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Yoishan
2011-06-04, 11:04 PM
Well here we go, I am looking for some constructive feedback. I am a GM and Homebrewer for the Pathfinder game. Most of the stuff I design is from my world setting and this is one of them. Honestly my jewel and need help with. It is suppose to be slightly more powerful than the Sorcerer but with some drawbacks. At the moment I would love feed back on Ancient Powers, ideas for the other elements, and perhaps some more draw backs for Arcane Stress.

Honestly feed back on spellshaping as a class feature would be amazing, if there are any questions about abilities please ask :). I am also considering removing the last part of Elemental Mastery.

Also how do u insert graphs >.>?

Ancient Sorcerer
Description: You have been blessed, or cursed, with the blood of the Ancients, you are an Ancson. Through your father you were ďchosenĒ to bare this gift, it isnít outwardly apparently in early age but you donít remember every being ill or ever being injured for long. Magic always seemed to come naturally no matter the type. An aura of power and mystery surrounds you as you reached your coming of age you started to see your true elemental power reveal itself.

Ancients are other planar beings of magical power, usually ethereal in nature. Ancients have a basic adept ability to manipulate magical energies even at a young age but powerful enough Ancients seek a vessel so they can interact with the physical planes, usually thorough a human bloodline, Ancsons of other races arenít common. Ancients powerful enough to gain a vessel have mastered an element and are considering part of that primal order that associates with a zodiac. Ancients believe it is the ignorance of mortals to believe that only humanoid creatures hold great power and there is great power in the untapped primal nature of the world at its base, so through their own diligence have evolved to a point that they are both primal and ordered.

Corrupted Ancients that have been seduced by the darker desires of destruction, greed, lust, or power are known as Defilers and their power rivals that of greater devils or demons and such are their desires for suffering. Such surviving Defilers are rare for they are hunted by the Ancients who fear such destructive lust but when they do live they make use of mortal vessels to spread their destruction.

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook.

Alignment: Any

Hit Dice: d6

Class Skills
The Ancient Sorcererís Class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill ranks per level: 2 + Int modifier

Class Features
All the following are class features of the Ancient Sorcerer.
Weapon and Armor Proficiency: Ancient Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shields. Armor interferes with an Ancient Sorcererís gestures, which cause his spells with somatic to fail.


Spells: Spells work the same as Sorcerer, see page 71.

Zodiac and Ancient Blood: Each Ancient Sorcerer gains power by the Ancient Blood flowing within them, this magical symbiosis grants many benefits such as a typical Sorcerer Bloodline including bonus spells, feats, and additional powers. Each Ancient Sorcerer must choose one of the following types of Ancients that dwell within their soul, each based on an element and creature of the ancient zodiac.
At 3rd level, and every two levels afterward, an ancient sorcerer learns an additional spell, derived from the connection with their ancient.

Ancient Power: At 1st level, 3rd level, 7th and every four levels thereafter an Ancient Sorcerer gains access to powerful primordial magic that strengths his spells or grants him special abilities based on his zodiac. New powers are unlocked to be chosen when you gain the Mortal and Primal Seals.

Cantrips: Ancient Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: An ancient sorcerer gains Eschew Materials as a bonus feat at 1st level.

Spellshaping (Su): Ancient sorcerers have the ability to transform and manipulate magic allowing them to change the damage, element, and type of magic to that of their element. Any form of spellshaping that could change a spell into healing energies such as positive or negative are reduced depending on targets; single target is reduced by 1/2 and area of affect or multiple target spells are reduced by 1/4.

Awakening: At 1st level the ancient sorcerers the beginning of their power starts to awaken granting them several abilities and characteristics:

Guidance (Su): At 1st level the Ancson gains a link with their ancient and can communicate with it. Communing with your Ancient for 1 minute grants a bonus to the Ancsonís next roll as per the spell Guidance. At 10th level the Ancson can commune with his Ancient as per the spell Commune without needing a material component and the caster level is equal to the Ancient Sorcererís class level, answers given can be more complex than yes or no but are up to your GM what is revealed and the number of questions is limited to per day instead of per casting.

Ancient Blood (Su): At 1st level the Ancson naturally regains health over time as the magical essence within their blood repairs their body. This ability acts like Fast Healing 1 but must rest an additional 30 minutes for every 5 health this ability restores due to the strain this magic takes on the body.

