Caster_Sorcerer Owlbear - valzi/GLOG-classes GitHub Wiki

Starting equipment: 1d4 Trauma, spell implanted in brain, leather armour, dagger

Skill (1d3): Cultist, Dreams, Weather

A Natural Casting, Heritage, 1MD

B Eldritch Adaptation, +1 spell, +1 Attack, 2MD

C Arcane Resilience, +1 spell, d4 HD, 3MD

D Font of Power, Embodiment, +2 spells, +1 Attack, 4MD

Natural Casting

Your MD don’t deplete on a four (only 5/6).

Heritage

Pick where you got your magic from (1d8): Chaos, Dragons, Fire, Ghosts, Elemental, Nature, Summoner, Exemplar. You can use wands and scrolls but only if you befriend them first.

Eldritch Adaptation

A beneficial mutation appropriate for your Heritage. Suggestions are given, but entirely your choice.

Arcane Resilience

You can take 1 Trauma to gain +4 to a save vs. magic, or take half damage from a spell after you see the roll.

Font of Power

You can use expended MD, but add 1d6 for the purpose of Mishaps and Dooms each time you use this ability per day. E.g. Valaxiar has rolled 4 maximum MD, has expended two of them. If she uses 4MD on the next spell, 2d6 would be added to determine any malignancies.

Embodiment

Gain another Adaptation, and your children have a 25% chance to be sorcerous.

Mishaps:

  1. Gain 1 trauma
  2. Take 1d6 damage
  3. Random mutation 1d6 rounds, save or permanent
  4. 1d10% of your body Decays*, save for half
  5. You must cast a spell within 2d6 rounds or 10% of your body Decays, save for half
  6. Take a random Minor Injury, won't apply to Adaptations or Decayed flesh

*As your mortal flesh Decays, it begins to resemble your Heritage more and more. An Elemental Sorcerer will undoubtedly transform into the appropriate substance, while other Heritages have specific traits. Less than 50% has minimal side-effects, more than 75% begins to become increasingly... distracting

Doom:

  1. Roll 5 mishaps, two of your stats switch permanently
  2. Roll 10 mishaps any time over the next hour. It’s like hiccups
  3. Explode for 1d6x1d6 damage. Then, save or mishap every hour.

You might be able to escape your doom if you can fully transform into a spell of your own, and flee your ragged, mortal form. Otherwise, having all spells excised might work. Anyone got a +1 icepick of lobotomy handy?

Heritages

Chaos

Spells:

  1. Randomise Object
  2. Enter Chaos
  3. Transposition
  4. Random Spell
  5. Open Portal

Decay: Chaotic Psychoplasm.

Adaptation: Any, change every morning, save to keep the ones you want.

Dragons

  1. Alter Self
  2. Fire Breath
  3. Detect Gold
  4. Summon Kobold
  5. Fly

Decay: Become huge, brooding and insane.

Adaptation: Teeth, tail, wings, scales.

Fire

  1. Speak with Fire
  2. Light
  3. Burning Hands
  4. Haste
  5. Pyre

Decay: Vulnerable to water, require more and more fuel.

Adaptation: Sneeze Flame, Fire Halo.

Ghosts

  1. Fear
  2. Raise Undead
  3. Death Mask
  4. Fog
  5. Doom

Decay: Become rotted and bestial or beautiful and immobile.

Adaptation: Detachable limbs, spare life.

Elemental (Water, Earth, Air, Other)

  1. Speak with X
  2. Control X
  3. Protection from Y (opposing element)
  4. Investiture of X (Stoneskin etc.)
  5. Wall of X

Decay: Situational, float away, melt or become a small hill.

Adaptation: Situational, usually utility.

Nature

  1. Command Plants
  2. Floral Salvage
  3. Obedient Stone
  4. Locate Leyline
  5. Serpents of the Earth

Decay: Eventually become a tree and put down roots.

Adaptation: Special fruit, extra “limbs"

Summoner

  1. Summon Outsider (start with two Names)
  2. Wizard Vision
  3. Ritual Sacrifice
  4. Command
  5. Rend Portal

Decay: N/A. Mishaps and Dooms are altered.

Adaptation: N/A. Learn a new Name when you would gain a Beneficial Mutation.

Exemplar (Either from a Divine, Fiendish or Spirit) Spells/abilities depend on origin. Check the Cleric, Warlock or Druid for inspiration.

Decay: Matches your originating patron, but not under your control if you disobey orders.

Adaptation: Matches your originating patron.

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