs. Helpless +4, R: Coup de Grace)
Nauseated = 16 (L3; 1 Move Action/turn; cannot do anything that require attention/concentration)
Shaken = 69 (L1; Attack, SV, Skills, Ability -2)
Stunned = 36 (L1; Drop everything, No Actions, AC -2, Lose Dex Bonus to AC)
Unconscious = 51 (L1; Helpless)

Effect: Summoning
30 + CR*20

Even if there is a school with the same name in 3.5, this school doesn’t necessarily have the ability to cast all the spells of the 3.5 school with the same name.

Aeromancy: Air, Wind, Flight, Levitation, Vapors, Clouds, Fogs, Smells, Tastes; flying animals, elementals (air), outsiders (air)
Cryomancy: Cold and Ice
Divination: Gain/Hide information about the past, present, and future; celestial template, outsiders (good)
Electromancy: Electricity, lightning, static
Enhancement: Imbue an object with magical power; magical beasts
Force: Force, Telekinesis, barriers, touch
Geomancy: Earth, Stone, Metals, Gems; land animals, elementals (earth), outsiders (earth)
Hydromancy: Water and the movement of it; aquatic animals, elementals (water), outsiders (water)
Mentalism: Mind Control
Necromancy: Dead, Undead, Negative Energy, Ability Penalty; fiendish template, outsiders (evil)
Pyromancy: Fire; elementals (fire), outsiders (fire)
Sonomancy: Sonic
Spectromancy: Light, color, illusion, darkness, invisibility
Summoning: Magical Transportation, bringing creatures from other planes (the other schools he knows determine which planes and creatures)
Transmutation: Changing unliving matter (the other schools he knows determine if he only can make limited changes or what kind of unlimited changes he can do), Changing living matter (the other schools he knows determine if he only can make limited changes or what kind of unlimited changes he can do), Changing magic; vermin, "dire template"

Sorcery School needed to increase his abilities in addition to Transmutation: Charisma needs Spectromancy, Constitution needs Geomancy, Dexterity needs Aeromancy, Intelligence needs Mentalism, Strength needs Force, and Wisdom needs Divination.

I've looked at all the level 0-3 arcane PHB spells and have come to a satisfactory result for almost all of them. Some spells have been completed without fully calculating all the details.

Some of the spells have been moved to another spell level to make things work. Here is the list:

Disrupt Undead L0 --> L1
Glitterdust L1 --> beyond L3
Detect Thoughts L2 --> L0
Daze Monster L2 --> L0
Hideous Laughter L2 --> L1
Touch of Idiocy L2 --> L1
Blur L2 --> L0
Misdirection L2 --> L1
Phantom Trap L2 --> L0
False Life L2 --> L1
Scare L2 --> L1
Spectral Hand L2 --> beyond L3
Darkvision L2 --> L1
Levitate L2 --> L1
Spider Climb L2 --> L1
Sleet Storm L3 --> L2
Stinking Cloud L3 --> L2
Clairaudience/Clairvoyance L3 --> L1
Heroism L3 --> Beyond L3
Hold Person L3 --> L2
Rage L3 --> beyond L3
Displacement L3 --> L0; but this is one of the spells I'm not happy with
Ray of Exhaustion L3 --> L1
Fly L3 --> L1
Slow L3 --> L2

The only other spell I'm not satisfied with is Color Spray.

This message was last edited by the GM at 11:06, Sat 09 Jan 2016.

Dragondog
 GM, 59 posts
Sat 7 Jul 2007
at 13:22
Sorcery - Version 1
Sorcerer Class
Besides what's listed below, the Sorcerer is the same as before.
Starting Feats: Armor Proficiency (Light), Simple Weapons Proficiency, Summon Familiar. Sorcerers can wear light armor without incurring the Arcane Spell Failure Chance.

A Sorcerer knows Cha Modifier Sorcery Schools.

Sorcerers don't need to use any material components.

Spell Slots: A Spell Slot for a given level can be filled up by a spell that has the maximum cost of 20xL+30, where L is the level of the Spell Slot. Or in other words L0= 30, L1= 50, L2= 70...

To cast a spell that would fit into a higher spell slot. Q=(S+N)/2-1, where Q is the higher spell slot, S is the sum of levels from all spell slots, and N is the number of spell slots. The Powerful Sorcerer Feat removes the -1 from the previous calculation.

Ambient Magic
To cast a spell, the Character selects the school or schools he wants to use to cast the spell. He then determines Casting Time, Range, Duration, and Activation. If its effects will cover a group, a mass, or an area. And what kind of effect it will have. The sum derived from this determines Cost.

