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| Merlion09-07-04, 04:48 PM | I decided to do up a Sorcerer that both patched up its mechanical failings, and hopefully really seperated it from the Wizard. I decided to try the Bloodline aproach. I only have one finished at present, the Dragon bloodline. Just like standard Sorcerer accept: d6 hit die. 4 skill points. Add Knowledge (The Planes), Bluff and Diplomacy to class skills. No material components. Spend XP instead, probably 10 XP per 100 GP cost. One more spell known per spell level (so know 2 2nd level spells at 4th etc) Gain a Bloodline ability at 1st, 6th, 11th and 16th level. Each bloodline has a totally different spell list, and different abilities. Here is the Dragon bloodline...theres also going to be Fey, Celestial, Fiendish, and one for each Element. Other bloodline suggestions are welcome. Dragon Bloodline Abilities: 1st level: Energy Affinity: Choose one of acid, cold, electricity or fire. You cast spells of this type at +1 caster level, and with a +1 bonus to saving throw DC. 6th level: Energy Substitution: You may cast any spell with the acid, cold, electricity or fire descriptor with the descriptor of your energy affinity. This ability may be used at will, and does not alter the spell slot or casting time of the spell. 11th level: Keen Senses: You gain lowlight vision and Darkvision each out to 60 feet. Additionally, you gain a +4 bonus to Listen, Search and Spot checks. 16th level: Draconic Defenses: You gain immunity to sleep and paralysis effects, and a +2 bonus to saving throws against fear. Additionally, you gain a +4 natural armor bonus to armor class. Dragon Bloodline Spell List 0th level: Acid Splash Daze Flare Ghost Sound Light Mage Hand Message Open/Close Ray of Frost Resistance 1st level: Alarm Burning Hands Cause Fear Comprehend Languages Colour Spray Comprehend Languages Disguise Self Feather Fall Endure Elements Enlarge Person Hold Portal Identify Jump Mage Armor Magic Missile Magic Weapon Nystul’s Magic Aura Obscuring Mist Produce Flame Protection from Chaos/Evil/Good/Law Remove Fear Shield Shocking Grasp True Strike 2nd level: Arcane Lock Alter Self Bear’s Endurance Bull’s Strength Continual Flame Darkvision Detect Thoughts Eagle’s Splendor Flaming Sphere Fog Cloud Fox’s Cunning Glitterdust Gust of Wind Levitate Locate Object Magic Mouth Melf’s Acid Arrow Obscure Object Owl’s Wisdom Protection from Arrows Pyrotechnics Resist Energy Scaleskin* Scare Scorching Ray See Invisibility Shatter Spider Climb Touch of Idiocy Whispering Wind 3rd level: Arcane Sight Bestow Curse Call Lightning Clairaudience/Clairvoyance Daylight Explosive Runes Fireball Flame Arrow Fly Gaseous Form Glyph of Warding Haste Invisibility Purge Keen Edge Lightning Bolt Magic Circle Against Chaos/Evil/Good/Law Magic Weapon, Greater Nondetection Protection from Energy Rage Sleet Storm Slow Tongues Water Breathing Wind Wall Zone of Truth 4th level: Arcane Eye Detect Scrying Dimensional Anchor Discern Lies Enlarge Person, Mass Fear Fire Shield Fire Trap Geas, Lesser Globe of Invulnerability, Lesser Ice Storm Locate Creature Minor Creation Otiluke’s Resilient Sphere Phantasmal Killer Polymorph Remove Curse Scrying Shout Solid Fog Stone Shape Stoneskin Wall of Fire Wall of Ice 5th level: Break Enchantment Call Lightning Storm Cloudkill Cone of Cold Control Winds False Vision Flame Strike (All Fire) Freedom of Movement Leomund’s Secret Chest Major Creation Mordenkainen’s Faithful Hound Mordenkainen’s Private Sanctum Overland Flight Passwall Prying Eyes Sending Spell Resistance Symbol of Pain Symbol of Sleep True Seeing Wall of Force Wall of Stone 6th level: Acid Fog Analyze Dweomer Antimagic Field Bear’s Endurance, Mass Blade Barrier Bull’s Strength, Mass Chain Lightning Control Water Eagle’s Splendor, Mass Fire Seeds Forbiddance Geas/Quest Globe of Invulnerability Glyph of Warding, Greater Guards and Wards Legend Lore Move Earth Otiluke’s Freezing Sphere Owl’s Wisdom, Mass Repulsion Symbol of Fear Symbol of Persuasion Wall of Iron Word of Recall 7th level: Delayed Blast Fireball Firestorm Phase Door Prismatic Spray Reverse Gravity Scrying, Greater Sequester Spell Turning Symbol of Stunning Symbol of Weakness Vision 8th level: Antipathy Dimensional Lock Discern Location Incendiary Cloud Otiluke’s Telekinetic Sphere Polar Ray Power Word, Stun Prismatic Wall Protection from Spells Prying Eyes, Greater Screen Shout, Greater Symbol of Insanity Symbol of Death Sympathy 9th level: Freedom Imprisonment Meteor Swarm Mordenkainen’s Disjunction Prismatic Sphere Refuge Shapechange Weird |
| Merlion09-07-04, 05:06 PM | There's also going to be a universal list with some basic spells like Dispel Magic, I just forgot to throw it together before I posted. It'll be up soon :-) |
