waterpenguin43
2010-04-03, 10:23 AM
Nothing helps a bad mood like spreading it.
-Calvin, Calvin and Hobbes
Some sorcerers are powered by heritage of some sort, others in ways unknown. These sorcerers are powered by their rage. There raw anger, which manifests as a type of energy, empowers their spells.
The energy in question depends on the sort of anger.
You can gain this at Level 3.
Penalties: Do not advance at levels 8, 12, 16 or 20.
Gain one of the following:
Fire: Your anger is impulsive, and you start brawling in the heat of the moment.
Level 5: Explosion of rage: On the first round of combat, you deal 5d6 extra fire damage with a melee attack.
Level 10: Flames of Passion: All non-cold offensive spells cast deal an extra 4d10 fire damage.
Cold: Your anger is a long term, deep anger. You hold subtle, personal grudges against your foes.
Level 5: Withering Frost: Any cold spells you cast have a +3 bonus to DC.
Level 10: Icy Punishment: The round after a target is hit with cold damage from you, it takes one eighth the cold damage again if it failed it's save.
Electricity: Your wrath is unpredictable and mercurial, like a storm. You might seem perfectly fine one moment, then you fly into a rage the next.
Level 5: Stunning Voltage: When an opponent fails it's save against an electric spell, they are stunned for 1d4 rounds.
Level 10: Hyperconductivity: Your electricity spells have a 35% chance of doing double damage when a foe fails it's save.
Acid: You have a sadistic attitude when angry. You want to slowly inflict pain on your foes when you get mad.
Level 5: Painful Disintegration: If it fails a DC 15+ your charisma Fortitude save, a foe is treated as helpless on the round it fails a save against or fails to dodge an acid effect you create.
Level 10: Stinging wounds: If a foe is below half of it's full HP, your acid effects deal an extra 4d6 damage.
SONIC: You go around yelling when your mad. You scream, you shout and you try and make people cower in fear at your booming voice.
Level 5: Terrifying yell: As a full round action, one person hearing your voice must make a will save (DC 15 plus your charisma) or be frightened for 1d10 rounds.
Level 10: Dominance: Thrice per day, when someone fails a save against your sonic effects, they must make a will save of the same DC or obey you until they can succeed it. This is a fear effect.
-Calvin, Calvin and Hobbes
Some sorcerers are powered by heritage of some sort, others in ways unknown. These sorcerers are powered by their rage. There raw anger, which manifests as a type of energy, empowers their spells.
The energy in question depends on the sort of anger.
You can gain this at Level 3.
Penalties: Do not advance at levels 8, 12, 16 or 20.
Gain one of the following:
Fire: Your anger is impulsive, and you start brawling in the heat of the moment.
Level 5: Explosion of rage: On the first round of combat, you deal 5d6 extra fire damage with a melee attack.
Level 10: Flames of Passion: All non-cold offensive spells cast deal an extra 4d10 fire damage.
Cold: Your anger is a long term, deep anger. You hold subtle, personal grudges against your foes.
Level 5: Withering Frost: Any cold spells you cast have a +3 bonus to DC.
Level 10: Icy Punishment: The round after a target is hit with cold damage from you, it takes one eighth the cold damage again if it failed it's save.
Electricity: Your wrath is unpredictable and mercurial, like a storm. You might seem perfectly fine one moment, then you fly into a rage the next.
Level 5: Stunning Voltage: When an opponent fails it's save against an electric spell, they are stunned for 1d4 rounds.
Level 10: Hyperconductivity: Your electricity spells have a 35% chance of doing double damage when a foe fails it's save.
Acid: You have a sadistic attitude when angry. You want to slowly inflict pain on your foes when you get mad.
Level 5: Painful Disintegration: If it fails a DC 15+ your charisma Fortitude save, a foe is treated as helpless on the round it fails a save against or fails to dodge an acid effect you create.
Level 10: Stinging wounds: If a foe is below half of it's full HP, your acid effects deal an extra 4d6 damage.
SONIC: You go around yelling when your mad. You scream, you shout and you try and make people cower in fear at your booming voice.
Level 5: Terrifying yell: As a full round action, one person hearing your voice must make a will save (DC 15 plus your charisma) or be frightened for 1d10 rounds.
Level 10: Dominance: Thrice per day, when someone fails a save against your sonic effects, they must make a will save of the same DC or obey you until they can succeed it. This is a fear effect.