Wednesday, 8 April 2020

How to: Sorcerer Abilities

How to: Sorcerer Abilities

You probably know that I love Sorcery. The sorcerer was one of my favorite casting classes in D&D, where the sorcerers gained their spellcasting powers through their draconic heritage. This bloodline dependance was later expanded in the Dragon Magazine to include some other magical bloodlines. Pathfinder went all out and made a long list of bloodlines.
However, in my opinion, the sorcerers suffered from the same problem the clerics did - they had a wide spell list that was barely affected by their bloodline, so they all felt same-y. Thus, when porting the class to GURPS, I made the bloodlines more restrictive. Also, I made bloodlines for some creatures that felt magical enough, but lacked the bloodline option.

Sorcerous Spellcasting: This is how it is represented in my games.
- Use Sorcery as the system.
- Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are in effect. Optionally, the GM may allow the additional rituals from Super-Sorcery! (Pyramid 3/105: Cinematic Magic) on a case-by-case basis; note that this is a permanent change to how your character works magic. However, experience has shown that it can be unbalancing for sorcerers to invoke alternative rituals to cast repeated spells with no FP cost in a fight. Because of that, the following rule is in effect: Every sorcerous spell with no FP cost takes the longer of normal casting time or (1d+1)/2 seconds to cast (round up). Roll for this when beginning to cast; if you don't like the result, you can abort, wasting your action this turn. In most noncombat situations, you can simply ignore this limitation (PK’s Houserule).
- Sorcerous spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159).
- When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236). If the sorcerer used the Blood Magic alternative ritual, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258) instead.
- A sorcerer must limit his Sorcerous Empowerment with Limited Scope to represent his bloodline. Creatures that are the origin of the bloodline can also take this kind of magic. For example, a red dragon is allowed to take Sorcerous Empowerment with red dragon bloodline.

BLOODLINES

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. These bloodlines not only limit the scope of the sorcerer’s magic, but also serve as Unusual Background for appropriate traits (for example, breath weapons for draconic bloodline, horns for infernal bloodline, etc.) Many sorcerers have appropriate Unnatural Features (p. B22).

Aberrant
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Scope Limitation (-20%): Spells that transform bodies and minds, extend senses, planar travel.

Abyssal
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and moral code) is up to you. This bloodline is special, because there is an alternative way to gain its powers via the Ritual of Bonding – a painful ritual that replaces the skin of the character with the skin of a demon. The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies - or at least references thereto - survive along with promises of great power, tempting those who seek power to become the acolytes of the skin. The fiendish skin granted by the ritual grants the character Unnatural Features 4 [-4].
Scope Limitation (-20%): Spells that strengthen body, cause rage or fear, teleportation, abyssal summoning.

Accursed
Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.
Scope Limitation (-30%): Body control and mind control spells.

Angelic
Your bloodline is blessed by an angel. Although this power drives you along the path of good, your fate (and moral code) is your own to determine.
Scope Limitation (-20%): Energy resistance, planar travel, dispelling, banishment, light spells.

Aquatic
Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.
Scope Limitation (-30%): Water spells, movement spells.

Arcane
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Scope Limitation (-40%): Meta spells.

Archon
You have archon blood flowing in your veins. While often this bloodline directs the sorcerer towards good and law, the sorcerer is the master of his own fate.
Scope Limitation (-20%): Movement spells, fire spells, communication and empathy spells.

Astral
Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean—and some may even survive there to this day.
Scope Limitation (-30%): Gate spells, time spells.

Asura
One of your distant ancestors was an asura – a celestial messenger and a herald of righteous zealotry.
Scope Limitation (-20%): Movement spells, gate spells, communication and empathy spells.

Baernaloth
Your blood is tainted by a baernaloth, one of the ancient outsiders that played a part in creating both demons and devils. Now, their kind is barely known, but their legacy lives on.
Scope Limitation (-10%): Gate spells, mind control spells, body control spells, meta spells.

Barghest
Not every barghest slays and devours all those they encounter. Many become kings of goblins, and spread their taint through entire tribes. In other cases, decadent beings consort with evil creatures such as barghest, absorb some of their foul energies and pass it on to descendants.
Scope Limitation (-20%): Movement spells, mind control spells, body control spells.

Boreal
Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter’s night.
Scope Limitation (-30%): Cold and ice spells, beneficial body control spells, enraging spells.

