
Eric The Pipe |

Imperious Dispel
Level 5th
Prerequisite Dispel Magic, Greater Dispel Magic, or Mage's Disjunction
Benefit The sorcerer adds her charisma modifier to any dispel magic checks. The Sorcerer can also use a 4th level spell for the day to cast dispel magic or greater dispel magic as an immediate action, though only to counterspell a just cast spell. This is in addition to casting the spell normally.

Revel |

@Abe - wow, could have sworn it was a meta magic feat being almost identical to silent spell and still spell. I looked up and it wasn't a meta-magic feat in 3.5 either. I wonder where I got that idea from?
In any case I knew sorcerers got it for free but included the prereq for any other classes that may be eligible for using sigils. Under the circumstances though it appears there no reason not to simply edit them removing eschew materials all together.
As to the number of times per day I don't recall that being illegal only uncommon. Still in the interest of making everyone happy how about an alternative:
Sigil of silent sorcery
Level 7th
Prerequisites silent spell
Benefit A sorcerer with this sigil may use the silent spell meta-magic feat without increasing the spells level or casting time.
Sigil of still sorcery
Level 7th
Prerequisites still spell
Benefit A sorcerer with this sigil may use the still spell meta-magic feat without increasing the spells level or casting time.

Fnipernackle |

@Abe - wow, could have sworn it was a meta magic feat being almost identical to silent spell and still spell. I looked up and it wasn't a meta-magic feat in 3.5 either. I wonder where I got that idea from?
it WAS a metamagic feat in 3.0. i believe in one of the 3.5 feats it also was a metamagic but in a later book they changed it, or vice versa. i cant remember which. but i always believed that sorcerers should get Eschew Materials for free though. how are you supposed to know what material components to use when you are basically casting an idea (but using the rules for set spells)?

Fnipernackle |

Heres something for players wanting to play blasting sorcerers, like i do :)
Intensify Talent
Exchange 1st level Bloodline Power
Benefit Your spells have the potential to be utterly devastating. As a swift action, you may sacrifice a spell slot. Until the end of your turn, the next damage dealing spell you cast, when rolling damage for that spell, you gain a special benefit from any damage die that rolls it's maximum amount (such as a result of 6 on a D6). When one of your damage dice shows a maximum possible result, reroll that die and add it's result to the original damage total. You can only reroll the die once. You can reroll a number of damage dice equal to the level of the spell slot sacrificed.
Greater Intensify Talent
Prerequisite Intensify Talent
Exchange 9th level Bloodline Power
Benefit As a swift action, you may sacrifice a spell. Until the end of your turn, the next damage dealing spell you cast, when rolling damage for that spell, add a number of dice equal to the level of the spell slot sacrificed to the damage you roll for that spell. These dice must be of the same type as the damage dice of the spell (if the spell does 5d6's of damage, and you sacrificed a 3rd level spell slot, add 3d6's to the damage). In addition, you may use the Intensify Talent with the Greater Intensify Talent using only 1 swift action. You must still sacrifice two spell slots to utilize both, but the spell slots don't have to be of the same level.

Tim4488 |
Heres something for players wanting to play blasting sorcerers, like i do :)
Intensify Talent
Exchange 1st level Bloodline Power
Benefit Your spells have the potential to be utterly devastating. As a swift action, you may sacrifice a spell slot. Until the end of your turn, the next damage dealing spell you cast, when rolling damage for that spell, you gain a special benefit from any damage die that rolls it's maximum amount (such as a result of 6 on a D6). When one of your damage dice shows a maximum possible result, reroll that die and add it's result to the original damage total. You can only reroll the die once. You can reroll a number of damage dice equal to the level of the spell slot sacrificed.Greater Intensify Talent
Prerequisite Intensify Talent
Exchange 9th level Bloodline Power
Benefit As a swift action, you may sacrifice a spell. Until the end of your turn, the next damage dealing spell you cast, when rolling damage for that spell, add a number of dice equal to the level of the spell slot sacrificed to the damage you roll for that spell. These dice must be of the same type as the damage dice of the spell (if the spell does 5d6's of damage, and you sacrificed a 3rd level spell slot, add 3d6's to the damage). In addition, you may use the Intensify Talent with the Greater Intensify Talent using only 1 swift action. You must still sacrifice two spell slots to utilize both, but the spell slots don't have to be of the same level.
I like both of these a lot. I think the wording could be a little clearer, but they're both very good.