Casting Time
2. 1 hour
6. Round
7. Standard Action
8. Swift/Immediate Action (GM Veto)

Casting Time is the same as standard 3.5.

Range
0. Personal
1. Touch
2. 20ft
3. Close
5. Medium
7. Long

Range is the maximum distance to where the effect of the spell begins.

Duration
0. Instantaneous, Concentration
1. Round
2. 1 minute
3. 10 minutes
4. 1 hour
5. 6 hours
6. 1 day
9. Permanent (GM Veto; XP --> more spells)

-2 Concentration with time limit

Duration is the same as standard 3.5

Activation
-4 Touch Attack and Save negates
-3 DC 20 Ability/Skill Check; Touch Attack and Save
-1. Willing Target; Save negates
0. Ranged Touch Attack, Save, Personal
2. Automatic Success on inanimate objects (GM Veto)
4. Auto living (GM Veto)

Activation is if the spell is activated as an attack, with a save, and/or a skill/ability check is needed.

Area: Spatial (radius)
0. Individual
1. 5ft cube (not radius)
2. 5ft
3. 10ft
4. 25ft
5. 50ft
6. 100ft

4x Area - That is 4 times listed cost above for full circle
1x ¼ Area - Listed cost for cone

The spell effect covers an area of the listed size.

Area: Weight
0. 2 lbs
1. 5 lbs
2. 10 lbs
3. 20 lbs
4. 50 lbs

The spell affects a given weight.

Effect: Modifier
0. ±1
2. ±2
3. ±3
4. ±4
5. ±6
6. ±8
7. ±12
8. ±16
9. ±24

The spell gives the listed modifier to something. Or it is the number of dice used. Or the number of targets, but for Damage Spells it is targets x number of dice that will be the Cost from here.

Effect: Target
1. Save Tx4; Skill Tx4
2. AC Tx2; Attack Tx6, Damage Tx8;
3. Ability Tx3;

1/2 If part of a Damage Spell

In most cases Target determines what a Modifier is given to. Tx4 means that you add the Cost for Target and the Cost for Modifier and multiply the sum by 4, or by 2 if the spell is a Damage Spell.

Damage listed here gives a bonus to things that already do damage, e.g. weapons, it is not a Damage Spell.

Attack gives bonus to BAB or to an item.

In each case, especially Save, Skill, Ability, the bonus/penalty is given to one. One Save, One Skill, or One Ability.

If there are more than one Modifier/Target combination in the same spell, you can do the following if it lowers cost: Add the modifiers together, add the highest Target Cost (1-3), and the highest multiplier at that cost.

Effect: Movement
1. Move with Caster
2. 15ft/Move Action
3. 100ft/Round

+20 Move Self – It’s more difficult to move yourself than to move something or someone else.

Moving a distance. If time is listed, that is the time it takes to move that distance. If no time is listed, it takes no time to move that distance.

Effect: Type of Dice
0. d3
1. d4
2. d6

Damage Spells: Add Cost for Modifier and Type of Dice and multiply the total cost of the spell, including this sum, according to the following list: 0 x2, 1-2 x4.

Additional Modifiers
1/4 No Action
1/2 1 single attack; Max 4HD
2/3 Chaos, Evil, Good, Law Targets only
3/4 Melee Attack
-1 Can’t take any actions until next turn (Movement or GM Veto)
-4 SR (GM Veto)
-2 Works only on Undead
1 Spell in Ray form

Effect: Information
All listed costs are doubled

3. ¼ Type Magic User; One School/Sphere of Magic
4. Very Rare: ¼ Type Magic; Instance of Precious Metal; Uncommon Instance of Metal; ½ Type Magic User
5. Rare: ½ Type Magic; Magic User; Precious Metal; Prevalent Instance of Metal; Wood; Thoughts
6. One creature Subtype; Magic; Metal; Flesh; Poison; Secret Doors
7. One creature Type; One Element; Male; Female
8. All Elements; Anything supernatural; All Life; Normal Senses

These penalties are removed after doubling for spells with the same effect as teh 3.5 spells with this name.
Detect Magic, Message -2*
Read Magic, Detect Secret Doors, Detect Undead, Alarm -1*

The spell grants the caster information about something. Like Alignment, Magic is divided on two axis. Focused vs. Ambient and Arcane vs. Divine. ¼ Type means that both axis have been assigned. ½ Type means one axis has been assigned. Creature Type and Subtype are the same as listed in Monsters. List of Elements: Fire, Water, Air, Earth, Cold, Acid, Electricity, Light, Darkness, Sonic.