Couatl
You are descended from a couatl, a benevolent ruler or even a quasi-deity of one of the hidden primitive tribes in the Savage Lands.
Scope Limitation (-10%): Air spells, communication and empathy spells, mind control spells, poison spells.

Dao
You were born with the power of earth genies, and the magic of the dao is strong in you.
Scope Limitation (-30%): Earth spells, enchantment spells.

Demodand
Your bloodline is cursed by the presence of demodand blood. This fiendish heritage grants you powers that let you contain, protect, and observe potential prisoners.
Scope Limitation (-20%): Protection and warning spells, knowledge spells, mind control spells, demodand summoning.

Destined
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have a great future ahead.
Scope Limitation (-30%): Spells of knowledge, divination, protection.

Djinni
You were born with the power of air genies, and the magic of the djinn is strong in you.
Scope Limitation (-30%): Air spells, illusion and creation spells.

Doppelganger
The creatures known as doppelgangers intermix with other humanoids so easily it is a wonder more of your kind don’t exist. Of course, given the secretive nature of doppelgangers, you might be surrounded by kin and never know it.
Scope Limitation (-40%): Body control spells.

Draconic
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Scope Limitation (Adamantine) (-20%): Meta spells, flight spells, metal spells, fire spells.
Scope Limitation (Amber) (-30%): Meta spells, flight spells, gate spells.
Scope Limitation (Amethyst) (-30%): Mind control spells, flight spells, force spells.
Scope Limitation (Amphi) (-30%): Meta spells, water spells, mind control spells.
Scope Limitation (Arboreal) (-20%): Meta spells, movement spells, illusion and creation spells.
Scope Limitation (Astral) (-30%): Meta spells, flight spells, gate spells.
Scope Limitation (Auburn) (-20%): Meta spells, flight spells, lightning spells, illusion spells.
Scope Limitation (Aquatic) (-30%): Meta spells, water spells, illusion spells.
Scope Limitation (Axial) (-20%): Meta spells, flight spells, force spells, making and breaking spells.
Scope Limitation (Battle) (-20%): Meta spells, flight spells, sound spells, protection spells.
Scope Limitation (Beast) (-30%): Meta spells, flight spells, body control spells.
Scope Limitation (Beljuril) (-10%): Meta spells, flight spells, earth spells, fire spells, gate spells.
Scope Limitation (Bestiary) (-20%): Meta spells, flight spells, air spells, fire spells.
Scope Limitation (Black) (-30%): Meta spells, flight spells, acid spells.
Scope Limitation (Blue) (-30%): Meta spells, flight spells, lightning spells.
Scope Limitation (Brainstealer) (-30%): Meta spells, flight spells, mind control spells.
Scope Limitation (Brass) (-30%): Meta spells, flight spells, fire spells.
Scope Limitation (Brine) (-30%): Meta spells, water spells.
Scope Limitation (Bronze) (-30%): Meta spells, flight spells, lightning spells.
Scope Limitation (Brown) (-10%): Meta spells, earth spells, water spells, air spells.
Scope Limitation (Chameleon) (-20%): Meta spells, flight spells, body control spells, illusion spells.
Scope Limitation (Chaos) (-30%): Meta spells, flight spells, illusion and creation spells.
Scope Limitation (Chiang Lung) (-20%): Meta spells, air spells, water spells.
Scope Limitation (Chole) (-10%): Meta spells, fire spells, darkness spells, mind control spells.
Scope Limitation (Chromium) (-30%): Meta spells, flight spells, cold and ice spells.
Scope Limitation (Cloud) (-30%): Meta spells, flight spells, air spells, water spells.
Scope Limitation (Cobalt) (-30%): Meta spells, flight spells, magnetism spells, force spells.
Scope Limitation (Cobra) (-20%): Meta spells, flight spells, fire spells, poison spells.
Scope Limitation (Concordant) (-20%): Meta spells, flight spells, gate spells, knowledge spells.
Scope Limitation (Copper) (-30%): Meta spells, flight spells, acid spells.
Scope Limitation (Crystal) (-30%): Mind control spells, flight spells, light spells.
Scope Limitation (Deep) (-20%): Meta spells, flight spells, darkness spells, earth spells.
Scope Limitation (Ectoplasmic) (-30%): Meta spells, flight spells, astral travel spells, ectoplasm spells.
Scope Limitation (Electrum) (-20%): Meta spells, flight spells, movement spells, knowledge spells.
Scope Limitation (Elysian) (-30%): Meta spells, flight spells, communication and empathy spells.
Scope Limitation (Emerald) (-20%): Mind control spells, flight spells, sound spells, knowledge spells.
Scope Limitation (Ethereal) (-30%): Meta spells, flight spells, gate spells.
Scope Limitation (Fang) (-30%): Meta spells, flight spells, protection spells.
Scope Limitation (Fire) (-30%): Meta spells, flight spells, fire spells.
Scope Limitation (Force) (-30%): Meta spells, flight spells, force spells.