Ancient Eyes (Su): At 1st level an Ancsonís eyes turns a brilliant silver and are highly attuned to magic in all its forms and shapes you gain +5 to Spellcraft checks when identifying spells. At 9th level your eyes act as if you are under the affect of Arcane Sight, this effect increases to Greater Arcane Sight at level 17th, once per day you may also copy any spell you can see and identify. You cannot copy spells with expensive material components and must be of a castable level. (If you can cast level 6 spells you may copy any level 6 spell or lower you have witnessed including spells cast by other classes). The copy spell consumes a spell of the appropriate level.

Arcane Stress (Ex): At 1st level an Ancsonís body is placed under great strains due to the magical energies that dwell within, this affects them in a number of ways. First off they receive a -2 penalty their Constitution scoreÖ

Mortal Seal (Su): At 5th level you have unlocked the Mortal Seal. As a swift action you can activate a trance-like state of using Ancient Magic when in this state spells do not consume the number of spells you can cast per day, this trance can be used once per day and lasts until a number of spells have been cast that the levels equal the sorcererís level, this ability can be deactivated as a swift action. But when in this state if damaged by a non-magical attack you take an additional 1d3 force damage per level of the last spell you cast as backlash, at 12th level this penalty is reduced to 1d3 per two spell levels (rounded down).

Primal Seal (Su): At 15th level you unlock the Primal Seal. The Ancient within you taps into his/her primal power unleashing the powers of his/her element. The Ancient Sorcerer transforms into a hybrid form of himself and the beast granting him empowered magic and improved stats. Using this ability is a full-round action that can be used once per day and lasts 1d6 rounds + 1/2 the ancient sorcererís level. When activating this ability ancient sorcerer must make a Will Save (DC = Ancient Sorcerer level + 5), if he fails this roll the primal power takes over his body for the duration of the ability and goes berserk. After leaving this form you become exhausted.

Primal Influence: While under the influence of Primal Seal the Ancient Sorcerer is considered an Outsider for the purpose of classification. His health is increased by an amount equal to his level, natural armor is increased by 5, saving throws by +2, and you may only cast spells from your bonus list but they can be used for the duration. Other bonuses granted are listed below the respective Ancient type.

Immortal Seal (Su): At 20th level the Ancient Sorcerer unlocks the third and final seal, you are immune to death from aging, any penalties you had prior disappear and you appear youthful. Furthermore for a short time you may fuse with the soul of your Ancient become one, unleashing this seal is a full-round action. When you become an Ancient all your ability scores are increased by +4, you gain a DR 10/-, and spell resistance equal to class level + 10. Furthermore you are immune to magical Backlash, Healing from Ancient Blood is tripled in this form, and you are considered an Outsider. This ability can be used once per day and lasts for 2d6 rounds + your Charsima Modifier. After this ability fades you immediately fall unconscious for 1d3 hours.
Note: Primal seal and Immortal seal cannot be released at the same time.

Elemental Mastery (Su): At 20th level you gain mastery over the elemental of your ancient and its powers can overcome even the greatest defensives against it. If a creature has immunity to the damage type of your element it is instead treated as if it had resistance or DR to it equal to its hit dice. If a creature has resistance or DR against your damage type they are instead treated as if defenseless. Finally if a creature has no defenses against your magic they are treated as vulnerable against that damage taking twice as much damage.

Ancient Zodiac
The following Zodiacs represent the following elemental sources of power that an ancient sorcerer can draw upon.

Element Type Zodiac Type Damage Type
Frost-- Wolf-- Cold
Light-- Tiger-- Positive Energy
Fire-- Fox-- Fire
Earth-- Bear-- Bludgeoning
Water-- Serpent-- Non-lethal
Wind-- Falcon-- Slashing
Lightning-- Monkey-- Electric
Shadow-- Raptor-- Negative Energy
Nature-- Spider-- Acid
*Spell deal damage of your element.

Note: All DC for saves or Checks of Ancient Powers are equal to the Ancient Sorcererís caster level + Charisma modifier. Spells that deal physical damage types like piercing, bludgeoning, non-lethal or slashing are affected by DR instead of resistance.

Frost: Wolf
The cold calls to you; you are host to an Ancient of Frost, the wolf. You tend to be quiet and shy, but strong and very loyal to those around you.
Class Skill: Survival (Wis)
Bonus Spells: Icicle Dagger (3rd), Frigid Touch (5th), Fireball* (7th), Ice Storm (9th), Cone of Cold (11th), Cold Ice Strike (13th), Ice Body (15th), Polar Ray (17th), Polar Midnight (19th).

