GameplayCharacter BuildingClassesSorcererFeatures

Sorcerers, as they grow, will gain confidence in their control of the arcane; obtaining mastery over spellcasting and themselves.

Innate Sorcery

At 1st level, Sorcerers naturally possess an Arcanum, thus not requiring Syntharcs or Pacts. Their natural Sorcery means that their Attunement Shards are not separated by level, being able to combine Shards to produce the same Spells. However, this Sorcerer’s lack of apparatus to control casting means they have difficulties accessing High Level Spells. Sorcerers cast most spells with Skills#Dominance, except for Healing and Buff Spells, which instead use Skills#Empathy.

Your Sorcery Level decides the level limit of your Spells.  ^832859

Innate Shards are your Attunement Shards, with spell cost being equal to Shard Count rather than Level. ^8f9857

  • Attunement
    • Sorcery Level: 2 ^8b3767
    • Innate Shards: 6 ^028579 Additionally, due to your natural Attunement to the arcane, you are better at controlling the elements than most. +20 to General Mechanics#Conjure related ACs.

Ingrained Spell

At 1st level, All Sorcerers have a unique Null Spell, not only to their Class but as an individual. This spell can be customised by its components. The four types of Spell Components are Form, Augment, Sacrifice and Boons.

In order to make a spell you at least need a Form and an Augment and at least 0 Spell Integrity.  Some Components cost Spell Integrity (SI). Start with 6 SI.

Ingrained Spells can be reconfigured during Long Rests.

Forms

^d579d9 These components have the most impact on the spell. Affects how the spell is delivered.

  • Bolt
    • Bolt
    • 30% Base Damage, 60% Base Pen.
    • 3-4/5 Range
    • -2 SI
  • Javelin 
    • Bolt
    • 70% Base Damage, 80% Base Pen
    • 4-6/6 Range
    • -4 SI
  • Crescent
    • Bolt
    • 100% Base Damage, 60% Base Pen.
    • 2-3/4 Range
    • -3 SI

Augments

^6e9879 The school of Arcana from your Classes/Sorcerer/Overview#Arcane Schools

  • Conjuration
    • Decides damage type through elements, -2 SI. If Conjuration isn't chosen, -20% dmg, damage type becomes Arcane
      • Flame
      • Ice
      • Lightning
      • Earth - Pierce
      • Wind - Slash
  • Enchantment
  • Restoration
    • Restore health or remove harmful effects. -3SI

Boons

^cce5bb Optional Spell Buffs which cost Component Points.

  • Explosive
    • -3 SI per rank
      • Rank 1: +20% Pen
      • Rank 2: +1 tile AOE
  • Potency
    • -1 SI per rank
      • Rank 1-3: -10 DS to Inflict ACs
  • Strengthen
    • -2 SI per rank
      • Bolt Rank 1-3: Changes attack to a (1+Rank):R10 Burst Roll.
      • Javelin Rank 1-3: +20% Penetration
      • Crescent Rank 1: Crescent now gains 2 Weapon Templates#Spread
        • Rank 2-3: +20% dmg

Sacrifices

^734bf4 Optional Spell Restrictions which add Component Points

  • Cooldown
    • +3 SI per rank
      • Rank 1-3: +1 Turn CD
  • Channeling
  • Weaken
    • +2 SI per rank
      • Rank 1-3: -20% damage per rank

Raw Infusion

At 2nd level, This Sorcerer has learned to naturally infuse their extra arcane power into their spells. Allows for Spell Surges up to your Sorcery Level consuming 1 Innate Shard per extra level. 

Aria of the Soul

At 2nd level, this Sorcerer now properly tapped into enough of their arcane potential to manifest Tarot Cards. Gain access to Tarot Cards.

  • Tarot Cards ^54ddf1
    • Manifestation of crystallized ideals from the Song. Sorcerers can use these Cards to augment their power.
    • Sorcerers Draw 2 at the start of their turn. All cards that aren't Held are Discarded at the end of the turn.
    • All non-Banished cards are reshuffled into the Draw Pile at the end of combat. Banished cards are returned to the Draw Pile upon short rest.
    • Card Pools
      • Draw Pile - The pool from which cards are drawn at the start of the turn. ^26a595
      • Hand - The current cards you can Play. ^547b3c
        • You can have 4 Cards in your Hand at base.
      • Discard Pile - The pool to which most cards are sent after playing. ^f18dab
      • Graveyard - The pool that Banished cards are sent. ^2e0586
      • Deck - Contains a backup of all cards you own. ^3dc4c5
    • Card Actions
      • Draw - Take cards from your draw pile. 1 Maneuver to manually draw a Card. ^af5895
        • If no cards are in the Draw Pile, all Cards in the Discard Pile are sent to the Draw Pile first.
      • Hold - Keep a card from being discarded at the end of your turn. 1 Maneuver to manually hold a Card. You can hold a max of 1 Card at base. ^c03af8
      • Discard - Discard a Card from your Hand. You can do this manually once per turn. ^f3f8a9
      • Play - You can play 2 Cards per turn as a free action. ^83c1fe
      • Banish - Send a card into the Graveyard. ^470312
    • Card List
      • Hierophant
      • Magician ^a38533
        • +20% base Damage and +20% base Penetration to next spell casted or channelled this turn.
      • Sun ^9a1bcd
        • +20% base AT to next spell casted or channelled this turn.
      • Moon ^ac89f3
        • +20% base RS to next spell casted or channelled this turn.
      • Add up to 3 copies of each Card to your Deck. (Min 8)

Arcane Synchronization

At 5th level, This Sorcerer has learned attune their natural arcanum, in order to inscribe the runes from Catalyst spells into their Leylines. Store 1 castable spell from a catalyst as a Synchronized Spell. You can only have (1 per 10 Skills#Mysticism) Synchronized Spell at at time.

