Sorcerer Aid Project: Sigils


Homebrew and House Rules

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This is a means to create various options for sorcerers that do not require a decision to be made at character creation.

Sigils
Through the mystic force of their blood, able sorcerers can focus their training so that instead of manifesting knowledge of new spells, they bond that potential arcane energy to their bodies to grant themselves heightened powers and ability. Called sigils, these special powers are as natural to a sorcerer as their own living magic, and are thus impossible for a wizard to write down in a book or a cleric to pray for.

In sorcerous writings, each sigil has a distinct symbol representing it, hence the name. Sigils a sorcerer knows appear on her body in any location she chooses. Many manifest them in aesthetically pleasing arrangements. A sorcerer may choose the colour and style of her sigils (such as flowing script, jagged angles, etc) and may choose for any or all of her sigils to be invisible without the aid of magic. Invisible sigils may be seen in the same manner as an arcane mark.

A sigil is learned in the same way that a sorcerer learns new spells and count toward the total number of spells known. Whenever a sorcerer could learn a new spell, she may select a sigil of the same level or lower instead. Additionally, when a sorcerer may exchange a spell known for a different spell, she may exchange a spell for a sigil or vice versa. A sorcerer may not have a given sigil more than once unless that sigil specifically permits taking it multiple times.

Visible sigils may be identified with a Knowledge (arcana) check with a DC equal to 15 + the sigil's equivalent spell level.

Sigils are presented in the following format:

--

Sigil Name
Level A sigil may have a level from 0 to 9. This indicates its equivalent spell level and the level of spell known that must be spent to learn it.
Prerequisites Most sigils have no prerequisites but some may require certain feats, skill ranks or knowledge of specific spells. If a sorcerer has a sigil that she is missing one or more prerequisites for, it ceases to function until the prerequisites are fulfilled.
Benefit All sigils provide a benefit to the sorcerer proportional to the level of the sigil.

--

I'll start coming up with sigils soon. In the meantime, feel free to add to this idea! Sigils are sort of like feats, and should provide passive effects. 1/day spell-likes or supernatural abilities may be okay but should at least do something different than knowing a spell.


Sigil of Blazing Fire
Level 2
Benefit When you deal fire damage with a spell or weapon, you may ignore up to 5 points of fire resistance.

Improved Sigil of Blazing Fire
Level 4
Prerequisites Sigil of Blazing Fire
Benefit You may ignore up to an additional 5 points of fire resistance, to a maximum of 10.

Greater Sigil of Blazing Fire
Level 6
Prerequisites Improved Sigil of Blazing Fire
Benefit You may ignore up to an additional 10 points of fire resistance, to a maximum of 20.

Master Sigil of Blazing Fire
Level 8
Prerequisites Greater Sigil of Blazing Fire
Benefit You may ignore all fire resistance and treat immunity to fire as fire resistance 20 (this may not be further reduced by this or other effects).

Sigil of Brilliant Lightning
As the Blazing Fire series but for electricity damage.

Sigil of Unrelenting Frost
As the Blazing Fire series but for cold damage.

Sigil of Expeditious Enchantment
Level 4
Benefit When you cast a spell of the enchantment school that has a 1 round casting time, you may cast it as a single full-action instead.

Sigil of Lingering Illusion
Level 3
Benefit When you cease concentration on an illusion spell, it continues for an additional round. Additionally, you may resume concentration on an illusion spell so long as it has not expired. A resumed spell that you stop concentrating on again will last for a number of rounds as if you had stopped concentrating on it for the first time.


The above aren't necessarily supposed to be precisely balanced. I'm just throwing out ideas.


How about one that lets you make a difficult concentration check to cast in an antimagic field.


Just going to put these here:

Smoking Embers:
Spell Known equivalent: 6th level
Benefit: When casting a spell with a fire descriptor all who are damaged by the spell must make a fortitude save or be nauseated for 1d4 rounds.

Blinding Light:
Spell Known Equivalent: 3rd level
Benefit: You may choose to have a spell with the light descriptor force a reflex save on all within its radius -- those that fail this save throw are blinded for 1d6 rounds -- those that make the save are instead dazed for the same length of time.

Numbing Cold:
Spell Known Equivalent: 4th level
Benefit: A creature damaged by a spell with the cold descriptor that you cast must also make a will save or be staggered for 1d3 rounds.

Jolting Shock:
Spell Known Equivalent: 5th level
Benefit: A creature damaged by a spell with the electricity descriptor that you cast must make a fortitude save or be dazed for a number of rounds equal to the spell level of the spell. Each round they are allow a new save throw to negate this effect.