Effect: Condition
Blinded = 22 (L1; AC -2, Conditions at 7)
Dazed = 18 (L0)
Dazzled = 10 (L0; Attack -1, Perception -1)
Fatigued = 20 (L0; Dex and Str -2, “Half Speed”)
Fascinated = 28+x (L1; No Action; Perception -4;// Potential threat allows new SV; Obvious threat ends the effect; Other: Action ends the Effect)
Frightened = 38 (L1; Flees if able, Attack, SV, Skills, Ability -2)
Helpless = 56 (L1; No Actions, Dex 0, Melee Attack vs. Helpless +4, R: Coup de Grace)
Shaken = 26 (L1; Attack, SV, Skills, Ability -2)
Stunned = 34 (L1; Drop everything, No Actions, AC -2, Lose Dex Bonus to AC)
Unconscious = 50 (L1; Helpless)

Even if there is a school with the same name in 3.5, this school doesn’t necessarily have the ability to cast all the spells of the 3.5 school with the same name.

Aeromancy: Air, Wind, Flight, Levitation, Vapors, Clouds, Fogs, Smells
Cryomancy: Cold and Ice
Divination: Gain/Hide information about the past, present, and future
Electromancy: Electricity, lightning, static
Enhancement: Imbue an object with magical power
Force: Force, Telekinesis, barriers
Geomancy: Earth, Stone, Metals, Gems
Hydromancy: Water and the movement of it
Mentalism: Mind Control
Necromancy: Dead, Undead, Negative Energy, Ability Penalty
Pyromancy: Fire
Sonomancy: Sonic
Spectromancy: Light, color, illusion, darkness, invisibility
Summoning: Magical Transportation, bringing creatures from other planes (the other schools he knows determine which planes and creatures)
Transmutation: Changing unliving matter (the other schools he knows determine if he only can make limited changes or what kind of unlimited changes he can do), Changing living matter (the other schools he knows determine if he only can make limited changes or what kind of unlimited changes he can do), Changing magic

Sorcery School needed to increase his abilities in addition to Transmutation: Charisma needs Spectromancy, Constitution needs Geomancy, Dexterity needs Aeromancy, Intelligence needs Mentalism, Strength needs Force, and Wisdom needs Divination.

This message was last edited by the GM at 20:14, Sat 12 July 2008.

Dragondog
 GM, 74 posts
Mon 23 Jul 2007
at 12:06
Re: Sorcery - Version 1b
I've made the following changes.

Ambient Magic

Range
3. Close (25ft + 5ft/2 levels)
5. Medium (100ft + 10ft/level)
7. Long (400ft + 40ft/level)

Effect: Target
2. Ability Tx9;

If a spell has more than one Modifier/Target effect, calculate each type of effect on its own based on the total sum of modifiers for that effect.

Damage Spells do not add cost for Modifier and Type of Dice, they only use the multiplier.

1/2 If part of a Damage Spell - This rule has been removed

If there are more than one Modifier/Target combination in the same spell, you can do the following if it lowers cost: Add the modifiers together, add the highest Target Cost (1-3), and the highest multiplier at that cost. - This rule has been removed

Additional Modifiers
1/3 Attack, Ability, SV Modifier < 0
1/2 Other Modifier to Target < 0

Effect: Condition
Blinded = 18 (L1; AC -2, Conditions at 7)
Dazzled = 6 (L0; Attack -1, Perception -1)
Fatigued = 24 (L0; Dex and Str -2, “Half Speed”)
Fascinated = 28+x (L1; No Action; Perception -4;// Potential threat allows new SV; Obvious threat ends the effect; Other: Action ends the Effect)
Frightened = 77 (L1; Flees if able, Attack, SV, Skills, Ability -2)
Helpless = 51 (L1; No Actions, Dex 0, Melee Attack vs. Helpless +4, R: Coup de Grace)
Shaken = 69 (L1; Attack, SV, Skills, Ability -2)
Stunned = 36 (L1; Drop everything, No Actions, AC -2, Lose Dex Bonus to AC)
Unconscious = 51 (L1; Helpless)

This message was last edited by the GM at 20:14, Sat 12 July 2008.

Dragondog
 GM, 379 posts
Tue 22 Apr 2008
at 12:16
Re: Sorcery - Version 1b
Effect: Movement
¤1. Move with Caster, 5ft/MA
¤2. 30ft/R, 15ft/MA, 5ft
¤3. 50ft/R, 30ft/MA, 15ft
4. 30ft
¤5. 50ft
¤6. 100ft
7. 250ft
8. 500ft
9. 1,000ft

+1 1 step d/R, d/MA, d

This message was last edited by the GM at 20:14, Sat 12 July 2008.

