Dark Sun Sorcerer

by Johndolar

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Sorcerer

You didn’t choose to become a spellcaster—you were born one. There’s arcane magic in your blood, with the same potential for defiling or preserving as a wizard. Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you’ll rise to become a master spellcaster or fall into a spiral of defiling and self destruction.

During Combat Encounters...

You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells—or when you’ve used them all up—you also rely on cantrips.

During Social Encounters...

Your natural charisma makes you good at interacting with people, and hide that you're an arcane caster.

While Exploring...

You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.

In Downtime...

Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.

You Might...

  • Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.
  • View your lineage with fascination, fear, or something in between—anything from wholehearted acceptance to vehement rejection.
  • Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells..

Others Probably...

  • Consider you to be incredibly powerful and dangerous.
  • Fear you are a defiler, whether you actually are or not.




Sorcerer Advancement

Level Class Features
1
Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repitoure
2
Skill feat, sorcerer feat
3
2nd-rank spells, general feat, signature spells, skill increase
4
Skill feat, sorcerer feat
5
3rd-rank spells, ancestry feat, magical fortitude, skill increase
6
Skill feat, sorcerer feat
7
4th-rank spells, expert spellcaster, general feat, skill increase
8
Skill feat, sorcerer feat
9
5th-rank spells, ancestry feat, lightning reflexes, skill increase
10
Skill feat, sorcerer feat
11
6th-rank spells, general feat, alertness, skill increase, weapon expertise
12
Skill feat, sorcerer feat
13
7th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14
Skill feat, sorcerer feat
15
8th-rank spells, general feat, master spellcaster, skill increase
16
Skill feat, sorcerer feat
17
9th-rank spells, ancestry feat, resolve, skill increase
18
Skill feat, sorcerer feat
19
Bloodline paragon, general feat, legendary spellcaster, skill increase
20
Skill feat, sorcerer feat

Defiling

Anyone who casts arcane spells has the option of defiling. See the last section of this documents for rules on defiling and associated class feats.

Bloodlines

Choose a bloodline that gives you your arcane spellcasting talent. This choice determines additional spells you learn and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines available on Athas are as follows.

Abberant

The destruction of the Pristine Tower has twisted bodies across the tablelands, but in your case it did something diffrent: it affected your mind.

Bloodline skills Intimidation, Occultism
Granted Spells cantrip: daze, 1st: spider sting, 2nd: touch of idiocy, 3rd: vampiric touch, 4th: confusion, 5th: black tentacles, 6th: feeblemind, 7th: warp mind, 8th: uncontrollable dance, 9th: unfathomable song
Bloodline Spells initial: tentacular limbs, advanced: aberrant whispers, greater: unusual anatomy
Blood Magic Aberrant whispers shield one target’s mind or your own, granting a +2 status bonus to Will saving throws for 1 round.

Draconic

One of the sorcerer monarchs of Athas is you distant ancestor. While regular dragons do not exist in Athas, still select a dragon type for purposes of the Bloodline Spells.

Bloodline skills Arcana, Intimidation
Granted Spells cantrip: shield, 1st: true strike, 2nd: resist energy, 3rd: haste, 4th: spell immunity, 5th: chromatic wall, 6th: dragon form, 7th: mask of terror, 8th: prismatic wall, 9th: overwhelming presence
Bloodline Spells initial: dragon claws, advanced: dragon breath, greater: dragon wings
Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.

Elemental

Choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with flame; and if it's water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You replace any existing elemental traits with the trait of the element you chose.

Bloodline skills Intimidation, Nature
Granted Spells cantrip: produce flame*, 1st: burning hands*, 2nd: resist energy, 3rd: fireball*, 4th: freedom of movement, 5th: elemental form, 6th: repulsion, 7th: energy aegis, 8th: prismatic wall, 9th: storm of vengeance
Bloodline Spells initial: elemental toss*, advanced: elemental motion, greater: elemental blast*
Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see above). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

Imperial

One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.

Bloodline skills Arcana, Society
Granted Spells cantrip: detect magic, 1st: magic missile, 2nd: dispel magic, 3rd: haste, 4th: dimension door, 5th: prying eye, 6th: disintegrate, 7th: prismatic spray, 8th: maze, 9th: prismatic sphere
Bloodline Spells initial: ancestral memories, advanced: extend spell, greater: arcane countermeasure
Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

Undead

The touch of undeath runs through your blood. Maybe your ancestor was changed in one of Dregoth's experiments, or perhaps you died and returned a bit different.

Bloodline skills Intimidation, Religion
Granted Spells cantrip: chill touch, 1st: harm, 2nd: false life, 3rd: bind undead, 4th: talking corpse, 5th: cloudkill, 6th: vampiric exsanguination, 7th: finger of death, 8th: horrid wilting, 9th: wail of the banshee
Bloodline Spells initial: undeath's blessing, advanced: drain life, greater: grasping grave
Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).

 

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