Bolstering Magic:
Spell Know Equivalent: 1st
Benefit: Whenever a creature benefits from a spell you cast with a save throw line of (Harmless) they gain a morale bonus equal to the spell level of the spell on one d20 roll they make before the end of your next turn

**************************************

Also some feats:

Bloodborn prodigy
Prerequisite: Skill gained through a bloodline.
Benefit: Gain a bonus on your bloodline skill equal to 1/2 your sorcerer level.

Bloodborn potency
Prerequisite: Spells gained through a bloodline, Bloodborn prodigy
Benefit: Your bloodline spells are cast at 1 caster level higher than normal and gain a +1 on their save throw DC.

Scrollborn Knowledge
Benefit: Once per day when you refresh your spell slots you may study a scroll of a wizard/sorcerer spell and add it to your list of spells known for the next 24 hours. The scroll is consumed by doing this. This feat may be taken multiple times, each time you take it you may study another scroll for the day.

Adaptable Magic
Prerequisites: Spontaneous spell caster
Benefit: You may add one spell from any spell list to your list of spells known. The spell is treated as if it is a spell level higher than it normally is, and if available on more than one spell list must be taken from list with the highest spell level first (so if it is on the inquisitor list and the cleric list you must take it as if it was a cleric spell). The spell chosen must be at least 2 spell levels below the highest level spell you can cast. This feat may be taken multiple times.

Thematic Magic
Benefit: Choose one spell descriptor and one school of magic. Whenever you cast a spell from that school of magic with the descriptor you chose you do so at +1 caster level and with a +1 to the spell's save throw DC.


Eldritch Talents: Like sigils occasionally sorcerers develop talents that aren't part of their bloodline but offer unique abilities. These often develop in moments of stress and are speculated to be the raw magical talents that later lead to spells. Unlike bloodline powers or Sigils talents must be fueled by spell energy, but tend to be more potent for it. Talents replace the normal bloodline powers sorcerers gain. A talent has a minimum bloodline power that it can replace though later powers can be replaced instead.

Warding Talent
Exchange 1st level bloodline power
Benefit As an immediate action you may surround yourself with a shell of force by expending a spell slot. This shell does not provide concealment or block line of sight but does protect you from attacks and possibly line of effect -- it has hardness equal to your sorcerer level (0 hp) and HP equal to the 5 x spell level slot used to power it. If you are targeted by a spell that doesn't do HP damage the caster must succeed on a caster level check in order to force the spell through the wall (DC = 11+ your caster level).

Telekinesis
Exchange9th level bloodline power
Benefit As a standard action you may attempt a combat maneuver against any target within 30 feet by expending a spell slot. Your CMB equals your sorcerer level + your Cha mod + the spell level of the slot expended. Instead you may life and move a number of objects equal to the spell level and move them 5 feet per spell level. The weight of the objects can be no more than 10 x (caster level + spell level of the slot expended).

Nullifying Talent
Exchange 3rd level bloodline power
Benefit As an immediate action you may attempt to counter a spell or spell like ability (even though spell like abilities can not normally be countered) with a spell slot of equal or higher level to that of the spell or ability you want to counter and make a caster level check as if using dispel magic to counter the spell.


Umbral Reaver wrote:

This is a means to create various options for sorcerers that do not require a decision to be made at character creation.

Sigils
Through the mystic force of their blood, able sorcerers can focus their training so that instead of manifesting knowledge of new spells, they bond that potential arcane energy to their bodies to grant themselves heightened powers and ability. Called sigils, these special powers are as natural to a sorcerer as their own living magic, and are thus impossible for a wizard to write down in a book or a cleric to pray for.

In sorcerous writings, each sigil has a distinct symbol representing it, hence the name. Sigils a sorcerer knows appear on her body in any location she chooses. Many manifest them in aesthetically pleasing arrangements. A sorcerer may choose the colour and style of her sigils (such as flowing script, jagged angles, etc) and may choose for any or all of her sigils to be invisible without the aid of magic. Invisible sigils may be seen in the same manner as an arcane mark.

A sigil is learned in the same way that a sorcerer learns new spells and count toward the total number of spells known. Whenever a sorcerer could learn a new spell, she may select a sigil of the same level or lower instead. Additionally, when a sorcerer may exchange a spell known for a different spell, she may exchange a spell for a sigil or vice versa. A sorcerer may not have a given sigil more than once unless that sigil specifically permits taking it multiple times.

Visible sigils may be identified with a Knowledge (arcana) check with a DC equal to 15 + the sigil's equivalent spell level.

Sigils are presented in the following format:

--

Sigil Name
Level A sigil may have a level from 0 to 9. This indicates its equivalent spell level and the level of spell known that must be spent to learn it.
Prerequisites Most sigils have no prerequisites but some may require certain feats, skill ranks or knowledge of specific spells. If a sorcerer has a...

i really like this. can i expect to see more Sorcerer Aid Projects in the future?


