Legends of Old Urthe - Hell on Urthe  (D&D v3.5)

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Sorcerer (Adept)

Background
Adepts wield the power of True Magic, altering the fabric of reality and making the impossible happen. They command not what is, but what might be. There is nothing they cannot do if they put their minds to it. Prospective Adepts must journey to the Elven homelands, deep within the woods, to seek instruction from the best and wisest practitioners. There they will be taught simple spells, and guided in a deeper understanding of thaumaturgical principles. Adepts are seen as beings of great power and must prepare themselves for the reactions of others who may variously fear them, be jealous of them, or seek to manipulate them to their own ends. To invoke their powers, Adepts utter no word, nor make any arcane hand passes, instead using material components, substances familiar or rare with attributes that reflect the power that is to be unleashed.

Dark Gods Ascendant
Adepts are far rarer now, for the Elves have little time for more than survival, and all but none to train those with the innate ability in the arts of magic. But still some teachers remain who will take a fledgling Adept under their wing, and some Adepts, the most exceptional, who manage to learn for themselves.

Game Notes
Adepts have all the Sorcerer class features from the Player's Handbook except as follows:

Spell selection limited to appropriate spells, per the Adept spell list below
All spells have a material component only - ie they are treated as if cast with Still Spell (no level penalty) and Silent Spell (no spell level penalty) Feats (where spell description does not include material components, assign whatever seems appropriate)
1 additional spell known per spell level
1 additional spell per day per spell level
+2 on saves vs any spell on the Adept spell list below
Magic Item Creation is at double the standard Experience Point cost
May take any other Feat instead of Familiar at 1st level - see Familiars/Special Mount/Animal Companions notes under House Rules - General for the specifics
Adepts can not multiclass as Chosen or Mystics (however, they may multiclass freely as Wizards - "Book Mages" - though Wizard spells are cast using standard rules, ie require any verbal or somatic components)
Spell List
Level 0
Arcane Mark
Detect Magic
Mage Hand
Open / Close
Prestidigitation
Read Magic
Resistance
Touch of Fatigue


Level 1
Alarm
Animate Rope
Chill Touch
Color Spray
Disguise Self
Enlarge Person
Erase
Faerie Fire
Hold Portal
Identify
Mage Armor
Magic Missile
Nystul's Magic Aura
Ray of Enfeeblement
Reduce Person
Shield
Summon Monster I
Tenser's Floating Disc


Level 2
Alter Self
Arcane Lock
Bear's Endurance
Blur
False Life
Ghoul Touch
Glitterdust
Knock
Leomund's Trap
Magic Mouth
Protection from Arrows
Rope Trick
Spectral Hand
Spider Climb
Summon Monster II
Web


Level 3
Arcane Sight
Blink
Dispel Magic
Explosive Runes
Gentle Repose
Glyph of Warding
Keen Edge
Leomund's Tiny Hut
Phantom Steed
Ray of Exhaustion
Secret Page
Sepia Snake Sigil
Shrink Item
Summon Monster III
Vampiric Touch


Level 4
Arcane Eye
Break Enchantment
Contagion
Dimension Door
Dimensional Anchor
Enervation
Enlarge Person, Mass
Evard's Black Tentacles
Leomund's Secure Shelter
Lesser Globe of Invulnerability
Otiluke's Resilient Sphere
Polymorph
Rary's Mnemonic Enhancer
Reduce Person, Mass
Spell Immunity
Summon Monster IV


Level 5
Baleful Polymorph
Bigby's Interposing Hand
Dismissal
Leomund's Secret Chest
Mirage Arcana
Permanency
Planar Binding, Lesser
Prying Eyes
Summon Monster V
Symbol of Pain
Symbol of Sleep
Telekinesis
Teleport
Wall of Force
Waves of Fatigue


Level 6
Analyze Dweomer
Antimagic Field
Bigby's Forceful Hand
Circle of Death
Contingency
Disintegrate
Dispel Magic, Greater
Fox's Cunning, Mass
Globe of Invulnerability
Glyph of Warding, Greater
Guards and Wards
Mordenkainen's Lucubration
Planar Binding
Programmed Image
Summon Monster VI
Symbol of Fear
Symbol of Persuasion
Tenser's Transformation
Undeath to Death


Level 7
Animate Objects
Arcane Sight, Greater
Bigby's Grasping Hand
Drawmij's Instant Summons
Ethereal Jaunt
Forcecage
Limited Wish
Mordenkainen's Magnificent Mansion
Mordenkainen's Sword
Mordernkainen's Faithful Hound
Plane Shift
Prismatic Spray
Spell Turning
Summon Monster VII
Symbol of Stunning
Symbol of Weakness
Teleport Object
Teleport, Greater
Vision
Waves of Exhaustion


Level 8
Antipathy
Bigby's Clenched Fist
Clone
Dimensional Lock
Etherealness
Horrid Wilting
Otiluke's Telekinetic Sphere
Planar Binding, Greater
Polymorph Any Object
Prismatic Wall
Protection from Spells
Prying Eyes, Greater
Shadow Evocation, Greater
Spell Immunity, Greater
Summon Monster VIII
Symbol of Death
Symbol of Insanity
Trap the Soul


Level 9
Bigby's Crushing Hand
Energy Drain
Gate
Mordenkainen's Disjunction
Prismatic Sphere
Refuge
Shapechange
Summon Monster IX
Teleportation Circle
Time Stop
Wail of the Banshee
Wish

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