Sorcerer

From Legends of Hyrule
Revision as of 17:01, 8 December 2020 by Guy (talk | contribs) (Created page with "<noinclude>{{Navi|Subclass}} </noinclude>{{Path|Classes|Researcher|Sorcerer}} __TOC__ {{:Sorcerer/Image}} '''Sorcerer''' is one of several possible Researcher#School of...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

ClassesResearcher→ Sorcerer

Sorcerer/Image

Sorcerer is one of several possible Schools of Research you can gain at the 2nd level of the researcher class.

Your school affects which spells you can learn as a researcher. Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels. See Researcher#Sorcerer for an integrated list that combines technomancer features with those of the base researcher class.


This page or section is incomplete, and will eventually be expanded with more information.


Magic Points

At 2nd level, and every researcher level you gain after this, your magic points increase by 4.

Force of Personality

While sorcerers learn their spells through study, many of them infamously empower their spells by the sheer force of their personality. From 2nd level onward, at any time you can choose for Charisma to be your casting ability for your sorcerer spells instead of Intelligence. You can also use Charisma as your casting ability with rods instead of Intelligence. Other class features which rely on Intelligence, such as your Magic Meter, are unaffected.

Sorcerous Ways

Starting from 2nd level, you are proficient in one skill of your choice from Deception, Intimidation, and Perception.

You also become proficient in Charisma saving throws.

Antimagic

You can overpower and break the magic of others while making it look easy. At 6th level, you learn the spells counterspell and dispel magic and they don't count against your spells known. If you already know either spell, you can instead learn another sorcerer spell with the same points (or the same level).

Whenever you cast counterspell or dispel magic, you always have advantage on any ability check called on by either spell.

Absorb Magic

Starting from 10th level, whenever you successfully cause a spell to fail using counterspell, you regain magic points equal to half those used to cast the failed spell (rounded up).

Shield of Sorcery

At 10th level, you learn to armor yourself with the lingering magic of your spells. While you are concentrating on a sorcerer spell, you add +2 bonus to all saving throws in which you lack proficiency, and your AC increases by 2. This cannot increase your AC above 25 (before adding a shield).

Overcharge

Starting from 14th level, when you cast a powered sorcerer spell, you can overpower the spell past your Magic Limit, up to 20 points. For each point above your Magic Limit you push, you take 10 psychic damage immediately after the spell is cast. The damage you take ignores resistance, reduction, and immunity.

Final Form

Starting from 18th level, if you are reduced to 0 heart points but not killed outright, then at the start of your next turn you are brought back to 1 heart point, and you can expend any number of magic points to regain 5 heart points for each magic point spent in this way. If you were brought to 0 heart points by another creature and then expended at least 10 magic points, for 1 minute that creature has disadvantage on all saving throws against spells you cast, and all spell attack rolls you make which target that creature have advantage.

Once you are dropped to 0 heart points, you must finish a long rest before you can again enter your Final Form.

Supreme Sorcery

At 20th level, your magical powers break what other mages would see as impossible barriers. After you cast a spell of 10-points, 11-points, or 12-points, you can cast one more spell of that slot without incurring the normal limitation of Epic Spells. Once you do this one time with any spell, you must finish a long rest before you can do so again.

You also have advantage on all Intelligence (Arcana) checks from now on.

Sorcerer Spell List

The following spells are available to all sorcerers.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.


2-point

Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fog Cloud You create a sphere of fog within range.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.


4-point

Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.


6-point

Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.


8-point

Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.


12-point


13-point


14-point