Feel free to poke at these and suggest different levels or rules. I'm iffy on the sigils of might, but hey. Someone going all the way with sorc isn't going to break things with 3 more BAB, even if they go Eldritch Knight. Fighter 1/Sorc 9/EK 10 has BAB 18. One more attack! But hey, sorc/EKs need some love. :3

Sigil of Arcane Warding
Level 1
Prerequisites Spell Focus
Benefit You gain a +1 circumstance bonus on saves against spells or spell-like abilities of schools you have Spell Focus in. Additionally, you gain a +1 circumstance bonus to AC against attack rolls from spells or spell-like abilities of those schools.

Sigil of Uncanny Might
Level 3
Prerequisites Str 13
Benefit Your BAB increases by 1 to a maximum of your hit dice.

Sigil of Heroic Might
Level 6
Prerequisites Str 15, Sigil of Uncanny Might
Benefit Your BAB increases by an additional 1 to a maximum of your hit dice.

Sigil of Legendary Might
Level 9
Prerequisites Str 17, Sigil of Heroic Might
Benefit Your BAB increases by an additional 1 to a maximum of your hit dice.

Sigil of Eternal Youth (Take that, wizards!)
Level 9
Prerequisites Level 20
Benefit You take no penalties for aging and any penalties already accrued are removed. You continue to gain bonuses to your mental ability scores at the normal rate. You gain immunity to magical effects that would change your age category.

Sigil of Discord
Level 5
Benefit When creatures affected by a confusion effect you caused roll for random behaviour, you may declare a desired result. The percentile roll for each affected creature is adjusted by 10% toward that result.

Lesser Sigil of Metamagic
Level 2
Benefit Choose a metamagic feat other than heighten spell that increases a spell's level by 1 or less. Once per day when you cast a spell, you may apply that feat to to the spell without changing its level or casting time.
Special You may take this sigil more than once. Each time you select it, choose another metamagic feat.

Intermediate Sigil of Metamagic
Level 5
Benefit Choose a metamagic feat other than heighten spell that increases a spell's level by 2 or less. Once per day when you cast a spell, you may apply that feat to to the spell without changing its level or casting time.
Special You may take this sigil more than once. Each time you select it, choose another metamagic feat.

Greater Sigil of Metamagic
Level 8
Benefit Choose a metamagic feat other than heighten spell that increases a spell's level by 3 or less. Once per day when you cast a spell, you may apply that feat to to the spell without changing its level or casting time.
Special You may take this sigil more than once. Each time you select it, choose another metamagic feat.


Fnipernackle wrote:
i really like this. can i expect to see more Sorcerer Aid Projects in the future?

This is the only one I've thought of so far. Feel free to contribute!

Do note that the sigils are not yet balanced. I'm throwing out ideas to be played with and explored. Help fine-tune them if you like.


More! Do add your own ideas and comment on those posted. If this really gets rolling I might compile it all into a pdf.

There's a theme to some of these. :D

Sigil of Unbidden Whispers
Level 2
Benefit After rolling a Knowledge check, before knowing the results of the roll you may reroll it with a +2 circumstance bonus. You take 1d4 Wisdom damage after rerolling the check. You may continue rerolling the check as many times as you choose with cumulative circumstance bonuses, so long as you are still conscious.

Sigil of Murmuring Dread
Level 1
Benefit Any creature that targets you with a divination spell or spell-like ability takes 1d4 Wisdom damage if you succeed your saving throw against the effect.

Sigil of Numinous Sight
Level 3
Benefit I CAN SEE FOREVER

(I got distracted. I'll think of something there later)


Sigil of Mobility
Level 2
Benefit
Any time you cast a spell that grants you a new movement type, you gain a +10 bonus to that movement speed.

Sigil of Wind's Protection
Level 3
Benefit
Any time you cast a spell with the [Air] descriptor, you gain a miss chance against ranged attacks equal to 10%/level of the spell that you cast.

Sigil of Transformed Power
Level 3
Benefit
Any time you cast a spell of the Polymorph subschool, you may gain a +2 bonus to any physical ability score (Strength, Dexterity or Constitution) for the duration of that spell's effect.

NO idea how to balance levels on these things, I hope I came close? I like the effects I came up with at least, and I like the idea a lot.

Hmmm... maybe a Sigil that grants Sorcerers Slippery Mind would be a good idea? Not sure.

EDIT

Hope you don't mind, Abraham spalding...

Improved Bolstering Magic
Level 4
Prereq Bolstering Magic
Benefit
Whenever a creature benefits from a spell you cast with a save throw line of (Harmless), they gain a morale bonus equal to the spell level of the spell on all d20 rolls they make for a number of rounds equal to the spell's level.


cool idea, dot.


And now a feat!