Primal Form: 2 1d6 Claws, +4 Con, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Wolf Zodiac can choose from any of the following Ancient Magics.

Cold Strike (Su): You gain the ability to unleash of elemental cold to strike your opponent as a ranged touch attack at a range of 30 feet. This attack deals 1d6 cold damage + 1 for every two levels in Ancient Sorcerer you posses. If you have the Chilled Magic Ancient Power you may add a Fort save to this effect, if failed they are affected by Chilled Magic. You can use this ability a number of times per day equal to 3 + your charisma modifier.

Frost Armor (Su): You create an armor of freezing air around as a standard action, your body hardens and is protected by a layer of frost granting +4 natural armor bonus and causing weapons used against you to grow brittle and damage themselves upon impact. All weapons used against you take 1d6 damage, natural weapons deal this damage to the wielder, a fortitude save negates the damage. You can use this armor for 1 hour per day per Ancient Sorcerer level. This duration need not be consecutive but must be used in one hour increments.

Frostwalker (Ex): You gain the ability to tread across frozen surfaces without penalty, furthermore for a number of rounds equal to your Sorcerer level + Charisma modifier your path freezes below your feet allowing you to cross fluid such as water activating this is a swift action. This path lasts a number of minutes equal to your Charisma modifier and can support creatures of your size category or lower. These rounds do not need to be consecutive.

Ice Magic (Su): Your dominion over the cold has given you power over water to craft ice, in addition to changing a spells damage to cold through Spellshaping you can also change it to piercing damage or half piercing half cold.

Touch of Cold (Su): You gain the ability to touch a creature or object as a standard action, this deals 1d6 cold damage and staggers a creature for a number of rounds equal to your Charisma modifier, a fort save negates the stagger condition. Alternatively you can touch an object freezing it solid by expanding 2 uses, this gives the ability the hardness and hit points of ice (See page 175 of the Core Rule Book) a fort save negates this affect. Expanding 3 charges allows this ability to be used as a touch attack that deals 1d3 dexterity damage. You can use this ability a number of times per day equal to 3 + charisma modifier.

Mortal Seal

Arctic Endurance (Ex): Your cold magic toughens you to the core gain a +2 inherent bonus to your Constitution. At 15th level this bonus increases to +4, then +6 at 20th level. This Ancient Power requires the Mortal Seal.

Chilled Magic: Your cold magic chills your enemies to the bone making it hard for them to move, any creature who is hit by a spell of yours that deals cold damage and fails their save is staggered for 1 round. If no required saved they are still affected by the chill. You must have Mortal Seal before selecting this Ancient Power.

Frostscape (Su): You can cause a 30 foot area to freeze as a standard action. This causes 1d6 for every two levels of Ancient Sorcerer you posses, a fort save halves the damage and the surrounded area is treated as an ice sheet (see page 430 of the core rule book) for a number of rounds equal to your Charisma modifier. You must have Mortal Seal to select this Ancient Power.

Ice Shield (Su): You gain the ability to create magical barrier of ice similar in shape to a tower shield that blocks incoming attacks and granting you a +4 shield bonus to your armor, this shield floats around you and does not give you penalties or weigh you down. Like a Tower shield it can be commanded to grant you total cover this is a swift action. You must have Mortal Seal and Ice Magic before selecting this Ancient Power.

Winterborn (Ex): Your power over cold has granted you protection against it; you gain cold resistance 10 and +1 natural armor, at 10th level this increases to 20 and +2, 30 +3 at 15th level. Furthermore at 20th level you gain immunity to cold. You must have Mortal Seal before selecting this Ancient
Power.

Primal Seal

Cold Snap (Su): Once per day you may cast a spell that deals cold damage as if it was modified by the feat Quicken Spell. This does not increase the spell level. You must have Primal Seal before selecting this Ancient Power

Freezing Presence (Su): The very air chills and freezes around you, creatures that come close you feel chilling wrath. Any creature within 20 ft of you takes 1d3 cold damage at the start of your turn, this damage increases by one damage die for every 5 ft closer a creature is to you (1d3, 1d4, 1d6, 1d8, 1d10). This ability can be activated as a standard action and lasts a number of rounds equal to double your Charisma modifier, these rounds need not be consecutive. You must have Primal Seal before selecting this Ancient Power.