Fnipernackle |

Fnipernackle wrote:I like both of these a lot. I think the wording could be a little clearer, but they're both very good.Heres something for players wanting to play blasting sorcerers, like i do :)
Intensify Talent
Exchange 1st level Bloodline Power
Benefit Your spells have the potential to be utterly devastating. As a swift action, you may sacrifice a spell slot. Until the end of your turn, the next damage dealing spell you cast, when rolling damage for that spell, you gain a special benefit from any damage die that rolls it's maximum amount (such as a result of 6 on a D6). When one of your damage dice shows a maximum possible result, reroll that die and add it's result to the original damage total. You can only reroll the die once. You can reroll a number of damage dice equal to the level of the spell slot sacrificed.Greater Intensify Talent
Prerequisite Intensify Talent
Exchange 9th level Bloodline Power
Benefit As a swift action, you may sacrifice a spell. Until the end of your turn, the next damage dealing spell you cast, when rolling damage for that spell, add a number of dice equal to the level of the spell slot sacrificed to the damage you roll for that spell. These dice must be of the same type as the damage dice of the spell (if the spell does 5d6's of damage, and you sacrificed a 3rd level spell slot, add 3d6's to the damage). In addition, you may use the Intensify Talent with the Greater Intensify Talent using only 1 swift action. You must still sacrifice two spell slots to utilize both, but the spell slots don't have to be of the same level.
I tried to word them as clearly and as professionally as I could. You're more than welcome to reword them.

Abraham spalding |

Intensify Talent
Exchange 1st level Bloodline Power
Benefit As a swift action expend a spell slot while casting another spell. If the spell you are casting rolls the maximum number on any dice used to determine damage roll another dice and add it to the total. You may roll a maximum total of extra dice equal to the spell level of the spell slot expended to activate this talent.
Greater Intensify Talent
Prerequisite Intensify Talent
Exchange 9th level Bloodline Power
Benefit As a swift action expend a spell slot while casting another spell. If the spell does damage expressed in dice roll an additional number of dice equal to the level of the spell slot expended. You may use intensify and greater intensify talents at the same time using the same swift action but you must still expend two spell slots to activate each talent.
Hope that helps -- I like these as well. Though I think if I was to present all of these in the same book I would probably change Intensify to the following and include a new universal term:
Intensify Talent
Exchange 1st level Bloodline Power
Benefit As a swift action expend a spell slot while casting another spell. The spell you cast gains the benefit of the exploding dice rule. Each dice may only explode a single time, and you may have no more exploding dice than the spell level of the spell slot expended to activate this talent.
Exploding Dice If a dice benefiting from the exploding dice rule lands on its maximum number then roll an additional dice and add it to the total for the dice roll.

Eric The Pipe |

Revel wrote:@Abe - wow, could have sworn it was a meta magic feat being almost identical to silent spell and still spell. I looked up and it wasn't a meta-magic feat in 3.5 either. I wonder where I got that idea from?it WAS a metamagic feat in 3.0. i believe in one of the 3.5 feats it also was a metamagic but in a later book they changed it, or vice versa. i cant remember which. but i always believed that sorcerers should get Eschew Materials for free though. how are you supposed to know what material components to use when you are basically casting an idea (but using the rules for set spells)?
they are feats from the epic level hand book.

Fnipernackle |

Intensify Talent
Exchange 1st level Bloodline Power
Benefit As a swift action expend a spell slot while casting another spell. If the spell you are casting rolls the maximum number on any dice used to determine damage roll another dice and add it to the total. You may roll a maximum total of extra dice equal to the spell level of the spell slot expended to activate this talent.Greater Intensify Talent
Prerequisite Intensify Talent
Exchange 9th level Bloodline Power
Benefit As a swift action expend a spell slot while casting another spell. If the spell does damage expressed in dice roll an additional number of dice equal to the level of the spell slot expended. You may use intensify and greater intensify talents at the same time using the same swift action but you must still expend two spell slots to activate each talent.Hope that helps -- I like these as well. Though I think if I was to present all of these in the same book I would probably change Intensify to the following and include a new universal term:
Intensify Talent
Exchange 1st level Bloodline Power
Benefit As a swift action expend a spell slot while casting another spell. The spell you cast gains the benefit of the exploding dice rule. Each dice may only explode a single time, and you may have no more exploding dice than the spell level of the spell slot expended to activate this talent.Exploding Dice If a dice benefiting from the exploding dice rule lands on its maximum number then roll an additional dice and add it to the total for the dice roll.
nice. thanks Abe.

Abraham spalding |

Sigil of Inevitable power
Level 4th
Benefit You may spend extend the casting time of your spells to increase the power of the spell. For each move action you expend gain a +1 on the caster level, each standard action also gives a +1 to caster level while extending the casting time by a full round action increases the caster level by +3. You may extend the casting time no more than 2 full rounds beyond the normal casting time for the spell (including metamagic feat casting time extensions).
Sigil of Spell adaptation
Level 3rd
Benefit You may extend the casting time of a spell to casting it with a metamagic feat instead of expending a higher level spell. For each level of adjustment for the metamagic feat you must spend an extra round casting the spell that it would normally take (in addition to the extra time needed for spontaneously casting a spell with a metamagic feat). Bloodline abilities like the arcane bloodlines do not reduce this extra time needed. You must still taken the metamagic feat to use it with a spell.
Metamagic Sigil
LevelVaries, see benefit
benefit This sigil uses up a spell known equal to the spell level adjustment of the metamagic feat in question. You are treated as if you had taken the metamagic feat for all purposes.

