Class: Sorcerer.   Posted by GM.Group: 0
GM
 GM, 286 posts
Mon 7 Apr 2014
at 18:26
Class: Sorcerer
A wizard who forgoes spells to instead focus on summoning magic. The sorcerer can bind spirits and outsiders to himself, sometimes against the beings will. Unlike a wizard who trains for the better part of a decade to learn his craft, a Sorcerer needs only a master to teach him the basics of the summoning circle spell and the art of forcing beings from the outer planes to do his bidding.

Humans are the most likely to take this class, with dwarves being a close second. Orcs and Elves veiw those who bind spirits as evil and rarely take this class. Exlies view Sorcerers as untrustworthy rouges and avoid them.

Hitdice:2d4
Skillpoints: 6+int(x2 at first)
Reaction points 5



1 |Summon circle, Bind Outsider
2 |
3 |Dominate outside, Curse
4 |
5 |Bind Spirit,Truename Research
6 |
7 |
8 |Curse
9 |
10|Bind Spirit, Bind outsiders II
11|
12|Curse
13|
14|
15|Bind Spirit, Truename research
16|
17|Curse
18|
19|
20|Truename research
21|
22|Curse
23|Truename research
24|
25|Multibind
26|
27|True name Research
28|Curse
29|
30|Living shade

SPELLS
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Summon Circle: You gain the Summon Circle spell as a bonus spell, in addtion you know three additional names and a discription of all of them. This spell is considered the same level as the highest spell you know.

Bind outsider: You may bind a willing outsider to yourself. This outsider can be summoned without the summon circle spell being drawn, also it forgoes all prices and conditions it usually set for its help. As long as the summon and sorcerer are on the same plane of exsistance they gain Either a +2 to attack, +4 to damage, DR3/-, or fastheal 2(chosen upon binding). A sorcerer may have any number of bound outsiders, but the total hitdice of his bound outsiders may not exceed his own. a socrerer may unbind an outsider at the cost of 20XP.A bound summon must be summoned at least  once a month, if not the binding breaks and the sorcerer loses 20XP. If a summon dies while bound the sorcerer loses 20XP and can not call any other bound summons for 24hours.

Dominate outsider: you add your class level to all domination rolls.

Curses:
Curse of Calling: You may perform an hour long ritual in a safe quiet place that requires 5 crowns and a piece of the creature you are to curse, at the end of this ritual you create a small leather doll filled with clay, ash, and a small glass vial filled with the piece of the person you cursed placed in the dolls head. Twelve hours after this ritual is performed cursed creature is filled with a compulsion to find the doll. They know how far away the doll is and the quickest way to find it, though they do not know why or what they are looking for. The cursed may perform a difficulty 12+your charisma to resist this compulsion each day. This curse lasts until the doll is damaged or destroyed.

Curse of Spite: This curse takes a 5 minute ritual done in a safe quite place to cast and requires a piece of the creature you are to curse.  Once this curse is cast you may force the cursed creature to reroll any one roll a number of times equal to your charisma score plus one. While cursed in this way target cursed creature cannot reroll any roll other than from you. This curse lasts 24 hours.

Evil Eye: As a standard action you may incur a -4 penalty to Attack rolls, defense rolls, or skill rolls to any creature you can see until the end of your next turn.

Curse of sickness: This curse takes a 5 minute ritual done in a safe quiet place and requires a piece of the creature you are to curse. Once this curse is cast the cursed creature takes a -2 to all agility, toughness, and will power rolls until the curse ends and it takes -2 to two stats of your choice until the curse ends. This penalty to stats cannot kill the target, but if the lowered stat would have killed the creature it instead drops to one and the cursed creature also takes -2 to all attack and armor rolls until the curse ends. This curse lasts 24 hours.

Withering Touch: You may make an unarmed attack against a creature, instead of dealing damage you may lower the targets Strength, Dexterity, or Constitution score by 1+¼ your charisma for one round. A creature cannot be killed by this damage, is they would be their stat instead drops to one and they take a -2 to all rolls until the end of your next turn.

Curse of  dominance:  You may perform an hour long ritual in a safe quiet place that requires 5 crowns and a piece of the creature you are cursing, at the end of this ritual you create a small cotton doll filled with sand, blood, and a small glass vial filled with a bit of the person cursed. Whoever hold this doll gains +2 on all rolls against the cursed creature and the cursed creature takes a -2 on all rolls against whoever holds the doll. At anytime the doll may be destroyed to deal 2D6+your charisma untyped damage to the creature cursed. This curse lasts for as long as the doll is neither damaged or destroyed, though both things deal damage to creature cursed, Piercing the vial within the creature with a silver needle ends the curse without dealing damage.

Curse of Incompetence: This curse takes a 5 minute ritual done in a safe quiet place and requires a piece of the creature you are to curse. While under this curse a creature takes a -5 on insight, lore, and perception checks, and cannot reroll these skills. This curse lasts 24 hours.

Foul Presence: A chill surrounds the air around you, this chill unnerves people and scares animals. Animals within 10 ft of you will often panic and lash out, and people within 10 ft take -1 to all attack rolls. All creatures within 10ft take -2 to all insight rolls against you, but feel confident that your hiding something.

Cures of Eyes: This curse takes a 5 minute ritual done in a safe quiet place and requires a piece of the creature you are to curse. While under this curse a creature takes -5 to insight checks and truly believes that someone or someone’s are watching them, during this time you know how far away from you the cursed creature is, in what direction that creature is in relation to you, and the quickest way to get there. This curse lasts 24 hours.

Blight Land: you may perform an hour long ritual in a safe quiet place that costs 5 crowns to create a small curse bag. When this curse bag is placed within a home it ruins the land surrounding it, for as long as the bag is still in the home all animals owned by someone living in the home stop eating and all crops owned by someone living in the home cease to grown. These effects last one year or until the bag is damage or destroyed.

Cursed Servant: you may perform an hour long ritual in a safe quiet place that costs 4 crowns, at the end of this ritual you create a small straw doll that can move of its own accord. This doll has 1 strength and dexterity and has 10 HP. This doll follows your orders to the letter and can move up to a mile away from you. At anytime you may destroy this doll and see and hear what it has seen and heard. This doll exists for 2D4 hours, if it is not destroyed before then all of its memories vanish with it.

Potion Leech: Whenever a potion is drank within 10ft of you gain some of its effect while the drinker loses some of it. Healing potions heal 5 less hp(Min 3 healed) and you heal that much, all other potions last 1 less round(min 1 round) and you gain its effect for one round. You must be at least level 12 to learn this curse.

Foul Touch: You may perform a hour long ritual in a quiet safe place that costs 6 crowns and a dose of poison of your choice, at the end of this ritual you drink a potion of foul liquids and the poison. For the next 24 hours a number of food items you touch equal to ½ charisma are treated as if they were laced with the poison you drank. This uses no action and doesn’t change the taste or texture of the food. The food is no longer poisoned at the end of the curse. You must be at least level 12 to use this curse.

Hateful Eyes: You gain Access to the gaze monster skill. You must be at least level 12 to learn this curse.

Curse of controlling: You may perform an hour long ritual that requires 5 crowns and a piece of the creature cursed, at the end of this ritual you create a small patchwork doll filled with grain, scrap iron, and a small glass vial with a piece of the creature cursed placed in one of its limbs. The cursed creature must do one action you tell the doll upon its creation. It may make a Difficulty 15+ your charisma each day to resist this action. The curse lasts until the doll is damaged or destroyed or until the action is taken. You must be level 12 to learn this curse.

Dark Whispers: You gain a use of Truename research. You must be at least level 12 to learn this curse.

Curse of Binding: You may perform an hour long ritual in a quiet safe place that requires 5 crowns and a piece of the creature cursed, at the end of this ritual you create a doll woven from dried grass filled with mud and a small glass vial filled with the piece of creature cursed. The doll has a red string tied across either the head or a limb. Cursed creature is either blinded or loses the use of a limb of your choice,  A difficulty 15+your charisma  toughness check each day allows the creature to regain this loss for the day. This curse lasts until the doll is damaged or destroyed. You must be level 12 to learn this curse.