Dragondog
 GM, 403 posts
Sat 24 May 2008
at 14:21
Re: Sorcery - Version 1c
Casting Time
3. 10 minutes

Range
1. Touch/0ft

Area: Spatial (radius)
7. 250ft

Effect: Movement
x2 Spider Climb
x3 Fly
x4 Teleport
+20 Self/Target

Damage Spells: Add cost for Modifier and Type of Dice, based on that sum you get the actual cost to add to the spell 0 is 18, 1-2 is 36, 5 is 36, 6 is 45, 7 is 54.

Additional Modifiers
Protection from Energy: 1/hp saved per Energy protected

Effect: Condition
Exhausted = 33 (L3; ½ Speed, Str -6, Dex -6)
Nauseated = 16 (L3; 1 Move Action/turn; cannot do anything that require attention/concentration)

This message was last edited by the GM at 20:15, Sat 12 July 2008.

Dragondog
 GM, 404 posts
Sat 24 May 2008
at 14:39
Re: Sorcery - Spells
I've looked at all the level 0-3 arcane PHB spells and have come to a satisfactory result for almost all of them. Some spells have been completed without fully calculating all the details.

Some of the spells have been moved to another spell level to make things work. Here is the list:

Disrupt Undead L0 --> L1
Glitterdust L1 --> beyond L3
Detect Thoughts L2 --> L0
Daze Monster L2 --> L0
Hideous Laughter L2 --> L1
Touch of Idiocy L2 --> L1
Blur L2 --> L0
Misdirection L2 --> L1
Phantom Trap L2 --> L0
False Life L2 --> L1
Scare L2 --> L1
Spectral Hand L2 --> beyond L3
Darkvision L2 --> L1
Levitate L2 --> L1
Spider Climb L2 --> L1
Sleet Storm L3 --> L2
Stinking Cloud L3 --> L2
Clairaudience/Clairvoyance L3 --> L1
Heroism L3 --> Beyond L3
Hold Person L3 --> L2
Rage L3 --> beyond L3
Displacement L3 --> L0; but this is one of the spells I'm not happy with
Invisibility Sphere L3 --> L2; but this is one of the spells I'm not happy with
Ray of Exhaustion L3 --> L1
Fly L3 --> L1
Slow L3 --> L2

The only other spell I'm not satisfied with is Color Spray.

This message was last edited by the GM at 15:15, Thu 16 Apr 2009.

Dragondog
 GM, 530 posts
Wed 10 Dec 2008
at 15:34
Re: Sorcery - Spells
These rules are valid at least up to spell level 3.
Summoning: To summon a creature costs 30 + CR*20 spell points, e.g. a CR1 creature would cost 50 sp.

Aeromancy: flying animals, elementals (air), outsiders (air)
Cryomancy:
Divination: celestial template, outsiders (good)
Electromancy:
Enhancement: magical beasts
Force:
Geomancy: land animals, elementals (earth), outsiders (earth)
Hydromancy: aquatic animals, elementals (water), outsiders (water)
Mentalism:
Necromancy: fiendish template, outsiders (evil)
Pyromancy: elementals (fire), outsiders (fire)
Sonomancy:
Spectromancy:
Summoning:
Transmutation: vermin, "dire template"

This message was last edited by the GM at 17:40, Fri 15 July 2016.

Dragondog
 GM, 641 posts
Sat 14 Mar 2009
at 13:50
Re: Sorcery - Spells
Effect: Movement
Moving a distance. If time is listed, that is the time it takes to move that distance. If no time is listed, it takes no time to move that distance.

1. Move with Caster, 5ft/MA
2. 30ft/R, 15ft/MA, 5ft
3. 50ft/R, 30ft/MA, 15ft
4. 30ft
5. 50ft
6. 100ft
7. 250ft
8. 500ft
9. 1,000ft

+1 1 step d/R, d/MA, d
x2 Spider Climb
x3 Fly
Teleport: Multiply with Weight cost
+20 Self/Target
Dragondog
 GM, 670 posts
Fri 10 Apr 2009
at 16:05
Re: Sorcery - Spells
Invisibility Sphere has been updated and is now a L3 spell.
Dragondog
 GM, 1442 posts
Thu 16 Aug 2012
at 04:49
Re: Sorcery - Spells
I've added a simplified version of this system. You pick your Sorcery School or Schools from the list below. You get all the spells associated with that School, or those Schools listed in the SRD and the Dragonlance books. And you use those spells.
Dragondog
 GM, 1573 posts
Sun 11 Nov 2012
at 23:47
Re: Sorcery - Spells
Previously it said that Sorcery didn't need any material components, I've edited that to make my intention clearer. They now have Eschew Materials as a bonus feat.
Dragondog
 GM, 2269 posts
Sat 17 Nov 2018
at 12:18
Re: Sorcery - Spells
Experiencing an animal's senses: 40