WarColonel |

Maybe it is just me, but what if you were to limit the choice to sigils to:
"Whenever a sorcerer gains a bloodline power, he may instead choose to learn a sigil in its place. The sigil must be of equal or lower level of the spell the sorcerer would gain. This includes sigils with variable levels. When the sorcerer attains a new level he may choose to 'forget' one bloodline spell or sigil and learn a new one in its place, as long as it doesn't exceed the spell's original level."
It limits the potential power level of sigils, and allows sigils themselves to potentially be stronger since they cannot be taken at every level.
The wording is a little off, I just cannot figure how.

Eric The Pipe |

Maybe it is just me, but what if you were to limit the choice to sigils to:
"Whenever a sorcerer gains a bloodline power, he may instead choose to learn a sigil in its place. The sigil must be of equal or lower level of the spell the sorcerer would gain. This includes sigils with variable levels. When the sorcerer attains a new level he may choose to 'forget' one bloodline spell or sigil and learn a new one in its place, as long as it doesn't exceed the spell's original level."It limits the potential power level of sigils, and allows sigils themselves to potentially be stronger since they cannot be taken at every level.
The wording is a little off, I just cannot figure how.
No, they work fine, you are giving up a spell known for a power that enhances your spells.

spalding |

Maybe it is just me, but what if you were to limit the choice to sigils to:
"Whenever a sorcerer gains a bloodline power, he may instead choose to learn a sigil in its place. The sigil must be of equal or lower level of the spell the sorcerer would gain. This includes sigils with variable levels. When the sorcerer attains a new level he may choose to 'forget' one bloodline spell or sigil and learn a new one in its place, as long as it doesn't exceed the spell's original level."It limits the potential power level of sigils, and allows sigils themselves to potentially be stronger since they cannot be taken at every level.
The wording is a little off, I just cannot figure how.
What you are suggesting seems to be more inline with the talents I have presented in this thread.

Umbral Reaver |

Sigil of Subdued Visage
Level 2
Benefit You do not need to make a disguise check to appear normal for your race unless you are actively manifesting a power that has a physical ability such as claws or wings.
(this is only necessarily relevant in my home game, where sorcerers have increasing degrees of 'tells' and unnatural traits that give away their bloodline)

Fnipernackle |
1 person marked this as a favorite. |

Here it is. Hope yall enjoy.

Abraham spalding |

Here it is. Hope yall enjoy.
Fnipernackle that's an awesome job. Slap some names on it and the license and I think we almost have something there -- the names part I actually insist on a bit more strongly please.

Fnipernackle |

Fnipernackle wrote:Fnipernackle that's an awesome job. Slap some names on it and the license and I think we almost have something there -- the names part I actually insist on a bit more strongly please.Here it is. Hope yall enjoy.
i was gonna ask about that last night but i got finished late and i really wanted to post it. idk how to do what your talking about so youll have to help me with that. and by names did you mean names of the people that contributed? cause that wont be a problem.

Abraham spalding |

Fnipernackle |

Ok. Ill read through all that confusing mumbo jumbo when I get home (so confusing).
Ill also add the names of those who contributed (by screenname unless they give me their full names, in which I will put along with their screen name).
Any other thoughts on this? Were there many grammatical errors/misspellings in the pdf?
Please post your full names if you want them to be displayed on this pdf. The quicker I get them the quicker I will post the updated link. Thanks.

Fnipernackle |

Here's the link with the updated version with the compatibility logo and the OGL and everything the Paizo website told me i needed (please dont sue me if i got something wrong. i read and reread all the stuff to make sure i had everything i needed to be in compliance and registered everything i was supposed to register. this is my first time).

Fnipernackle |

Fnipernackle |

Fnipernackle |

How did I miss this thread? This is a fantastic idea, and all of these ideas have got me really excited. Dotted.
Edit: Um, I just read the part where you made a pdf of this stuff. I reeeeally hope that doesn't mean you're all done now!
I really hope that we come up with more sigils and talents, and maybe a new SAP all together.
I believe these are balanced. Umbral pointed out a typo and yes dazed on that was broken. Dazzled made it a lot more balanced. Just little things like that I think need to be found.

Bitter Thorn |

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...
Cool

Fnipernackle |