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  1. Sorcerer:
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  4. Meta Slick [100]: For one such as you, whose magic come almost too easily, leaping at your beck and call, it is only natural that you should learn find flexibility in the arcane. Despite this, many sorcerers find that an innate ability bend their spells does not come so easily to them, requiring much greater concentration and increasing the time required to cast magic. For you, this is not the case. Any metamagic you apply to your spells, such as casting by eschewing parts of its components or increasing its power, can be called upon with no increase to the time required to cast it – though any additional cost or strain required will not decrease.
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  7. Wide-Blooded [300]: Every sorcerer is naturally suffused with deep magics energy. For most, this is traced back to an supernatural ancestor that bred into their lineage at some point in the past, but for others it may be as simple as having been born of a line of talented wizards or even the air of a great destiny hanging about them. Whatever the case may be, every sorcerer owes their power to this strange magic that suffused their being, known as a Bloodline. Your bloodline can influence you in a number of ways, from simply having a greater proclivity to certain spells to greater or lesser innate magical abilities and a warped physical appearance.
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  10. You yourself are even more saturated with not one source of magical blood, but two. While this is rare, it is not entirely unheard of, but you are different. Where the bloods would conflict and be diluted within others, in you they are willing to play nicely and you gain the full benefits of both Bloodlines. A strange one you are, but then such is the nature of a sorcerer regardless.
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  13. Deep-Blooded [600]: All sorcerers draw their power from their potent magical natures, drawing on the traces of arcane in their blood and focusing it as their power increases. Some take this farther than others, Dragon Disciples are sorcerers who draw out their dragon blood, slowly transforming themselves and growing ever closer to their draconic ancestors. But this has its limits, as these disciples eventually reach a ceiling, an equilibrium in their nature between both races. However for you, as the trend seems to be, this is not the case.
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  16. When you posses the blood of an ancestor that is potent enough for you to possess some trace or echo of their abilities, those abilities will grow over time and perhaps even branch into entirely new ones over time. In time, you can grow to become as if a member of this ancestor's race yourself. The time required for this will vary greatly depending on both the strength of the being in your lineage and how diluted the blood is, but the more you exercise the abilities, the faster it will be.
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  19. Wizard:
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  22. Magesight [100]: Some are born with an eye for magic – literally. You are capable of seeing magical auras with your naked eye, allowing you to detect spells or enchantments in the world around you as well as any aberrations in the flow of magic. But that's not all. Not only can you recognize that these spells are there, but you also intuitively understand what effects they have. With a glance, you can tell what enchantments that artifact holds… as well as if it’s booby-trapped with magical traps. Additionally, you are naturally capable of reading magical scripts that would normally require spells to decipher.
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  25. Spell Savant [300]: Wizards are powerful, there is no doubt. Masters of the arcane arts, the world bends to your will. But you are also vulnerable in a number of ways. Your magic does not come easily to you in the way it does to sorcerers. For you, it is a science and an art. Your spells must be prepared each day via long and complicated rituals, and due to such length and complexity, these rituals are written down in a wizard's spellbook – one of their most valuable possessions - which is required to prepare the spells. Fortunately, you possess an almost eidetic memory in respect to spells, allowing you to remember even the lengthiest and most powerful spells or rituals with but a glance. This allows you to eschew the need for a spellbook, though you can certainly carry one if you wish – style points and what not.
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  28. Spellmaker [600]: Some mages are masters of the art of creating new spells, weaving such magics in the same way a great composer controls an orchestra. You are counted among their number, being capable of creating new spells with an ease that is the envy of any other wizard. Any attempts to create new spells can be accomplished by you with a quarter of the time, effort, and cost required by an average wizard. And that is for entirely new spells; simply adapting spells you already know for new purposes can be managed even easier.
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  31. But that's not all. Any two-bit wizard can make spells, even if it comes easier to you than it does to others, that alone hardly makes you particularly special. No, what makes you particularly special is your insight into the underlying nature of the arcane. Deep insight into the very underlying nature of magic has granted you a revelation: arcane magic, divine magic, nature magic… really it's all the same stuff on a fundamental level. This arcane epiphany has allowed you to go beyond limitations that bind lesser wizard. You can create arcane versions of any other spells, not only usable by you, but usable by anyone you can teach spells to.
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  34. Cleric:
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  37. Ear of the Divine [100 CP]: The gods are worshipped by many, and the most popular gods are always inundated with a caconophy of prayers. Desperate pleas for help, choirs singing their praises, someone hitting their finger with a hammer – that type of thing. But you are not some peasant praying for rain or something so mundane. You are a Cleric, a holy man, a living conduit of divine power. And when you pray to a deity, your voice is the sound of thunder amongst the rain of other prayers and it will never go unheard. This extends to any other beings that can hear prayers, not just your own god. Something about your inner voice is simply impossible to ignore, even if such a being were actively attempting to tune out prayers.