Novice Sorcery

At 6th level, Learn 2 spells between 0-2nd level from your Arcane Schools or the Manipulation school.

Natural Disruptor

At 7th level, Due to their instinctual harnessing of the Arcane they can more easily control and disrupt Spells. +2 to offensive Interference scores.

Greater Sorcery

At 11th level, This Sorcerer has learned to delve deeper within their arcane potential, learning how to bypass the limits of their Leylines and taking 2 spells with them. Learn 3 spells from your Classes/Sorcerer/Overview#Arcane Schools between 3rd and 5th Level.

Spells above your Sorcery Level can be casted with Grand Sorceries. ^d1d6d9

Arcanum Invasion

At 14th level, This sorcerer has learned to seize more spells from the Song, even from foreign Arcane Schools. Learn a Null Spell and a Level 1st-2nd spell not from the Restoration or Manifestation school.

Resonance Training

At 15th level, this Sorcerer has enhanced their resonance within the Song through rigorous training. Learn 4 spells from your Classes/Sorcerer/Overview#Arcane Schools between 0-6th level.

  • Attunement
  • Tarot Cards
    • Choose one of the following Cards as a Major Arcana and add one copy into your Deck.
    • Major Arcana
      • Powerful Cards that shape how you interact with Tarot Cards.
      • The World
        • Play all Cards that were Held. Locks you from playing Cards until the end of next turn. Counts as 3 Plays
      • The Devil
        • All Cards played this turn are free but are instantly Banished.
      • **The Emperor
        • At the start of your turn for the next 2 turns, Draw 1, then Banish 1.
      • The Empress
        • Restore the next 2 Banished Cards, the turn after it is played.

Sorcerer’s Domain

At 18th level, this Sorcerer has achieved mastery of their mind and arcane potential. Fear yourself no more and invoke your will on the world. Cast customisable ZOC: Arcane Domain. The components of this ZOC are Zone and Effect. Base Spell Level is 5th. Base SI is 18.

Zone

The attributes of the ZOC.

  • Size
    • Base Size: 2 tiles
    • +2 SI for -1 tile range, -1 Spell Level
    • -2 SI for +1 tile range
  • Barrier
    • Sealed
      • Entities cannot leave or enter, but the barrier can be broken through externally to stop the ZOC, Barrier Health is (30% AT * Size * Spell Level). -3 SI
    • Open ^4702b2
      • Entities can leave and enter. -1 Spell Level
    • Trap 
      • Entities can enter but not leave, but the barrier can be broken through externally to stop the ZOC, Barrier Health is (50% AT * Size * Spell Level) . -4 SI, +1 Spell Level
      • Cannot be seen without a Detection AC.
    • Wall
      • Entities can leave but not enter, but the barrier can be broken through externally to stop the ZOC, Barrier Health is (40% AT * Size * Spell Level). -2 SI, +1 Spell Level
  • Conduit
    • Static
      • ZOC X becomes S
      • -1 Spell Level
    • Dynamic
      • ZOC X becomes P
      • -4 SI, + 1 Spell Level
      • Only usable with Open Barriers
  • Duration
    • Base = 3 Turns
    • 2 SI for every turn (-) increase or (+)reduction

Effect

The effect of the ZOC. The domain's effect is usually triggered every turn.

  • Form

    • Choose a form that the effect will be administered through.
      • Sure-Hit
        • 10% * Spell Level dmg, Auto Pen.
        • 1 Turn CD between Sure hits.
      • Component Changes
        • Strengthen is automatically applied based on Spell Level - Sorcery Level.
        • If Spell Level - Sorcery Level is negative, apply an equivalent amount of Weaken.
        • Strengthen/Weaken
          • +(20% * Power) dmg.
  • Augment

    • Choose an arcane school to base the effect on.
      • Component Changes
        • Potency is automatically added based on Spell Level, and is uncapped.
        • Can combine Restoration Augments for -3 SI per extra Effect.
        • Enchantment Augments can added on top of other Augments, -3 SI per extra Effect.
        • Restoration
          • Mend: No longer has a health requirement.
          • +Soothe: +1 Morale to entities every 2 turns. -2 SI
          • +Restore: Heal one [Injury]. -4 SI
        • Enchantment
  • Targeting ^56172b

    • All
      • All Entities are targeted by the Domain Effect. +2 SI if DE is not a Restoration Augment.
      • Harmful DE excludes the user during Chants
    • Biased
      • Only enemies are targeted by the Domain Effect. -3 SI, +1 Spell Level
    • Solo
      • Only the user is protected from the Domain Effect
    • Direct
      • The user chooses a target for the Domain Effect for 1 Maneuver. +3 SI, -1 Spell Level
  • Conditions ^ffc50d

    • Free
      • Once activated, no restrictions
    • Static Chant
      • Gain Status Tokens#Channel S during ZOC, which keeps the Caster still. +5 SI, -2 Spell Level. Breaking Channel will end the spell.
    • Mobile Chant
      • Gain Status Tokens#Channel M during ZOC, which keeps from using their some actions. +3 SI, -1 Spell Level. Breaking Channel will end the spell.
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