Frost Plate (Su): You gain the ability to reinforce the armor of a creature; this can be applied to manufactured armor. As a standard action you may touch a piece of armor granting it an increased armor bonus equal to your Charisma Modifier and grants Fire resistance 20 for a number of rounds equal to your charisma modifier, but if that resistance is exceed the duration immediately ends. You can use this ability a number of times equal to 3 + your Charisma modifier.

Frozen Wrath (Su): You gain the ability to summon forth such immense cold as a standard action, so intense is this cold that the water in the air freezes against and living creatures this hardens the heart and freezes the blood, in a 20 foot burst you can cause all creatures within this area to suffer this wrath making a Fort Save or die, failure causes them to take 6d6 Cold damage and be staggered for 1d3 rounds. This ability can be used once per day. You must have Primal Seal before you can select this Ancient Power.


Light: Tiger
You are vessel to the Ancient of Light, the tiger. You tend to be kind and gentle to those around you, you tend to stay away from fighting as much as possible. Integrity and honesty are typically important values of yours.
Class Skill: Heal (Wis)
Bonus Spells: Cure Light Wounds(3rd), Zone of Truth (5th), Searing Light (7th), Restoration (9th), Mass Cure Light Wounds (11th), Undead to Death (13th), Heal(15th), Sunburst (17th), Miracle (19th).
Primal Form: 2 1d8 Claws, +4 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Tiger Zodiac can choose from any of the following Ancient Powers:

Flash (Su): You cause a sudden flash of intense light to erupt in front of a foe within 30 feet. This causes the foe to become blinded for a number of rounds equal to your Charisma modifier, a fortitude save negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Echoing Light (Su): Whenever you cast a spell that uses positive energy it also illuminates the target in radiant light granting a +2 if healed or -2 if harmed to attack rolls, armor class, and saving throws for a number of rounds equal to class level divide by 4 (minimum of 1). A creature must fail the save against the spell in order to receive the penalty.

Healing Light (Su): Whenever you heal a creature with a spell changed into positive energy with your spellshaping class feature the amount healed is increased by 1 per die.

Touch of Light (Su): You gain the ability to touch a creature bestowing upon the power of light as a standard action. This grants the creature a +2 bonus on its next D20 roll which lasts a number of rounds equal to your charisma modifier. Alternatively you can attempt to smite an evil creature with a melee touch attack dealing 1d4 per two levels of Ancient Sorcerer you possess (minimum 1) this expands two uses. Finally by expanding 3 you may exercise a creature from the effects of a possession on a successful melee touch the creature under the effect can make an immediate Will Save to free itself from the effect, if successful the source of the possession or compulsion is sickened for a number of rounds equal to your Charisma modifier. This ability can be used a number of times per day equal to 3 + your charisma modifier.

Mortal Seal

Diverse Magic (Su): You can now choose from the Cleric/Oracle Spell list in addition to the Sorcerer/Wizard Spell list but you can only choose spells up to 3rd level. Spells selected this way still cound as arcane spells for spell failure chance, but no divine focus is required. You must have Mortal Seal to select this Ancient Power.

Lightborn (Ex): Your power over light has bestowed upon you strength when blessed by it, you gain +2 on all saving throws when in areas of bright light and your fast healing is increased to 2. Furthermore whenever you are affected by positive energy from a spell the spellís effects are doubled, including healing or bonuses. You must have Mortal Seal before selecting this Ancient Power.

Shroud of Light (Su): You conjure a cloak of light around yourself granting you a +4 deflection armor bonus, against undead and outsiders this bonus is increased by an additional +2. Furthermore you emit a 30-foot radius of light as per the Daylight spell. This ability can used a number of rounds equal to your Ancient Sorcerer level. These rounds do not need to be consecutive. You must have Mortal Seal before you can select this Ancient Power

Primal Seal

Greater Diverse Magic (Su): You can now choose from the Cleric/Oracle Spell List in addition to the Sorcerer/Wizard Spell list but up to 5th level. You must have Primal Seal and Diverse Magic before selecting this Ancient Power

Light of Truth (Su): You can create a zone of purity this area is a 20 foot radius emanation centered on you. This area is illuminated to bright light, all creatures are forced to tell the truth, and all illusions are dispelled as per Greater Dispel Magic but only effects spells of Illusion School, illusions continued to be dispelled each round until this ability fades. This ability can be used once per day, twice per day at 20th level and lasts a number of rounds equal to your Charisma Modifier. You must have Primal Seal before selecting this Ancient Power.