Bind Spirit: you may bind one willing or dominated spirit within your body. This spirit grants you a special power but cannot do anything else, though you can hear its voice in your head. everytime you gain this ability another spirit is bound to you and you take another special ability. The special abilities are
+3 to a stat
gain fastheal 2
DR 2/-
gain +3 to a skill roll
a lvl 1 stance
the ability to instacast one of your spells(not bonus)

Truename research: You learn three names and a detailed discription of all of them. You get to choose the race of two of these beings and all 3 creatures are within 10 levels of you.

Bind outsider II: As bind outsider one, only you can also bind dominated outsiders. Dominated outsiders stay dominated while bound, but will often actively seek out loopholes in their orders.

Multibind: You double the total number of hit die of outsiders you can have bonded at once. You gain one bind spirit slot.

Living shade: You have learned to harness the wills of local spirits. If you spend an hour a day doing a ritual that costs 25 crowns worth of oils and gems you can temporarily bind the local nature spirits. This bind makes Three skills of your choice automatically raise to talk 6 for 24 hours.

This message was last edited by the GM at 00:10, Fri 19 Jan 2018.

GM
 GM, 376 posts
 That dude who makes
 Stuff that dosent work
Fri 1 May 2015
at 12:56
Sorcerer spell test
Level-1-2-3-4


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GM
 GM, 397 posts
 That dude who makes
 Stuff that dosent work
Thu 24 Mar 2016
at 03:57
Summoning, an in depth look.
Summon Circle

Summoning Beguins with a Summoning spell circle, this circle functions much like any other circle but special care must be taken to keep this circle free of dust and items that would interfere with the circles magic. Also the older the spell circle the more attuned to it the summoner becomes, for every week that a summoning circle has been active the one who drew it gains a +1 to containment and banishing rolls with it(up to +5).

Familiars

Once, at first level, some one who knows the summon circle spell can preform a ritual to gain a bound creature which acts as a servent. This ritual takes one hour and costs five crowns worth of incense and oils, at the end of this ritual the caster crys out for aid and makes a willpower roll. The willpower roll determines the strength of the casters familiar, as shown below.

Familiar rolls:
1-5: no familiar

6-10- level 5 minon

11-15:  level 5 minion with fastheal 1(max 10hp a day)

16-20: 7 with fast heal 2(max 20hp a day) and 5 bonus skill points

20-25: 7 with fastheal 3(max 30 HP a day) and 5 bonus skill points

26-30: 9 with fastheal 4( max 40 hp a day) and 10 bonus skill points

31-35: 9 with fastheal 5(max 50 HP a day) and 10 bonus skill points

36-40: 10 with fastheal 6(max 50 HP a day) and 20 bonus skill points

40+: 10 with fastheal 7(max 60 HP a day) and 30 bonus skill points.

Calling

 Once the circle is drawn and the caster feels prepared he may attempt summoning. In order to summon you must first spend one minute in quiet meditation to focus your mind, after which you must walk to the edge of the circle and speak aloud the name of the being you wish to call upon. This summons doesn't always work, the stronger a being the harder it is to make it notice a call, see below for chances of summoning

Summoning chance
Minions and Hatchling outsiders always creatures  summoned

Standard ranked creatures have an 80% chance of coming when summoned

Eilite ranked creatures have a 70% chance of coming when summoned

Boss ranked creatures have a 60% chance of coming when summoned

Immortal ranked creatures have a 50% chance of coming when summoned

Legendary Immortal ranked creatures have a 40% chance of coming when summoned

Gods have a 30% chance of coming when summoned.

