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Sorcerer (Chosen)
Background
The Chosen command the Elements, the Forces of Nature, bending Air, Earth, Fire and Water to their will. This gift (some would say curse) is bestowed on certain individuals by the Urthe Mother and it is as much an honour to be Chosen as it is a responsibility to ensure the gift is used wisely, for the Chosen hold in their hands the power to do great good or great ill. Once the power is revealed, the Chosen must locate a mentor to show them how to use their talents, lest, unskilled as they are, they inadvertently bring their own destruction down upon themselves. From their mentor they must learn to gauge their own strength as well as the basic tools of their craft. Further, the Chosen need speak no word nor use any material components to affect the elements - they must but master the appropriate gestures with which to control them.
Dark Gods Ascendant
Though the Urthe Mother suffers under the trials and tribulations afflicted upon her, still are the Chosen being born into the world, though now such is no longer a matter for rejoicing, for should the new Masters of the Urthe discover them, then they are taken, either to be twisted to the will of their Dark Mistress, or else slain out of hand.
Game Notes
The Chosen have all the Sorcerer class features from the Player's Handbook except as follows:
- Spell selection limited to appropriate spells, per the Chosen spell list below
- All spells have a somatic component only - ie they are treated as if cast with Eshew Materials and Silent Spell (no spell level penalty) Feats
- 1 additional spell known per spell level
- 1 additional spell per day per spell level
- +2 on saves vs any spell on the Chosen 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
- Chosen can not multiclass as Adepts or Mystics (however, they may multiclass freely as Wizards - "Book Mages" - though Wizard spells are cast using standard rules, ie require any verbal or material components)
Spell List
Level 0
Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Undead
Disrupt Undead
Flare
Know Direction
Light
Mending
Prestidigitation
Ray of Frost
Read Magic
Resistance
Level 1
Animate Rope
Burning Hands
Create Water
Detect Secret Doors
Endure Elements
Feather Fall
Grease
Hide from Undead
Identify
Jump
Longstrider
Magic Stone
Magic Weapon
Obscuring Mist
Pass without Trace
Produce Flame
Shocking Grasp
Level 2
Chill Metal
Continual Flame
Darkness
Darkvision
Detect Snares and Pits
Entangle
Flame Blade
Flaming Sphere
Fog Cloud
Gust Of Wind
Heat Metal
Levitate
Melf's Acid Arrow
Protection from Energy
Pyrotechnics
Resist Energy
Scorching Ray
Shatter
Shillelagh
Soften Earth and Stone
Sound Burst
Whispering Wind
Level 3
Barkskin
Call Lightning
Daylight
Dispel Magic
Fireball
Flame Arrow
Fly
Gaseous Form
Halt Undead
Lightning Bolt
Magic Weapon, Greater
Meld into Stone
Quench
Sleet Storm
Speak with Plants
Stinking Cloud
Stone Shape
Tree Shape
Warp Wood
Water Breathing
Wind Wall
Wood Shape
Level 4
Command Plants
Diminish Plants
Fire Shield
Fire Trap
Flame Strike
Ice Storm
Lesser Globe of Invulnerability
Minor Creation
Plant Growth
Rary's Mnemonic Enhancer
Rusting Grasp
Shout
Solid Fog
Spike Growth
Spike Stones
Stoneskin
Wall of Fire
Wall of Ice
Level 5
Air Walk
Antiplant Shell
Blight
Call Lightning Storm
Cloudkill
Cone of Cold
Control Winds
Fabricate
Major Creation
Passwall
Permanency
Transmute Mud to Rock
Transmute Rock to Mud
Tree Stride
Wall of Stone
Level 6
Acid Fog
Chain Lightning
Commune with Nature
Control Water
Control Weather
Dispel Magic, Greater
Fire Seeds
Flesh to Stone
Mordenkainen's Lucubration
Move Earth
Move Earth
Otiluke's Freezing Sphere
Stone Tell
Stone to Flesh
Sympathetic Vibration
Wall of Iron
Wall of Thorns
Level 7
Animate Plants
Delayed Blast Fireball
Fire Storm
Ironwood
Limited Wish
Phase Door
Repel Wood
Reverse Gravity
Simulacrum
Spell Turning
Spellstaff
Statue
Sunbeam
Transport via Plants
Wind Walk
Level 8
Earthquake
Incendiary Cloud
Iron Body
Polar Ray
Protection from Spells
Repel Metal or Stone
Shout, Greater
Sunburst
Transmute Metal to Wood
Whirlwind
Level 9
Control Plants
Elemental Swarm
Imprisonment
Meteor Swarm
Mordenkainen's Disjunction
Storm of Vengeance
Wish
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