Verdict of Light (Su): You can summon forth an overwhelming blaze of mystical light obliterating the darkness. This ability functions like Holy Word except works only against undead and evil outsiders, creatures that are vulnerable to light are considered an additional 2 levels below their normal. This ability can be used once per day. You must have Primal Seal before selecting this Ancient Power.

Prison of Light (Su): You cause a prison of solid light to envelop a creature within 30 feet of you, a reflex save negates this effect. Creatures within this prison cannot be targeted, harmed, or affected by outside forces and are paralyzed for 5 rounds. Allies within this light are healed 2d6 + your charisma modifier per round. Enemies are harmed by the searing light by 1d6 (1d8 if undead) + your charisma modifier per round. This ability can be used by once per day, twice per day at 10th level. You must have Mortal Seal before selecting this Ancient Power.

Fire: Fox
Feisty and proud, quick and cunning you are host to the Ancient of Fire, the fox. You tend to be an individualist and very passionate about your beliefs. Warm and caring but quick to temper and defense.
Class Skill: Sense Motive (Wis)
Bonus Spells: Produce Flame(3rd), Burning Gaze (5th), Fire Ball (7th), Wall of Fire (9th), Flame Strike (11th), Fire Storm (13th), Firebrand (15th), Incendiary Cloud (17th), Meteor Swarm (19th).
Primal Form: Claw 2 1d3, +4 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Fox Zodiac can choose from any of the following Ancient Powers:

Flame Burst (Su): You cause an blast of fire to erupt in the face of a foe within 30 feet dealing 1d6 + 1 for every 2 levels in Ancient Sorcerer you possess, a reflex save negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mortal Seal

Bloodfire (Su): Your power over fire has granted leeched into your blood granting you Fire resistance 10 and act as if under the effect of Endure Elements. At 15th level this increases to 20 and grants cold resistance 5. At 20th level you gain immunity to fire and cold resistance 10. You must have Mortal Seal before selecting this Ancient Power.

Intense Flames (Su): Whenever you cast a fire spell that deals fire damage and fail their save; affected foes must make a Fort Save (Using the spellís DC). If they fail this save they receive horrific burns that cause intense pain and from this pain the affected creatures take -2 penalty to AC, attacks, melee damage rolls, and Reflex Saves. These burns remain until they receive magical healing. You must have Mortal Seal before selecting this Ancient Power.

Lingering Flames (Su): Whenever you cast a spell that deals fire damage and fail their save, all foes affected catch on fire and take 1 fire damage per spell level per round for a number rounds equal to your Ancient Sorcerer level divide by 4 (minimum of 1). A creature can try to extinguish flame as a move action if they succeed a reflex save (Using the spellís DC), dousing the creature in water grants a +2 bonus to this save, while immersing in water immediately extinguishes the fire. This Ancient Power requires Mortal Seal.

Primal Seal

Bloodfire Hunger (Su): You gain the ability to devour and absorb a single fire attack that affects you; if this ability was an area of effect ability no other creatures are affected. You take no damage from this affect and can use this energy in one of two ways. First off you can release it back as breath weapon dealing the damage it would of done in a 30 foot-cone or a 60 foot-line, alternatively you can eat the flame gaining temporary hit points equal to the amount of damage it would of done for a number of round equal to double your Charisma modifier. This ability can be used once per day. You must have Mortal Seal before selecting this Ancient Power and requires Bloodfire.

Fissure Strike (Su): You cause the ground before you to erupt in a 60 foot-line of volcanic force as a standard action, expelling fire and superheated air in a large blast. Any creature located within this line takes 8d6 fire damage and must make a Reflex save to avoid being thrown into the air 80 feet and fall back to the ground on your next turn, creatures bigger than medium are tossed into an air -20 for each size category past medium while creatures under medium are thrown 20 feet higher depending on size. Creatures with the capability of flying can make a Fly Check equal to the DC of the ability to avoid falling back down to the earth on their turn. This ability can be used Once per day. You must have Primal Seal before choosing this ability.

