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Groupe de Ena esineve

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Hit Dice: 1d6 per sorcerer levelHit Points at 1st Level: 6 + your Constitution modifierHit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st


Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Choose the draconic bloodline below or one from another source.

They turn into a black hole & the campaign ends then and there. BBEG defeated, go to another galaxy entirely.Or maybe the gods* stop it and turn time back. Perhaps some other magical event is caused by that and chaos ensues.Or maybe the sorcerer just blinks out of existence.GM's decision.*If applicable

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

Hit Dice: 1d6 per sorcerer levelHit Points at 1st Level: 6 + your Constitution modifierHit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have sorcerer as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

Apart from whether or not they use their supernatural powers for good or evil, the words sorcerer and sorceress often imply that such a person is very powerful due to having great skill and command of such powers.

For this reason, the word sorcerer is sometimes used in a figurative way to refer to a person who is very skilled at something, as if they have magical abilities, as in Chris is a sorcerer at coding. The word sorcery can be used to refer to such skill. The words wizard and wizardry are used (even more commonly) in the same ways.

One Force of Nature was summoned by Dreygar and given the Dark Amulet, but was defeated by Aldon.[2] Another was summoned by Greensleeves.[3] The first Force of Nature to be called a Maro-Sorcerer was Multani.[4][5] The maro-sorcerer Sol'Kanar was corrupted into a monster by the planeswalker Geyadrone Dihada so that he might better serve her.[6]

early 15c., "conjurer of spirits, one who uses magic arts in divination," an extended form of earlier sorcer (late 14c.), which is from Old French sorcier, from Medieval Latin sortarius "teller of fortunes by lot; sorcerer" (also source of Spanish sortero, Italian sortiere; see sorcery).

c. 1300, sorcerie, "witchcraft, magic, enchantment; act or instance of sorcery; supernatural state of affairs; seemingly magical works," from Old French sorcerie, from sorcier "sorcerer, wizard," from Medieval Latin sortiarius "teller of fortunes by lot; sorcerer," literally "one who influences fate or fortune," from Latin sors (genitive sortis) "lot, fate, fortune" (see sort (n.)).

Unlike their predecessors, sorcerers have the ability to do area of effect damage. Psychic Wave will be your most used area spell due to its major damage, large AoE, and and neutral element (you can "endow" your psychic wave via summons).

Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. There are 3 levels for each element, each having a different summoning requirement (catalyst). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). A summon has the elemental resistance of that elemental type (agni is 100% fire).Summons each have the ability to change the element of Physic Wave, change the Sorcerers Elemental Resistance (100% resist of that element), and boost certain elemental spell's damage.On top of that, each element has a speciality.

What sets sorcerer apart from their warlock counterpart is the ability to achieve instacast, this applies to some offensive skills (like Psychic Wave, Diamond Dust) and some support skills (like Soul Exhale)

Not all of them were outright killed however, when the Prophecy of Demise was revealed, the male sorcerers known as Doomfire Warlocks were cursed by Malekith, which they delay the fate of having their souls taken by Slaanesh through sacrificing others instead. While they still can be recruited to serve in battles, younger generations of male sorcerers do not have the same fate nor the chance to join them, for Malekith put bounties on their heads instead of specifically cursing them.

Sorcerers serve the same role as Librarians do for Loyalist Space Marine Chapters and Sanctioned Psykers do for the Astra Militarum, though many powerful sorcerers can also be considered psychically-gifted Champions of Chaos and Sorcerer Lords.

Instead of the subtle psychic manipulation and divination used by the Farseers of the Aeldari or the strength-boosting powers of the Space Marine Librarians, the sorcerers of Chaos wield death, destruction, and mutation, the mightiest powers of the Warp.

Through the knowledge gained by such pacts, sorcerers channel the soul-blasting energies of the Warp into potent hexes and blasts of wyrdflame, and they mould the fabric of the material universe with little more than a hate-filled curse.

Because of their constant exposure to the power of Chaos, sorcerers are inevitably haunted by the prospect of eventually succumbing to crippling mutation or insanity. Though they believe they are above mortal concerns, the truth is that they, too, are only pawns, raised up and then expended by the Dark Gods for their own amusement.

From that moment on, the psyker may endure honeyed whispers in his dreams and visions of immortality. Those who succumb to such temptations and make deals for power with the Daemonic denizens of the Immaterium become true sorcerers, able to channel the malefic power of the Warp to its fullest extent, unconstrained by morality or consequences. 041b061a72

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