Sigiled Soul (General)
Your faint touch of sorcery allows you to bind sigils to yourself.
Prerequisites Able to spontaneously cast arcane spells.
Benefit You may learn sigils as if you were a sorcerer. Any sigils you learn take up a spell known one level higher than normal.


These kind of remind me of the reserve feats.


A magic item!

Sigil Token
Aura strong transmutation; CL 18th
Slot -; Price 750 gp (1st), 3,000 gp (2nd), 6,750 gp (3rd), 12,000 gp (4th), 18,750 gp (5th), 27,000 gp (6th), 36,750 gp (7th), 48,000 gp (8th), 60,750 gp (9th); Weight -

This small disk of metal is etched with a single sorcerous sigil. A sorcerer with a sigil token may use it when refreshing spells per day, to replace one of her spells known of the appropriate level with the sigil stored in the token for 24 hours. For the duration, the chosen spell known is inaccessible and the sorcerer gains the sigil in its place. A sigil token may not be used again until this time has elapsed.

Requirements Craft Wondrous Items, creator must be a sorcerer and must be able to cast spells of the level of sigil token to be created; Cost 325 gp (1st), 1,500 gp (2nd), 3,375 gp (3rd), 6,000 gp (4th), 9,375 gp (5th), 13,500 gp (6th), 18,375 gp (7th), 24,000 gp (8th), 30,375 gp (9th)


Kepp em coming Umbral. Im loving every single one of these.


Fnipernackle wrote:
Kepp em coming Umbral. Im loving every single one of these.

Join in! The more the merrier. :D


Umbral Reaver wrote:
Fnipernackle wrote:
Kepp em coming Umbral. Im loving every single one of these.
Join in! The more the merrier. :D

never been too good at making homebrewed stuff (never really started using it til now).

i just made that Primal Magic bloodline, but no one seemed to interesting in posting their thoughts to help me balance it.


Sigil of Blood Replication
Level 3
Benefit: you may take a full round action to touch the blood of a creature and learn 1 spell that creature knows for 24 hours that is no higher than 2nd level. after the 24 hours, you forget the spell. this spell must be on the sorcerer/wizard spell list. during this time, you may cast the spell normally as if it was on your list of spells known, so long as you have the appropriate level spell slot needed to cast it. you may only learn 1 spell using this method per day. if this ability is used on a willing living target, they must take 1 point of damage per spell level you are trying to learn to provide you with the amount of blood needed to learn the spell.

Sigil of Improved Blood Replication
Prereq: Sigile of Blood Replication
Level 5
Benefit: you may learn 1 additional spell using Blood Replication, to a maximum of 2 spells. this second spell may be no higher than 4th level. you must take a separate full round action to learn the spell. you may use this on the same target, or another target.

Sigil of Greater Blood Replication
Prereq: Sigil of Improved Blood Replication
Level 7
Benefit: you may learn 1 additional spell using Blood Replication, to a maximum of 3 spells. this third spell may be no higher than 6th level. you must take a separate full round action to learn the spell. you may use this on the same target, or another target.

hope these work.


Neat idea. :)

Be careful with those. In a party with a sorcerer and a wizard, a sorc with those could swap a 3rd, 5th and 7th level spell known to borrow 3 spells known of any level from the wizard. Perhaps cap it at up to a 2nd level spell for the first sigil, 4th level for improved and 6th level for greater (i.e. 1 level lower than the sigil's level).

I assume this is meant to work for spells a sorcerer can potentially learn? Not all spells (which would include divine, etc)?


Umbral Reaver wrote:

Neat idea. :)

Be careful with those. In a party with a sorcerer and a wizard, a sorc with those could swap a 3rd, 5th and 7th level spell known to borrow 3 spells known of any level from the wizard. Perhaps cap it at up to a 2nd level spell for the first sigil, 4th level for improved and 6th level for greater (i.e. 1 level lower than the sigil's level).

I assume this is meant to work for spells a sorcerer can potentially learn? Not all spells (which would include divine, etc)?

good idea. i edited it to reflect this idea.

also put in that willing living targets have to take damage equal to the level of the spell you are tying to learn to provide the amount of blood needed to learn the spell.


I really like everything I've read in this thread!

Two questions:

(1) Sigil of Murmuring Dread: can this effect be suppressed if the character wants it to be, or will it trigger every time? (I'm thinking of cases where larger parties have sent folks out to scout and have tried to keep tabs on the scouts via scrying -- would this Sigil hit the stay-behind scryer with wisdom damage?)

(2) Adaptable Magic (by Abraham spalding)
Prerequisites: Spontaneous spell caster
Benefit: You may add one spell from any spell list to your list of spells known. The spell is treated as if it is a spell level higher than it normally is, and if available on more than one spell list must be taken from list with the highest spell level first (so if it is on the inquisitor list and the cleric list you must take it as if it was a cleric spell). The spell chosen must be at least 2 spell levels below the highest level spell you can cast. This feat may be taken multiple times.