Flames of Life (Su): You have learned to heal with the fire, you can now use Spellshaping class feature to cause your fire spells to heal instead of dealing fire damage, the amount healed is equal to 1/2 the normal damage on single target spells and 1/4 on area of affects spells. This Ancient Power requires Primal Seal.

Lava Magic (Su): Your dominion over fire has caused you to be able to use your fire magic to melt even stone causing you to conjure forth the great power of magma and lava. You can use your spellshaping class feature to lower the DC of a spell by 2, change its type to deal half fire and half bludgeoning damage and increase the damage by 2 per damage die. You must have Primal Seal and Intense Flames before selecting this Ancient Power.

Earth: Bear
You are blessed with the Ancient of Earth, the bear. You are strong willed and strong bodied; you tend to be stubborn but also very loyal as well. You are typically a guardian believing in protecting your ideals.
Class Skill: Knowledge (Geography) (Int).
Bonus Spells: Stone Fist (3rd), Soften Earth and Stone (5th), Shifting Sand (7th), Spike Stones (9th), Stone Skin (11th), Flesh to Stone(13th), Rampart (15th), Earthquake (17th), Clashing Rocks (19th).
Primal Form: Claw 2 1d8, +4 Str, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Bear Zodiac can choose from any of the following Ancient Powers:

Mud Magic (Su): Your power over earth has given you ways to make even the less desirable forms into deadly weapons. You can use your spellshaping class feature to change the damage to non-lethal and cause difficult terrain in a line from you to the foes and all areas affected by the spell for a number of rounds equal to your charisma modifier.

Pillars of Stone (Su): You gain the power to create pillars of stone, to block incoming attacks, grant cover, or impede enemies. You can create a number of stone pillars that take up a 5 ft space and are 5 ft high equal to your half your Ancient Sorcerer level (Minimum of 1). These pillars can erupt anywhere you wish as long they are no farther than 60ft from you. If these pillars would hit a creature they immediately do a Bull Rush against the creature as an immediate action using your Ancient Sorcerer level + Charisma modifier as the CMB, this can affect creatures of any size but there must be enough pillars to fill all the spaces it occupies and it receives one Bull Rush despite the number of pillars used. Creatures that hide behind these pillars are granted total cover if medium or smaller, or partial cover if large. The direction of the force is up, so creatures may take fall damage. This ability can be used a number of times per day equal to your charisma modifier and is a standard action.

Stone Sense (Su): You have become attuned to the movement of stone and dirt, you can gain tremor sense 30 ft for a number of rounds equal to your Ancient Sorcerer level activating this ability is a free action, these rounds need not be consecutive.

Mortal Seal

Earthen Prison (Su): You cause an earthen prison to erupt from the ground as a full round action, encircling the creature in a tomb of earth with a thickness equal to half your Ancient Sorcerer level (1 inch minimum). This prison is made of stone, if you have Metal Magic this prison is instead made of Iron. The size of this prison is equal to 5ft high per 2 levels and a radius of 5ft wide per 2 levels of Ancient Sorcerer you posses. This tomb can be dismissed as a full round action. This ability can be used once per day. You must have Mortal Seal to select this ability.

Jagged Earth (Su): You can cause an eruptive force of earth to shoot from the ground. This ability can affect an area in one of two ways, either a 40 foot line from you or a 20 foot burst at a range of 40 ft. All creatures within this area must make a Reflex Save or take 1d6 points of bludgeoning damage per Sorcerer level you posses and cause these areas to be difficult terrain. You can use this ability once per day, at 12th level you may use it twice per day, and thrice per day at 18th. You must have Mortal Seal before selecting this Ancient Power.

Sand Magic (Su): Your power over the earth in its various forms has caused you to be able to conjure forth deadly torrents of sand instead of solid earth. You can use your spellshaping class feature to change the damage type of a spell to slashing, lower the damage by 1 per die, but cause blindness if the affected fails a reflex save (Using the spellís DC), separate from the spells normal save, this blindness lasts a number of rounds equal to your Charisma modifier. You must have Mortal Seal before selecting this Ancient Power.
Strength of Stone (Ex): Your power to earth has strengthened and with it so has your body, you gain +2 inherent bonus to your Strength. At 15th level this increases to +4, and then +6 at 20th level. You must have Mortal Seal before selecting this Ancient Power.