Scope Limitation (Frost) (-20%): Meta spells, flight spells, cold and ice spells, knowledge spells.
Scope Limitation (Gloom) (-20%): Meta spells, flight spells, mind control spells, necromantic spells.
Scope Limitation (Gold) (-30%): Meta spells, flight spells, fire spells.
Scope Limitation (Gray) (-30%): Meta spells, flight spells, cold and ice spells.
Scope Limitation (Green) (-30%): Meta spells, flight spells, poison spells.
Scope Limitation (Hellfire) (-20%): Meta spells, flight spells, mind control spells, fire spells.
Scope Limitation (Hex) (-20%): Meta spells, flight spells, mind control spells, necromantic spells.
Scope Limitation (Howling) (-20%): Meta spells, flight spells, air spells, sound spells.
Scope Limitation (Incarnum) (-30%): Meta spells, flight spells, incarnum spells, body control spells.
Scope Limitation (Iron) (-30%): Meta spells, flight spells, metal spells.
Scope Limitation (Li Lung) (-30%): Meta spells, earth spells.
Scope Limitation (Lung Wang) (-20%): Meta spells, water spells, mind control spells.
Scope Limitation (Marsh) (-20%): Meta spells, flight spells, water spells, poison spells.
Scope Limitation (Mercury) (-10%): Meta spells, flight spells, fire spells, light spells, illusion spells.
Scope Limitation (Mist) (-10%): Meta spells, air spells, flight spells.
Scope Limitation (Mithril) (-20%): Meta spells, flight spells, movement spells, mind control spells.
Scope Limitation (Moonstone) (-20%): Meta spells, flight spells, illusion spells, dream spells, mind control spells.
Scope Limitation (Mustard) (-30%): Meta spells, flight spells, body control spells.
Scope Limitation (Nickel) (-20%): Meta spells, flight spells, acid spells, air spells.
Scope Limitation (Night) (-30%): Meta spells, darkness spells.
Scope Limitation (Obsidian) (-20%): Meta spells, flight spells, fire spells, gate spells.
Scope Limitation (Oceanus) (-30%): Meta spells, flight spells, water spells.
Scope Limitation (Orange) (-20%): Meta spells, water spells, fire spells.
Scope Limitation (Pan Lung) (-30%): Meta spells, illusion and creation spells.
Scope Limitation (Pearl) (-20%): Meta spells, flight spells, water spells, illusion spells.
Scope Limitation (Purple) (-20%): Meta spells, force spells, fire spells.
Scope Limitation (Prismatic) (-20%): Meta spells, flight spells, light spells, illusion spells.
Scope Limitation (Pyroclastic) (-20%): Meta spells, flight spells, earth spells, fire spells.
Scope Limitation (Rain) (-20%): Meta spells, flight spells, air spells, water spells.
Scope Limitation (Rainbow) (-30%): Meta spells, flight spells, light spells.
Scope Limitation (Rattelyr) (-20%): Meta spells, earth spells, fire spells.
Scope Limitation (Radiant) (-30%): Meta spells, flight spells, light spells.
Scope Limitation (Red) (-30%): Meta spells, flight spells, fire spells.
Scope Limitation (Rust) (-20%): Meta spells, flight spells, acid spells, metal spells.
Scope Limitation (Sand) (-20%): Meta spells, flight spells, earth spells, air spells.
Scope Limitation (Sapphire) (-10%): Mind control spells, flight spells, sound spells, earth spells, movement spells.
Scope Limitation (Scintillating) (-30%): Meta spells, light spells.
Scope Limitation (Sea) (-30%): Meta spells, water spells, mind control spells.
Scope Limitation (Shadow) (-20%): Meta spells, flight spells, darkness spells, gate spells.
Scope Limitation (Shen Lung) (-20%): Meta spells, air spells, cold and ice spells.
Scope Limitation (Silver) (-30%): Meta spells, flight spells, cold and ice spells.
Scope Limitation (Song) (-30%): Meta spells, flight spells, body control spells, communication and empathy spells.
Scope Limitation (Steel) (-10%): Meta spells, flight spells, poison spells, acid spells, mind control spells.
Scope Limitation (Stone) (-30%): Meta spells, earth spells.
Scope Limitation (Styx) (-10%): Meta spells, flight spells, mind control spells, water spells, darkness spells.
Scope Limitation (Tarterian) (-20%): Meta spells, flight spells, gate spells, force spells.
Scope Limitation (T’ien Lung) (-10%): Meta spells, air spells, fire spells, light spells.
Scope Limitation (Time) (-20%): Meta spells, flight spells, gate spells, time spells.
Scope Limitation (Tome) (-20%): Meta spells, flight spells, gate spells, knowledge spells.
Scope Limitation (Topaz) (-30%): Mind control spells, flight spells, air spells.
Scope Limitation (Tourmaline) (-30%): Meta spells, flight spells, illusion spells.
Scope Limitation (Tun Mi Lung) (-30%): Meta spells, air spells.
Scope Limitation (Tungsten) (-20%): Meta spells, flight spells, earth spells, fire spells.
Scope Limitation (White) (-30%): Meta spells, flight spells, cold and ice spells.
Scope Limitation (Yellow) (-20%): Meta spells, water spells, air spells.
Scope Limitation (Yu Lung) (-30%): Meta spells, water spells.