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  40. Will of the Gods [300]: In a world where gods are an active presence in the land and their servants walk about healing the sick and smiting heathens, it is not hard to convince the common folk to venerate them. For you, this is particularly true. Just interacting with people in a positive light will cause most you meet to start adapting your ideals and beliefs. Something more extreme such as saving them from a grisly fate at the hands of a monster or raising their child from the grave would likely cause most to drop to their knees and convert to your religion on the spot.
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  43. Holy Man [600]: No mere priest are you. You are a living avatar of the god or concept that you worship. All those who look upon you can instantly see that you are more than a man of flesh and blood, you are an icon, a living saint. Were you to worship a god of the sun, all who saw you could tell that you burned with a glorious incandescence and you could summon an aura of sunlight to literally burn with glorious incandescence.
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  46. Furthermore, you overflow with divine energy. Without even channeling energy, your mere touch can heal minor wounds or repel the undead. And your domain spells can be cast at will as often and and many times as you wish without preparing them, so long as you are capable of casting spells of the level of the domain spell you wish to cast. Finally, you can create copies of your holy symbol and favored weapon at will which will remain in existence so long as you are in contact them but will slowly fade away otherwise.
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  49. Druid:
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  52. Shapechanger [100]: All druids eventually learn to wear the shapes of wild beasts, able to become as though majestic creatures they guard and shepherd as servants of nature. You have taken this ability and learned to apply it not only to yourself, but to others as well. After all, if it is possible for you to change your form, why shouldn't it be possible for you to change the forms of others? You can temporarily transform another person into any animal you can become, with a touch. Though it should be noted that it is possible for the person in question to attempt to resist such a transformation.
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  55. The Hills Have Eyes [300]: To be a druid is to become one with nature – or at least as close as is possible. You have learned a unique skill, allowing you to meld your mind with that of the natural world around you. By taking a moment to focus, you can allow your consciousness to drift away from your body and attach to any plant or unintelligent wild beast within a 5 mile radius. Doing so allows you to perceive the world around the planet or animal for as long as you remain focused on doing so and they remain within the allotted range. If you deem it truly necessary, you can even fully leave your body behind, possessing and gaining full control the animal or plant you are attached to. If it is a plant, the nature magic you are in tune with suffuses it, animating it for so long as you remain.
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  58. Lord of the Land [600 CP]: Druids are one and all the guardians and servants of nature and its balance. But you are not merely a servant of nature, you are nobility among the greatest beasts and spirits of the wild. In your soul courses the primal beat of the song of nature, marking you as its companion and guide. Where other druids may learn spells to call upon aspects of nature’s fury, you can simply ask it for help as a dear friend. Ask the ground to quake, the rivers to flood, the harvest to grow, or the beasts of the field forest to come to your aid and it shall be so. Of course, this does have its limits. The larger or more unnatural the the occurance you ask for, the more difficult it will be to rouse nature to your call. It is far easier to call a storm on a cloudy day or ask a predator to fight than a beast of burden to attack… and nature will be loathe to take actions that significantly harm itself, such as causing a forest fire, unless such an action is necessary.
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  63. Ranger:
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  66. Run, But Not Hide [100]: All rangers are master trackers, able to follow trails that most would never even be able to find. But you take this a step further than even the supernatural skills other rangers can attain. Simply by focusing on a specific creature that you have interacted with in the past, you can feel a pull in their general direction, no matter where they are. Once you are within a hundred feet of them, you feel a jolt alerting you of their immediate presence.
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  69. Apex [300]: A ranger is a predator. But unlike the beasts of the wild who wield fury, fang, and claw, your favored weapon is one far more dangerous: knowledge. Knowledge of your prey. Their habits and their homes -- and more importantly, their weaknesses. When you set your sights upon a target, information about them, particularly any chinks in their armor or weaknesses to be exploited, quickly and easily become apparent. Even just a glance would glean much useful information and prolonged study would grant such understanding that you can practically predict any move they will make and see just the path needed to defeat them.
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  72. Skinwalker [600 CP]: Some rangers have learned enough nature magic that they can mimic the druidic ability to wear the shapes of some beasts. But for you, such is not enough. You are a Ranger, a master hunter, a predator among predators. You can mimic the skin-changing of the nature priests already, but what good is that, really? Sure, it may be useful to take the form of a wolf or bear occasionally, but it hardly makes you invincible. No, you are much more dangerous than that. You have learned to take the shapes of any of your prey. Any being you personally slay, no matter their nature, you can transform into.
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