Using a summoning circle that has dust, grass, dirt, sticks or any other things that would imped the flow of magic give a -10% summoning chance. If you have ever heard an outsider speak its own name you have a +5% chance of being able to summon it successfully. Any outsider who you have dominated before has its summon chance lowered by 10%. Also especially powerful entities can feel when their names are being spoken, some may feel the need to look in on those who speak their name too often. There is a 5%chance that a legendary immortal or got notices you speaking it's name. This chance rises to 10% when in or around a summoning circle.

Tributes

 Often times powerful outsiders have a small ritual attached to them called a tribute. Preforming a tribute takes and additional minute of summoning time and a number of small items. Each outsider will have different requirements, but if all the tributes are done correctly it will add 20% to the summoning chance.

The amounts of tributes needed are as follows:
 A standard or elite ranked monster needs one tribute at 10th level and a second at 20th level

A boss ranked monster always needs one tribute, with a second one needed at 10th and a third needed at 20th

Immortal ranked creatures always need two tribuea, with a third needed at tenth level and a fourth at twentieth.

Legendary immortals and Gods always need three tributes, with a fourth at tenth, a fifth at twentieth, and a sixth unquie tribute at 30th.

All material tributes fade into the outer planes as you summon the creature. Tributes are alwaysexpended, even if the outsider doesn't come. Tributes do not count towards the outsiders payment.

Examples of tributes are as follows:
Deal 1D4 damage to yourself and bleed into the circle

Cast 2D4 pennies into the circle.

Place an item worth 1 and a half crowns into the circle.

Build a small fire in the circle, which extinguishes after the summoning is complete.

Place a small silver bowl filled with clean water in the circle, which is empty after Tue summoning.

Place one pound of ore in the circle, which crumbles into useless dust after the summoning.

Sprinkle one uses of holy water into the circle.

Sprinkle one use of poison into the circle.

Place a plate of fresh fruit or vegetables worth at least 3 pennies in the circle, which are eaten by the summon.

Place a plate of raw or cooked meat worth at least 3 pennies into the circle, which are eaten by the summon.

Place a recently dead humanoid corpse into the circle, which the summon speaks through/eats.

Kill a small number of small animals in the circle.

Chant a specfifc incantation to the summon.

Sing for the summon for at least 1D4 minutes.

Draw a specific spell circle within the summoning circle.

Preform the summoning rituals at a specific time.

Preform the summoning ritual in complete darkness

Preform the summoning ritual on an area free of all darkness/shadows.

Preform the summoning ritual naked.

Deal at least 5 points of a specific elemental damage to the circle.




Bartering

Once summoned the outscircle ill work like any other NPC, you must make speech rolls as normal. Or one can attempt to dominate the outside they summoned. To dominate a summon you must beat the summon in a contest of wills( willpower rolls vs summons willpower +5). If the circle the summon is in is dirty the summon gets a +5 to its willpower roll. At any time during the bartering process the summon may attempt to leave the circle or return to the outer planes through the circle, the summoner may attampt to stop them with a contest of wills(willpower vs willpower).  If the summoning circle is dirty then the outsider gains +5 to all of its containment willpower rolls.

Services
Once a bargain has been struck the outsider will preform his job as any other NPC. If dominated the outsider will preform what you summoned it to do, but will actively look for ways out of service or loopholes in its orders. Dominated outsiders made to fight take -4 to attack rolls and -5 to damage rolls.

Banishing

You can at any time attempt to banish a creature you summon back too its home plane. This is a minor action and requires that you beat the outsider in a contest of wills. If the summoning circle is dirty then the outsider gains a +5 to its roll. The stronger the outsider the better it is at resisting banishment, a boss ranked creature gains a +5 to its willpower vs containment, an immortal gains a +10, legendary immortals gain +15 and gods gain +20.

Trapping
By preforming a ritual and spending 15 crowns worth of incense and gems and crystals you can turn a summon circle into a prison. This circle can hold one outsider for 24 hours. During this time the outsider cannot leave the circle or be banishes. The circle this is done to cannot be used for summoning, and the material components arebexpened at the end of the 24 hour period.

This message was last edited by the GM at 23:26, Thu 24 Mar 2016.