Dreamspun
Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure.
Scope Limitation (-30%): Communication and empathy spells, knowledge spells.

Efreeti
You were born with the power of fire genies, and the magic of the efreet is strong in you.
Scope Limitation (-30%): Fire spells, illusion and creation spells.

Eladrin
One of your distant ancestors was an eladrin – a celestial exemplar of the Olympian Glades of Arborea. Sorcerers with this bloodline are often rebellious and freedom-loving.
Scope Limitation (-10%): Communication and empathy spells, illusion spells, movement spells, meta spells.

Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Scope Limitation (Air) (-40%): Air spells.
Scope Limitation (Earth) (-40%): Earth spells.
Scope Limitation (Fire) (-40%): Fire spells.
Scope Limitation (Water) (-40%): Water spells.

Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Scope Limitation (-20%): Spells of mind control, movement and illusion.

Fungal
One of your ancestors had an unusually close tie to the natural world, usually underground. Possibly the rarest of ancestries, only the most powerful spellcasters or deities can cause the melding of fungi and animals.
Fungal descendants tend toward pale skin and hair tones, preferring sedentary lives and dark, cool places.
Scope Limitation (-20%): Earth spells, poison spells, necromantic spells.

Guardinal
One of your ancestors was an animalistic guardinal. This bloodline often drives the sorcerer towards the path of goodness, but some sorcerers are driven to reclusive lives in the wild instead.
Scope Limitation (-20%): Illusion spells, movement spells, protection spells.

Illithid
Illithids frequently perform experiments on their slaves, grafting and splicing bits from one species onto another. Often, illithids use body parts from their own race to augment their slaves. Eventually, some of these enhanced slaves escape back to their own people. You are the descendant of one such escaped slave.
Creatures with the illithid bloodline tend toward no particular personality trait or overall outlook. They do, however, typically share certain physical traits, such as lacking hair but possessing black eyes and pale skin with a slightly purplish tint.
Scope Limitation (-40%): Mind control spells.

Infernal
Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Nine Hells.
Scope Limitation (-20%): Spells of fire, mind control, teleportation, and infernal summoning.

Khayal
You were born with the power of shadow genies, and the magic of the khayal is strong in you.
Scope Limitation (-30%): Darkness spells, illusion and creation spells, spells that improve speed and dexterity.

Ki-Rin
Creatures of the air, ki-rin generally stay far from the earth-bound. However, their good-aligned nature means they occasionally descend to aid others of similar proclivities. Long association with ki-rin changed the characteristics your progenitors passed onto their children.
Scope Limitation (-30%): Air spells, movement spells.

Lillend
At some point in your family’s history an empyreal being consorted with one of your ancestors. You were born with the music of the heavens coursing through your soul. You now sing with the voice of the choirs.
Scope Limitation (-20%): Gate spells, mind control spells, sound spells.

Linnorm
At some point in your family’s history, a linnorm interbred with your bloodline, and now its ancient power flows through your veins.
Scope Limitation (Corpse Tearer) (-20%): Meta spells, gate spells, necromantic spells.
Scope Limitation (Dread) (-10%): Meta spells, cold and ice spells, fire spells, movement spells.
Scope Limitation (Land) (-30%): Meta spells, earth spells.
Scope Limitation (Flame) (-30%): Meta spells, flight spells, fire spells.
Scope Limitation (Forest) (-20%): Meta spells, water spells, sound spells.
Scope Limitation (Frost) (-20%): Meta spells, cold spells, ice spells, illusion spells.
Scope Limitation (Gray) (-20%): Meta spells, body control spells, earth spells.
Scope Limitation (Rain) (-20%): Meta spells, water spells, air spells.
Scope Limitation (Sea) (-20%): Meta spells, water spells, air spells.
Scope Limitation (Stygian) (-10%): Meta spells, gate spells, necromantic spells, water spells.
Scope Limitation (Swamp) (-10%): Meta spells, fire spells, necromantic spells, water spells.

Marid
You were born with the power of water genies, and the magic of the marids is strong in you.
Scope Limitation (-30%): Water spells, movement spells.

Medusa
It is well known the glance from a medusa is so powerful objects of her gaze are forever changed even if they do not turn to stone. At sometime an ancestor of yours survived such an encounter. This brush with the snake-woman’s power left the survivor altered, and this change was passed on to you, generations later.
Scope Limitation (-30%): Earth spells, poison spells.

Mercane
One of your ancestors was one of the mysterious mecane. You have an eye for magic items and wealth.
Scope Limitation (-20%): Enchantment spells, gate spells, knowledge spells.

Mishtai
One of your ancestors is an ancient mishtai. Your blood is infused with incarnum and vast magical knowledge of the mishtai.
Scope Limitation (-30%): incarnum spells, meta spells, body control spells.

Naga
Most of the nagas are foul creatures of evil and darkness that revel in the worship of lesser beings. The greatest gift a naga bestows on a worshiper is the gift of a child. You are the progeny of such a congress, and the naga’s serpent nature grows in you as you increase in power. The good nagas also produce such progenies, although more rarely.
Scope Limitation (Banelar) (-20%): Enchantment spells, meta spells, water spells.
Scope Limitation (Bright) (-40%): Meta spells.
Scope Limitation (Brine) (-20%): Water spells, light and darkness spells, mind control spells.
Scope Limitation (Dark) (-20%): Mind control spells, movement spells, necromantic spells.
Scope Limitation (Guardian) (-20%): Knowledge spells, meta spells, protection and warning spells.
Scope Limitation (Ha-Naga) (-20%): Mind control spells, movement spells, meta spells.
Scope Limitation (Iridescent) (-20%): Force spells, light and darkness spells, mind control spells.
Scope Limitation (Spirit) (-20%): Illusion and creation spells, meta spells, necromantic spells.
Scope Limitation (Water) (-20%): Illusion and creation spells, movement spells, water spells.
Scope Limitation (Worm) (-30%): Mind control spells, necromantic spells.

Paraelemental
Powers of two related elements reside inside you. This influence comes from a paraelemental outsider in your family history or a time when you or your relatives were exposed to a powerful paraelemental force.
Scope Limitation (Ice) (-40%): Cold spells, ice spells.
Scope Limitation (Magma) (-30%): Earth spells, fire spells, magma spells.
Scope Limitation (Ooze) (-30%): Mud spells, poison spells, water spells.
Scope Limitation (Smoke) (-30%): Air spells (no lightning spells), fire spells.

Plant
One of your ancestors had an unusually close tie to the natural world. Possibly the rarest of ancestries, only the most powerful spellcasters or deities can cause the melding of plants and animals.
Plant-blooded creatures tend to have brown skin and green eyes, and they generally act more patiently and quietly than their peers. Scions of flowering plants are often beautiful and vain, in love with bright colors and prone to extravagance. Those who descend from vines have long thin bodies with tangled masses of hair and combative dispositions. Tree-blooded creatures stand taller than their peers and have quiet, but friendly personalities, content with deep thoughts and slow actions.
Scope Limitation (-20%): Earth spells, water spells.

Qorrashi
You were born with the power of cold genies, and the magic of the qorrash is strong in you.
Scope Limitation (-30%): Cold and ice spells, illusion and creation spells.