-- Let me see if I've got this right - the obtained spell is treated as though one level higher than its highest spell level (Ex: Cure Moderate Wounds (Alchemist 2, Bard 2, Cleric/Oracle 2, Druid 3, Inquisitor 2, Paladin 3, Ranger 3, Witch 2) would be considered 4th level for the Sorcerer, and would take up a 4th level Sorcerer spell known) and must be originally, in its highest-level listing, at least two levels lower than the highest level spell the Sorcerer can cast (continuing the example, the Sorcerer must be 10th level, as he must be capable of casting 5th level spells (3+2=5)). This means, in effect, that the spell that the Sorcerer winds up with occupies a spell-known slot at most one level lower than the highest level spells he can cast, right? Or have I gotten it wrong? (Second Example: Death Ward (alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4) would take a 6th level Sorcerer spell slot and could be obtained by a minimum 14th level Sorcerer (5+2=7))

I really like the potential in Adaptable Magic as I've envisioned it...


Doskious Steele wrote:

I really like everything I've read in this thread!

Two questions:

(1) Sigil of Murmuring Dread: can this effect be suppressed if the character wants it to be, or will it trigger every time? (I'm thinking of cases where larger parties have sent folks out to scout and have tried to keep tabs on the scouts via scrying -- would this Sigil hit the stay-behind scryer with wisdom damage?)

If you voluntarily fail the save, the scryer takes no damage.


Umbral Reaver wrote:
Doskious Steele wrote:

I really like everything I've read in this thread!

Two questions:

(1) Sigil of Murmuring Dread: can this effect be suppressed if the character wants it to be, or will it trigger every time? (I'm thinking of cases where larger parties have sent folks out to scout and have tried to keep tabs on the scouts via scrying -- would this Sigil hit the stay-behind scryer with wisdom damage?)

If you voluntarily fail the save, the scryer takes no damage.

Time to go to bed, I missed that it was on a successful save. XD

I really like these, and they've given me an interest in playing a Sorcerer again.


So far we have 37 sigils!

To break them down by level:

Level : Number of sigils

1: 3
2: 6
3: 6
4: 6
5: 4
6: 5
7: 1
8: 4
9: 2


Doskious Steele wrote:


(2) Adaptable Magic (by Abraham spalding)
Prerequisites: Spontaneous spell caster
Benefit: You may add one spell from any spell list to your list of spells known. The spell is treated as if it is a spell level higher than it normally is, and if available on more than one spell list must be taken from list with the highest spell level first (so if it is on the inquisitor list and the cleric list you must take it as if it was a cleric spell). The spell chosen must be at least 2 spell levels below the highest level spell you can cast. This feat may be taken multiple times.

-- Let me see if I've got this right - the obtained spell is treated as though one level higher than its highest spell level (Ex: Cure Moderate Wounds (Alchemist 2, Bard 2, Cleric/Oracle 2, Druid 3, Inquisitor 2, Paladin 3, Ranger 3, Witch 2) would be considered 4th level for the Sorcerer, and would take up a 4th level Sorcerer spell known) and must be originally, in its highest-level listing, at least two levels lower than the highest level spell the Sorcerer can cast (continuing the example, the Sorcerer must be 10th level, as he must be capable of casting 5th level spells (3+2=5)). This means, in effect, that the spell that the Sorcerer winds up with occupies a spell-known slot at most one level lower than the highest level spells he can cast, right? Or have I gotten it wrong? (Second Example: Death Ward (alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4) would take a 6th level Sorcerer spell slot and could be obtained by a minimum 14th level Sorcerer (5+2=7))

1st example:

I didn't articulate it well -- add this line:
"If the spell is on more than one spell list that has ninth level casting you may choose which spell list to take the spell from between those two (or more) lists."

So in the case of cure moderate wounds you could take it as a 3rd level spell, and would need to be able to cast fourth level spells to do so. Other than that yeah exactly how I saw it in my head.


I really like these, I'm going to see if my DM'll let me use them... Paizo should do something like this.


Oh, fancy, I'm just going to be leaving a note to track the thread. Very nice ideas.


Hey Abe, any chance you got any more of those Eldritch Talents by chance?


Fnipernackle wrote:
Hey Abe, any chance you got any more of those Eldritch Talents by chance?

Yes I have several more I'll be posting later -- just need time to get the verbage right and the mechanics exactly how I want them.

Some more points: The above Warding Talent lasts one round per spell level of the spell used and blocks line of effect for you as well.


With Eldritch Heritage in UM, I was thinking of something for sorcerors to get in on the Wizard's school action. Perhaps this feat will mesh with what you're looking for.