Primal Seal

Form of Earth (Su): You gain the power to once per day gain the aspects of the earth around gaining defensive abilities depending on the substance you take on the properties as a standard action. This ability lasts a number of rounds equal to double your Charisma modifier. All forms gain Construct Traits, gain +4 enhancement bonus to strength but -4 penalty to dexterity, and base speed is reduced by half. Stone gain DR 10/Bludgeoning, Crystal SR 10 + Ancient Sorcerer level, Iron DR 15/Adamantine, and Sand DR 10/-. You must have Primal Seal before selecting this Ancient Power.
Metal Magic (Su): Your power over the earth has taught you the secrets to some of its strongest ores. You can use your spellshaping class feature to change the damage to bludgeoning and increase the damage b 2 per damage die but using spellshaping this way is a move action instead of a swift. You must have Primal Seal before you can select this Ancient Power.

Water: Serpent
You are inhabited by the Ancient of Water, the Serpent. You tend to be sly, cunning, and intelligent but are very indifferent at times.
Class Skill: Swim (Str)
Bonus Spells: Hydraulic Push (3rd), Fog Cloud (5th), Aqueous Orb (7th), Control Water (9th), Geyser (11th), Fluid Form (13th), Vortex (15th), Horrid Wilting (17th), Tsunami (19th).
Primal Form: 1d8 Bite, 1d8 Constrict, +2 Dex, +2 Con, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Serpent Zodiac can choose from any of the following Ancient Powers:

Wind: Falcon
You are graced by the Ancient of the Wind, the Falcon. You tend to be carefree and aloft. Typically wandering as much as possible and never staying in one place for very long, you are usually calm but may become aggressive without a momentís notice.
Class Skill: Sleight of Hand (Dex)
Bonus Spells: Alter Winds (3rd), Gust of Wind (5th), Wind Wall (7th), River of Wind (9th), Control Wind (11th), Sirocco (13th), Fly, Mass (15th), Whirlwind (17th), Winds of Vengeance (19th).
Primal Form: 2 1d6 talons, +4 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Falcon Zodiac can choose from any of the following Ancient Powers:

Lightning: Monkey
You are blessed with the Ancient of Lightning, the Monkey. You tend to be wild and spontaneous, eccentric and impulsive. You typically live for the moment, not laying much consideration to the repercussions of your actions, this is not to say you are without rules or boundaries of your own.
Class Skill: Escape Artist (Dex)
Bonus Spells: Shocking Grasp (3rd), Defensive Shock (5th), Call Lightning (7th), Ball of Lightning (9th), Call Lightning Storm(11th), Chain Lightning (13th), Lightning Rod (15th), Storm Bolts (17th), Ride the Lightning (19th).
Primal Form: 2 1d8 Slam, +2 Str, +2 Dex, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Monkey Zodiac can choose from any of the following Ancient Powers:

Shadow: Raptor
You are vessel to the Ancient of Shadow, the Raptor. You tend to be incredibly cunning, devious, and very sly. Typically keeping to one self, you seem to analyze everyone, suspicious of everything.
Class Skill: Stealth (Dex)
Bonus Spells: Shadow Weapon (3rd), Dread Bolt (5th), Vision of Hell (7th), Phantasmal Killer (9th), Slay Living (11th), Shadow Walk (13th), Greater Shadow Conjuration (15th), Greater Shadow Evocation (17th), Shades (19th).
Primal Form: 2 1d6 talons, +2 Dex, +2 Str, +4 Cha

Ancient Powers: An Ancient Sorcerer with the Raptor Zodiac can choose from any of the following Ancient Powers:

Nature: Spider
You are blessed with the Ancient of Nature, the Spider. You tend to value life but also respect death, you believe in a balance between the forces of the world and typically try to seek balance in life, sometimes this makes you appear indifferent to the world around you.
Class Skill: Knowledge (Nature) (Int)
Bonus Spells: Entangle (3rd), Barkskin (5th), Burst of Nettles(7th), Reincarnation (9th), Tree Stride (11th), Breath of Life (13th), Animate Plants (15th), Finger of Death (17th), Shambler (19th).
Primal Form: 1d4 fangs + Poison, +4 Wis +4 Cha
Primal Venom: poison; injury. Save fortitude DC (CL + 5). Frequency 1/round for 5 rounds. Effect1d3 Con Damage + Dispel Magic.

Ancient Powers: An Ancient Sorcerer with the Spider Zodiac can choose from any of the following Ancient Powers: