Master Sorcerer

Like the powerful archmage, a master sorcerer has chosen to delve more deeply into his art, to learn the secrets of magic long forgotten or even undiscovered.  Though it is conceivable for a sorcerer to become an archmage, the requirements for such a path are harsh and unforgiving for a sorcerer who has a limited selection of spells he may learn.  The path of a master sorcerer is slightly more forgiving, though this is mostly because of the sorcerer's predisposition to becoming a master sorcerer, with its highly developed manipulation of magic on a very basic level.

Hit Die - d6

 

Requirements -

To qualify to become a master sorcerer, a character must fulfill all the following criteria.

Concentration - 16 ranks

Knowledge[Arcana] - 16 ranks

Spellcraft - 16 ranks

Feats - Spell Focus[any two schools], Skill Foocus[knowledge:arcane or spellcraft]

Spellcasting - Ability to cast arcane spells of 7th llevel or higher without preparation, knowledge of 5th level or higher spell from at least four schools

 

Class Skills -

The master sorcerer's class skills are; Bluff[Cha], Concentration[Con], Diplomacy[Cha], Intimidate[Cha], Knowledge[arcana], Scry[Int], Spellcraft[Int]

Skill Points at Each Level - 4 + Int modifier

 

Class Features -

 

Weapon and Armor Proficiency - Master sorcerers gain no proficiency with any weapon or armor. 

 

BAB/Saves - As sorcerer

 

Special

1st-Meditative Enlightenment

2nd-Meditative Enlightenment

3rd-Meditative Enlightenment

4th-Meditative Enlightenment

5th-Meditative Enlightenment

 

Spells per Day - A master sorcerer continues to study magic.  Thus, when a new level is gained after he begins the path to become a master sorcerer, he learns new spells per day as if he gained a level in the spellcasting class he previously belonged to before becoming a master sorcerer.  He does not, however, gain any other benefit a character of that class would have gained.

 

Meditative Enlightenment - Through intense meditation and self-assesment, the master sorcerer gains an insight into the intricacies of magic unknown to less experienced sorcerers.  Meditative Enlightment grants a master sorcerer special abilities at the cost of selective, detrimentally altered spellcasting ability.

 

-Expanded Repetoire- By sacrificing a spell slot of any level, the master sorcerer may learn two new spells of the same level as the slot sacrificed.  For example, Kirian chooses to give up one of his 7th levels slots.  In return, he learns a new 7th level spell.

 

-Expanded Casting- Sorcerers are already capable of hurling a great number of spells.  A master sorcerer who chooses expanded casting takes this spell hurling one step further.  By permanently forgetting a spell of a given level, he gains the ability to cast spells of that level two more times per day.

--Note-- Expanded Repetoire and Expanded Casting may not be used to alter spells of the same level.  Kirian couldn't sacrifice a 9th level spell slot to gain a new spell, then turn around and sacrifice a 9th level spell to gain two more 9th level spell slots.

 

-Elemental Variance- A master sorcerer who chooses Elemental Variance must select a type of energy[acid, cold, electricity, fire, or sonic].  Any time he casts a spell dealing elemental damage, he may substitute any amount of that damage with the energy type chosen above.  For example, Kirian, who chose acid, casts a simple fireball.  He decides to alter the fireball so that it does 5d6 acid damage and 5d6 fire damage.  Any mixture is allowed, up to and including completely replacing the original energy of the spell with that chosen above.  The minimum this ability costs is one 4th level slot, though Elemental Variance will then only be able to affect spells of 4th level or less.  Sacrificing a 5th level spell slot allows it to affect spells of 5th level, a 6th level slot allows for 6th level spells to be affected, and so on.  Each spell slot above 4th that is sacrificed adds 1d6 damage to spells affected by Elemental Variance. 

 

-Instinctive Metamagic- Metamagic has long been one of the sorcerer's principle weaknesses.  When a master sorcerer chooses Instinctive Metamagic, he learns to apply metamagic to his spells without increasing their casting times.  For example, if Kirian wished for his spells of 6th level and lower to be able to be maximized without increasing their casting time to a full round, he would sacrifice a 9th level spell slot and forget a 9th level spell.  Maximizing the spells would still raise their level by three, but he would be able to cast them as if they were not metamagically altered.  If he desired all of his spells of 4th level and lower to be able to be cast as quickened spells, it would require the sacrifice of an 8th level spell slot and forgetting of an 8th level spell.

 

-Reverse Effect Metamagic- Not all spells need be at full power.  A master sorcerer who realizes this and learns to control the force of his spells is able to apply certain metamagic feats he knows in a reversed manner.  Spells with only verbal components may be given somantic components by a master sorcerer with the Reverse Effect Metamagic ability and the Still Spell feat.  Doing so would lower the spell's level by one, requiring a lower level spell slot, though the spell's save DC would also be lowered by one.  A reverse empowered spell would have its maximum damage halved and its level reduced by two.  The following metamagic feats may be reversed; Silent Spell, Still Spell, Empower Spell, Extend Spell, and Enlarge Spell.  Reverse Effect Metamagic requires the same sacrifices as Instinctive Metamagic.  For example, Kirian wishes to be able to use the reverse effect metamagic ability on all of his spells of 5th level or lower.  To do so would require the loss of a 7th level spell slot and a 7th level spell.  If he didn't wish to be able to reverse the Empower Spell feat, he could instead use a 6th level spell and spell slot.

--Note-- Instinctive Metamagic and Reverse Effect Metamagic may not be gained through the sacrifice of spells or spell levels that have been gained through uses of Expanded Repetoire or Expanded Casting.

 

-Spell Preparation- A master sorcerer sometimes recognizes the limitations imposed upon him by his class.  It is not uncommon for a sorcerer to find himself in a situation in which his spells are ineffective.  A master sorcerer realizes this weakness and overcomes it, becoming a bit of a wizard in the process.  The master sorcerer learns to prepare a number of spells per day equal to his Charisma modifier using a spellbook, just as if he were a wizard.  This ability costs one 8th level spell slot.

 

-Explorative Casting- Realizing the potential usefulness of magics outside of his regular influence, the master sorcerer studies the spellcasting methods and abilities of another class.  He gains the ability to learn spells from another class of spellcaster.  This ability costs one 7th level spell slot.

 

-Arcane Donation- More often than not, a sorcerer has a surplus of spell slots left over at the end of the day.  Some master sorcerers decide to do something about this surplus.  A master sorcerer with the Arcane Donation ability may temporarily imbue a willing subject with a portion of his power.  This donation lasts for one hour per level of the donating sorcerer.  The cost of Arcane Donation varies from one master sorcerer to another.  Permanently sacrificing a 6th level spell slot allows a master sorcerer donate up to six spell levels to a subject.  For example, Kirian sacrificed a 9th level spell slot when he chose Arcane Donation.  He decides to donate a teleport, fireball, and true strike spell to Areana, his fighter companion.  A master sorcerer can not recover donated spell slots until the subject who recieved the spells uses them or they fade away at the end of the donations duration.

 

Hosted by www.Geocities.ws

1