Learned Sorcerer
Requirements: Sorcerer level 3, Int 13
Enchanted by your own innate ability, you've sought out learning that could benefit your spellcasting.
Benefit: Select one ability from a Wizard school or subschool that is available to a wizard at level one. Your wizard level is treated as your sorcerer level - 2 for the purposes of these powers.

For example, this could be used to grab the Disruption ability of the Counterspell subschool, or the Summoner's Charm ability.

Perhaps a second feat that lets the select the other powers, and set the wiz level = sorc level. Hey, if a Wizard can get every ability of sorcs, why not the other way around?


Abraham spalding wrote:
Fnipernackle wrote:
Hey Abe, any chance you got any more of those Eldritch Talents by chance?

Yes I have several more I'll be posting later -- just need time to get the verbage right and the mechanics exactly how I want them.

Some more points: The above Warding Talent lasts one round per spell level of the spell used and blocks line of effect for you as well.

sweet cant wait to see them.


Cheapy wrote:

With Eldritch Heritage in UM, I was thinking of something for sorcerors to get in on the Wizard's school action. Perhaps this feat will mesh with what you're looking for.

Learned Sorcerer
Requirements: Sorcerer level 3, Int 13
Enchanted by your own innate ability, you've sought out learning that could benefit your spellcasting.
Benefit: Select one ability from a Wizard school or subschool that is available to a wizard at level one. Your wizard level is treated as your sorcerer level - 2 for the purposes of these powers.

For example, this could be used to grab the Disruption ability of the Counterspell subschool, or the Summoner's Charm ability.

Perhaps a second feat that lets the select the other powers, and set the wiz level = sorc level. Hey, if a Wizard can get every ability of sorcs, why not the other way around?

i like it. it still needs to be sorcerer level -2 for your effective wizard level for the higher spells. any chance you will type em up and post em here?


Well, I already wrote one, and the second (some schools only have 2 powers, while some have 3. That makes it kinda awkward.) would just allow for the level 8 ability. Or maybe the other level 1 ability, your choice.

The reason for getting rid of the -2 was originally to allow the sorc to get the capstone ability of the school, which usually comes from a 1st level ability. But it occurred to me that the eldritch heritage never gives the capstone ability, so maybe erasing the -2 shouldn't be given.


Cheapy wrote:

Well, I already wrote one, and the second (some schools only have 2 powers, while some have 3. That makes it kinda awkward.) would just allow for the level 8 ability. Or maybe the other level 1 ability, your choice.

The reason for getting rid of the -2 was originally to allow the sorc to get the capstone ability of the school, which usually comes from a 1st level ability. But it occurred to me that the eldritch heritage never gives the capstone ability, so maybe erasing the -2 shouldn't be given.

Those were my thoughts exactly.


Abraham spalding wrote:

I didn't articulate it well -- add this line:

"If the spell is on more than one spell list that has ninth level casting you may choose which spell list to take the spell from between those two (or more) lists."

So in the case of cure moderate wounds you could take it as a 3rd level spell, and would need to be able to cast fourth level spells to do so. Other than that yeah exactly how I saw it in my head.

I suspected that this was your intent, but thanks for clarifying. (Then Death Ward (cleric 4) could be gained as a 5th level spell, not a 6th, but Lesser Restoration would have to be taken as a 3rd level spell rather than a second level spell because only Paladins get it as a first level spell whereas Clerics get it as a second level spell.)

This, to me, fits in nicely with the generic spontaneous-caster concept of "I Am Magic" (compared to the prepared caster concept "I work magic").


These should be typed, as in what school they belong too.


Eric The Pipe wrote:
These should be typed, as in what school they belong too.

i agree. a nice big pdf containing ALL the options presented would be very nice.


Eric The Pipe wrote:
These should be typed, as in what school they belong too.

The talents I have presented are supernatural and therefore don't need a school (I should include that fact in later posts) -- even if they were spell like abilities they still wouldn't have a school of magic they would be associated with since spell like abilities don't have 'schools of magic' on spells and actual spell casting does.

Shadow Lodge

I like this thread.

Not going to add a bunch but I'll change some of my previous thoughts into sigils.

Sigil of Learning
Level Varies
Prerequisites Scribe Scroll
Benefit A sorcerer with this sigil can choose to temporarily add a spell from a scroll to his spells known. A sorcerer can only add spells in this fashion that are on his spell list and the spell added must be a lower level spell than the spell slot used by this sigil. For example if a sorcerer had this sigil in place of a 5th level spell he could use it with a scroll of 4th level or lower. Using a scroll in this fashion consumes it's magic.
A sorcerer can take this sigil multiple times and can retain knowledge of one spell for each Sigil of Learning. Sorcerers retain a spell learned in this fashion for one day per caster level minus the level of the spell or until they choose to learn a new spell.


+1 Dotted.


Warping Talent
Exchange 9th level bloodline power
Benefit: As a full round action expend a spell slot -- you gain a number of evolution powers to spend on yourself equal to the spell level of the slot expended. Your summoner level for the purposes of what evolutions you can buy with these points is equal to your sorcerer level. These evolutions last a number of minutes equal to your sorcerer level. You may have no more than one spell slot expended for evolution points at a time. At level 15 you may have two spell slots expended for evolution points at a time, doing so still takes two full round actions however.

Puppeteer Talent
Exchange 15th level bloodline power
Benefit As a standard action expend a spell slot to cause strings to fly from your finger tips and target a creature you have both line of effect and line of sight too. You make a caster level check with a DC equal to that creatures Hit Dice. If successful that creature obeys your commands for a number of rounds equal to the spell slot of the spell you expended. The creature requires a move action from you each round to cause it to act, but may take a full round action at that point on your turn. It takes no actions on its turn but may attempt to break free with strength check DC equal to 10+spell slot expended+ your Cha Mod. If you lose line of sight or line of effect on the target creature (even momentarily) you lose control of the target. This is not a mind affecting ability and is not prevented by protection from evil, magic circle of protection from evil, mind blank or any similar spell, but freedom of movement does protect from this ability.

Creation Talent
Exchange 3rd level bloodline power
Benefit As a full round action you expend a spell slot to create something out of nothing. The object created cannot have a weight greater than 10 lbs per level of the spell slot expended. If a weapon or armor is created it has an enhancement bonus equal to the spell slot expended - 5 (minimum of +0) and is considered magical even if it doesn't gain an actual enhancement bonus. The item lasts for 1 minute per level of the spell expended and can be dispelled with dispel magic or similar spell (DC 11+your caster level). Larger object can be created but require a full minute and another 2 spell slots of the same level. Doing so allows objects up to 100 lbs per spell level to be created that lasts for 10 minutes per level of the spell slots expended (not 10 minutes for the total of the spell slots though).

Oblivion Talent
Exchange 15th level bloodline power
Benefit Expend a spell slot as a full round action to create a ball of destructive null energy. As a free action you may direct this ball once a round to do one of the following: Protect you from attacks -- in this capacity it intercepts physical attacks as if making a sunder attempt that does 5 points of damage per level of the spell expended and ignores hardness, if the attack is magical it attempts to intercept the energy of the spell as if making a counter spell attempt with your caster level. Attack a specific enemy -- in this capacity it makes one attack for each attack you could make in a full round action normally against a single target within 30 feet of you (excluding bonus attacks from haste spells, Ki expenditure, two weapon fighting or other sources) each attack is a melee touch attack that does not provoke attacks of opportunity and does a number of d6 in damage equal to the spell level of the slot expended. The ball lasts for a number of deflections or attacks equal to the spell level of the slot expended.


this thread is pure win!


Abraham spalding wrote:
Eric The Pipe wrote:
These should be typed, as in what school they belong too.
The talents I have presented are supernatural and therefore don't need a school (I should include that fact in later posts) -- even if they were spell like abilities they still wouldn't have a school of magic they would be associated with since spell like abilities don't have 'schools of magic' on spells and actual spell casting does.

I was mostly thinking of the sigils


Eric The Pipe wrote:
Abraham spalding wrote:
Eric The Pipe wrote:
These should be typed, as in what school they belong too.
The talents I have presented are supernatural and therefore don't need a school (I should include that fact in later posts) -- even if they were spell like abilities they still wouldn't have a school of magic they would be associated with since spell like abilities don't have 'schools of magic' on spells and actual spell casting does.
I was mostly thinking of the sigils

Why would those be tied to a school? They have permanent effects on your magic that is always active (you cast the spell you get the effect from your sigil).

Speaking of which new sigil:

Sigil of Renewing
level 3
Benefit The target(s) of your spells with a save throw line of (harmless) heal a number of hit points equal to 3 x the spell level of the spell cast.


Best idea I’ve seen in a while keep them coming, I’m definitely going to steal this ;P

That said I might have to make adjustments to a few of them for my game. For example I love the sigil of eternal youth but it only takes up a single 9th level spell slot. Who wouldn’t take it? I’d suggest maybe a lower level version that protects against magical aging and is a prerequisite for it?

In any case I feel obligated to contribute (especially since I plan on stealing the idea) so here are a couple more for you, hope you like them :)

Sigil of sorcery
Level 3rd
Prerequisites silent spell, still spell, or eschew materials
Benefit Three times per day a sorcerer may to use either silent spell, still spell, or eschew materials without affecting the spell level of the spell being cast or increasing the casting time. The sorcerer must know the meta-magic feat being used in this way in order to use the sigil with it. This sigil may only be applied to a particular spell once. The sigil may be taken multiple times, each time granting an additional three uses.