Quasielemental
Your powers originate from a combination of an element and either positive or negative energy. This influence comes from a quasielemental outsider in your family history or a time when you or your relatives were exposed to a powerful quasielemental force.
Scope Limitation (Ash) (-30%): Cold spells, necromantic spells.
Scope Limitation (Dust) (-30%): Earth spells, necromantic spells.
Scope Limitation (Lightning) (-30%): Lightning spells, energy spells, light spells.
Scope Limitation (Mineral) (-30%): Earth spells, light spells.
Scope Limitation (Radiance) (-30%): Fire spells, light spells.
Scope Limitation (Salt) (-30%): Water spells, necromantic spells.
Scope Limitation (Steam) (-30%): Water spells, air spells (no lightning spells).
Scope Limitation (Vacuum) (-30%): Necromantic spells, vacuum spells, cold spells.

Rakshasa
At some point in your family’s history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known.
Scope Limitation (-30%): Illusion and creation spells, mind control spells.

Sea Serpent
At some point in your family’s history, a sea serpent interbred with your bloodline, and now its ancient power flows through your veins. It is highly likely that you belong to an aquatic or amphibious race.
Scope Limitation (Crested) (-20%): Meta spells, water spells, sound spells.
Scope Limitation (Lantern) (-10%): Meta spells, light spells, lightning spells, mind control spells.
Scope Limitation (Spiked) (-10%): Meta spells, body control spells, mind control spells, necromantic spells.

Serpent
One of your ancestors served as a slave of the yuan-ti. Over the course of years, the constant exposure to serpentine magic and blood warped your ancestor, putting just a trace of snake blood into your family line. Your physical characteristics might vary with the type of snake from which you are descended, but you are likely to have yellow or black eyes and patches of scaly skin.
Viper-blooded characters tend to have sharp, angular features with narrow jaws; they generally speak quickly and have a sharp wit. Descendants of cobras tend to have wide, thick necks and hair that grows out from the sides of their heads; they generally prefer solitude, but when in the company of others they possess a commanding presence. Creatures with a constrictor ancestor often have strong, thick bodies and limbs; they tend to take their time, even in dangerous situations, but they become an unstoppable force once they finally decide to act. Rattler-blooded characters tend to have a tough, worldly look; they like to dress in bright colors, especially reds and yellows, and are usually quite vocal about their abilities and intent.
Scope Limitation (-30%): Poison spells, mind control spells.

Sirensong
You or one of your ancestors was conceived while under the compulsory influence of a powerful enchanter or enchantress of the sea. This enchanted power has found a special synergy with the legendarily beautiful voices possessed by members of your race.
Scope Limitation (-30%): Sound spells, mind control spells.

Slaad
You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest.
Scope Limitation (-20%): Body control spells, enchantment spells, breaking spells, matter transmutation spells.

Spell Weaver
Your bloodline was affected by the spell weavers a long time ago, perhaps, intentionally.
Scope Limitation (-20%): Communication and empathy spells, knowledge spells, meta spells.

Starsoul
You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds.
Scope Limitation (-20%): Gate spells, gravity spells, force spells.

Undead
The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Scope Limitation (-40%): Necromantic spells.

Vestige
You trace your ancestry to a bygone civilization and can call upon its forgotten people or places for power.
Scope Limitation (-30%): Knowledge spells, making and breaking spells.

Weird
Your family once made use of the advice of the weirds, oracular beings each associated with one of the primal elements. Now, touched by their cryptic advice, your family is bound to see it through, but it is not truly fate that propels you. Rather, it is the lingering curse of asking such alien beings in the first place.
Scope Limitation (Air) (-30%): Air spells, knowledge spells.
Scope Limitation (Earth) (-30%): Earth spells, knowledge spells.
Scope Limitation (Fire) (-30%): Fire spells, knowledge spells.
Scope Limitation (Ice) (-30%): Ice spells, knowledge spells.
Scope Limitation (Snow) (-30%): Cold spells, knowledge spells.
Scope Limitation (Water) (-30%): Water spells, knowledge spells.

Xill
You have the influence of xill blood, possibly, from a failed implantation, a very ususual ancestry, or an ancestral thralldom to the xill. You understand the xill as few do, but they are not your masters.
Scope Limitation (-40%): Gate spells.

Yugoloth
A yugoloth lurks somewhere along your family tree. Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortals and outsiders alike.
Scope Limitation (-20%): Gate spells, mind control spells, yugoloth summoning, communication and empathy spells.

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