Arcane Power Excerpts: Cosmic Magic


4th Edition

Shadow Lodge

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Sorcerers
"Colors collide and explode before my eyes. Energy seethes in the Chaos, in the hearts of dragons, behind the dependable cycle of the seasons, and amid the unbridled fury of the storm’s heart. This energy imprints my very blood!"

Because sorcerers call up spells whose source is chaos in some form, such characters have a reputation for being slightly crazed. Though some of them might in truth be a bit "off," or even demented, the naïve do sorcerers as a group a great disservice by mistaking their exuberance for lunacy.

Sorcerers are arcane power users, and they call upon the same general class of spell that wizards and warlocks use. But where wizards learn their spells from tomes and warlocks are given them by a patron entity, sorcerers find the power to incant their spells in their own blood. Whether a particular sorcerer’s blood was imprinted during his or her own lifetime, or a sorcerer’s entire bloodline is so touched and thus is prone to producing sorcery, a sorcerer who takes up the craft seeks always to master the magic born inside, hoping one day to match, spell for spell, the greatest arcanists of the age.

As a sorcerer, you gain power through an instinctive or inborn connection to an ancient arcane source. Instead of the Spell Source options of Dragon Magic and Wild Magic (described in Player’s Handbook 2), you can select either Storm Magic or Cosmic Magic. The choice you make grants you specific features and also provides bonuses to certain sorcerer powers, as detailed in those powers.

Cosmic Magic
The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm’s fury, the dragon’s flight, or the antics of otherworldly primordials. Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others.

The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm’s fury, the dragon’s flight, or the antics of otherworldly primordials. Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others.

Cosmic Persistence: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Cosmic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus equals your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level.

Soul of the Cosmic Cycle: At the end of a short rest or an extended rest, you choose a cosmic phase from those described below and gain its benefits.

The first time you become bloodied during an encounter, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). For example, if you begin an encounter in the phase of the moon, after becoming bloodied you would be in the phase of the stars.

In addition, each time you use a daily arcane attack power, you can choose to change your phase to the next higher-numbered phase immediately after resolving the effects of the power.

1. Phase of the Sun: At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. You also gain resist 5 cold.

2. Phase of the Moon: You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 5 psychic.

3. Phase of the Stars: Whenever an enemy’s attack misses you, you can teleport a number of squares equal to your Strength modifier as a free action. You also gain resist 5 radiant.

The resistance granted by this class feature increases to 10 at 11th level and to 15 at 21st level. While you have resistance from this class feature, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance.

Cosmos Call Sorcerer Attack 1
You access the variety of cycles within the cosmos, randomly pulling out a fundamental force to blast your enemy’s mind.
Daily * Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 2d8 + Charisma modifier psychic damage. Roll a d6 to determine the attack’s addtional benefit.
1–2: The target takes ongoing 5 radiant damage (save ends), and the power gains the radiant keyword.
3–4: The target is slowed (save ends).
5–6: The target is dazed (save ends).
Cosmic Magic: You choose the attack’s additional benefit instead of rolling.
Miss: Half damage.

Dazzling Starlight Sorcerer Attack 13
The stars send shafts of light down upon your foe, blasting its mind and leaving it confounded.
Encounter * Arcane, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 3d6 + Charisma modifier psychic damage. Until the end of your next turn, the target cannot take immediate actions or opportunity actions.
Cosmic Magic: If you use this power while you are in the phase of the stars, the target is dazed until the end of your next turn.

Moon Cage Sorcerer Attack 13
You call upon the moon and gain a fraction of its strength. Using it, you reach out and clutch your foe in a cold cage.
EncounterArcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier cold damage, and the target is restrained until the end of your next turn.
Cosmic Magic: If you use this power while you are in the phase of the moon, the attack deals extra damage equal to your Strength modifier.

Sun and Stars Sorcerer Attack 23
With the force of the solar tide, you blast your foe with a gout of energy that requires both endurance and quickness to withstand.
EncounterArcane, Implement, Psychic, Radiant
Standard Action Ranged 20
Target: One creature
Primary Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier psychic damage, and the target is slowed until the end of your next turn.
Effect: Make a secondary attack against the target.
Secondary Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier radiant damage.Cosmic Magic: If you hit with both attacks, you can change your phase in the cosmic cycle to the phase of the sun or the phase of the stars.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Note: I think Paizo and WotC both frown on full C&P off the WotC boards.

Two thoughts (from someone who doesn't play the game, admitted)

1) I don't like all this 'psychic' damage stuff. Makes me think Psions are dead, and going to be folded under the sorcerer. Especially with Eberron coming out this year.

2) I misread that and thought you has posted Comic magic and the april fools page was up early.


Interesting mix of the two current flavors of the sorcerer. You have the more in the monsters face style of the Dragon Sorcerer with some of the unpredictable feel of the Wild Mage Sorcerer. I wonder what their at-wills will be.

A reply to the concern over psionic, it has its own power source and is widely speculated to be in the PHB3 (along with Dark Sun being in the 2010 setting.) A power with a keyword doesn't mean it gets its power from that.


I definitely like the feel of this one. I'm slightly sad that it uses Strength as its secondary stat, as I suspect that was done simply to have it match with Dragon magic (and I suspect Storm magic will use Dex, so as to sit alongside Wild magic). Keeping the ability scores more focused is good game design - but in this case, doesn't really feel appropriate, while Con would have been a much more reasonable choice (and made for nice multiclassing potential with Star Warlocks.)

But, all that said, I like how it works. The class features themselves actually quite strong... especially compared to the Wild mage. But I think most of the chaos powers seemed a bit more powerful than the cosmic ones, so neither seems to have too much of an edge.

I'm not worried about psychic powers rendering Psionics moot - I'm sure they will be around and have their own power source in PHB3. There have always been non-psions that have had attacks against an opponent's mind - the key is mainly that the Psion is the one who does it best, and I'm sure that will continue to be the case. Others might have a few powers that do Psychic damage, but Psionic classes will really be all about shredding the minds of those that stand in their way.


Several classes already deal psychic damage - it's just a way to differentiate it from physical damage. Psionics will be along in the future.

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