Sigil of sorcery, improved
Level 6th
Prerequisites sigil of sorcery and either silent spell, still spell, or eschew materials
Benefit Allows the sigil of sorcery to be used multiple times on a single spell and increases the total number of uses per day by three.

Sigil of sorcery, supreme
Level 9th
Prerequisites sigil of sorcery and either silent spell, still spell, or eschew materials
Benefit Allows the sigil of sorcery to be used an unlimited number of times


Revel all sorcerers have eschew materials -- and it isn't a metamagic feat. Also the sigils are supposed to be 'always on' things -- perhaps changing those into some sort of talent.

Meta talent
Exchange 3rd level bloodline power
Benefit As a swift action expend a spell slot equal to the level adjustment of a metamagic feat you know. The next spell you cast in this round is affected by that metamagic feat without adjusting the casting time or spell level of the spell. This talent does not work with heighten spell.

Greater Meta talent
Exchange 9th level bloodline power Special must have Meta Talent
Benefit as a swift action expend a spell slot a level two levels higher than the level adjustment of a metamagic feat you do not know. The next spell you cast in this round is affected by that metamagic feat without adjusting the casting time or spell level of the spell. Alternatively you can choose to expend a spell slot equal to the combined level of two metamagic feats you know and have them both affect the next spell you cast without adjusting the casting time or spell level of the spell. This talent does not work with heighten spell.


Abraham spalding wrote:

Revel all sorcerers have eschew materials -- and it isn't a metamagic feat. Also the sigils are supposed to be 'always on' things -- perhaps changing those into some sort of talent.

Meta talent
Exchange 3rd level bloodline power
Benefit As a swift action expend a spell slot equal to the level adjustment of a metamagic feat you know. The next spell you cast in this round is affected by that metamagic feat without adjusting the casting time or spell level of the spell. This talent does not work with heighten spell.

Greater Meta talent
Exchange 9th level bloodline power Special must have Meta Talent
Benefit as a swift action expend a spell slot a level two levels higher than the level adjustment of a metamagic feat you do not know. The next spell you cast in this round is affected by that metamagic feat without adjusting the casting time or spell level of the spell. Alternatively you can choose to expend a spell slot equal to the combined level of two metamagic feats you know and have them both affect the next spell you cast without adjusting the casting time or spell level of the spell. This talent does not work with heighten spell.

Hey abe, can u explain the wording of the greater meta talent's first part? When I read it, it sounds exactly like the first talent but u spend a spell slot 2 levels higher. I'm not understanding that. Maybe just have it do the second half? I don't wanna tell you how to make talents since they are your idea. I'm just a bit confused is all.


Fnipernackle wrote:
Abraham Spalding wrote:


Greater Meta talent
Exchange 9th level bloodline power Special must have Meta Talent
Benefit as a swift action expend a spell slot a level two levels higher than the level adjustment of a metamagic feat you do not know. The next spell you cast in this round is affected by that metamagic feat without adjusting the casting time or spell level of the spell. Alternatively you can choose to expend a spell slot equal to the combined level of two metamagic feats you know and have them both affect the next spell you cast without adjusting the casting time or spell level of the spell. This talent does not work with heighten spell.
Hey abe, can u explain the wording of the greater meta talent's first part? When I read it, it sounds exactly like the first talent but u spend a spell slot 2 levels higher. I'm not understanding that. Maybe just have it do the second half? I don't wanna tell you how to make talents since they are your idea. I'm just a bit confused is all.

See it now?

The greater lets you use it with metamagic feats you don't know. Basically if you don't have intensify spell and you still want to use it you can, but it takes a third level spell slot to do so.


Abraham spalding wrote:
Fnipernackle wrote:
Abraham Spalding wrote:


Greater Meta talent
Exchange 9th level bloodline power Special must have Meta Talent
Benefit as a swift action expend a spell slot a level two levels higher than the level adjustment of a metamagic feat you do not know. The next spell you cast in this round is affected by that metamagic feat without adjusting the casting time or spell level of the spell. Alternatively you can choose to expend a spell slot equal to the combined level of two metamagic feats you know and have them both affect the next spell you cast without adjusting the casting time or spell level of the spell. This talent does not work with heighten spell.
Hey abe, can u explain the wording of the greater meta talent's first part? When I read it, it sounds exactly like the first talent but u spend a spell slot 2 levels higher. I'm not understanding that. Maybe just have it do the second half? I don't wanna tell you how to make talents since they are your idea. I'm just a bit confused is all.

See it now?

The greater lets you use it with metamagic feats you don't know. Basically if you don't have intensify spell and you still want to use it you can, but it takes a third level spell slot to do so.

Ok I see it. Sweet! Thanks for clarifying that for me.

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