| Merlion09-07-04, 09:25 PM | Ok heres those universal spells I mentioned. Universal Spells: 0th level: Arcane Mark Detect Magic Read Magic 2nd level: Arcane Lock 3rd level: Arcane Sight Dispel Magic 5th level: Break Enchantment Permanency Teleport 6th level: Analyze Dweomer Dispel Magic, Greater 7th level: Arcane Sight, Greater Limited Wish Plane Shift Teleport, Greater 9th level: Wish |
| Merlion09-08-04, 08:39 PM | Here is the information for the Fey Bloodline Fey Bloodline Abilities: Knowledge (Nature) and Survival are class skills. 1st level: Fey Features: You gain low-light vision (or your existing low light vision doubles in range), and a +2 bonus to saving throws against mind affecting affects. 6th level: Confusing Touch: Once per day you may confuse a creature by touch. Make a melee touch attack. If you succeed, the creature must make a Will save (DC 10 + half your level + your Charisma bonus) or become confused for 1 minute per Sorcerer level. 11th level: Fey Defense: You gain Damage Reduction 5/Cold Iron 16th level: Fey Sight: You may use See Invisible at will for a number of minutes each day equal to your Charisma bonus. These minutes need not be continuous. Fey Bloodline 0th level: Dancing Lights Daze Flare Ghost Sound Light Mage Hand Message Open/Close Prestidigitation 1st level: Alarm Charm Animal Charm Person Colour Spray Comprehend Languages Detect Animals or Plants Disguise Self Endure Elements Enlarge Person Entangle Expeditious Retreat Faerie Fire Feather Fall Grease Hold Portal Hypnotism Identify Jump Mage Armor Magic Weapon Nystul’s Magic Aura Obscuring Mist Protection from Evil/Law Ray of Enfeeblement Reduce Person Shield Silent Image Sleep Summon Nature’s Ally 1 True Strike 2nd level: Arcane Lock Alter Self Barkskin Blindness/Deafness Blur Cat’s Grace Continual Flame Darkness Darkvision Daze Monster Detect Thoughts Eagle’s Splendor Fog Cloud Fox’s Cunning Glitterdust Gust of Wind Hypnotic Pattern Invisibility Knock Levitate Locate Object Magic Missile Melf’s Acid Arrow Minor Image Mirror Image Misdirection Obscure Object Owl’s Wisdom Protection from Arrows Resist Energy Rope Trick See Invisibility Shatter Silence Speak with Animals Spider Climb Summon Nature’s Ally 2 Tasha’s Hideous Laughter Touch of Idiocy Web Whispering Wind 3rd level: Arcane Sight Blink Call Lightning Clairaudience/Clairvoyance Daylight Diminish Plants Displacement Deep Slumber Dominate Animal Fly Gaseous Form Haste Hold Person Invisibility Sphere Leomund’s Tiny Hut Major Image Magic Circle Against Evil/Law Magic Weapon, Greater Nondetection Phantom Steed Plant Growth Protection from Energy Quench Ray of Exhaustion Shrink Item Slow Spike Growth Stone Shape Suggestion Summon Nature’s Ally 3 Tongues Water Breathing Wind Wall 4th level: Arcane Eye Bestow Curse Charm Monster Command Plants Confusion Crushing Despair Detect Scrying Dimension Door Dimensional Anchor Enlarge Person, Mass Freedom of Movement Geas, Lesser Globe of Invulnerability, Lesser Hallucinatory Terrain Ice Storm Illusory Wall Invisibility, Greater Leomund’s Secure Shelter Locate Creature Minor Creation Otiluke’s Resilient Sphere Phantasmal Killer Polymorph Rainbow Pattern Reduce Person, Mass Remove Curse Scrying Shout Solid Fog Stoneskin Summon Nature’s Ally 4 5th level: Animal Growth Baleful Polymorph Break Enchantment Call Lightning Storm Commune with Nature Death Ward Dominate Person Dream Fabricate False Vision Feeblemind Hold Monster Insect Plague Major Creation Mind Fog Mirage Arcana Mordenkainen’s Faithful Hound Nightmare Overland Flight Persistent Image Prying Eyes Rary’s Telepathic Bond Seeming Sending Spell Resistance Summon Nature’s Ally 5 Symbol of Sleep Tree Stride Wall of Thorns Waves of Fatigue 6th level: Analyze Dweomer Antilife Shell Antimagic Field Cat’s Grace, Mass Eagle’s Splendor, Mass Find the Path Flesh to Stone Fox’s Cunning, Mass Geas/Quest Globe of Invulnerability Legend Lore Mislead Owl’s Wisdom, Mass Permanent Image Programmed Image Repulsion Stone Tell Stone to Flesh Suggestion Summon Nature’s Ally 6 Symbol of Persuasion Transport Via Plants True Seeing Veil 7th level: Animate Plants Arcane Sight, Greater Control Weather Ethereal Jaunt Finger of Death Forcecage Hold Person, Mass Insanity Invisibility, Mass Mordenkainen’s Magnificent Mansion Power Word, Blind Prismatic Spray Project Image Reverse Gravity Scrying, Greater Sequester Spell Turning Summon Nature’s Ally 7 Sunbeam Symbol of Stunning Symbol of Weakness Transmute Metal to Wood Vision Waves of Exhaustion 8th level: Animal Shapes Antipathy Binding Charm Monster, Mass Control Plants Demand Dimensional Lock Earthquake Maze Mind Blank Moment of Prescience Otiluke’s Telekinetic Sphere Otto’s Irresistible Dance Polymorph Any Object Power Word, Stun Prismatic Wall Protection from Spells Prying Eyes, Greater Scintillating Pattern Screen Shout, Greater Summon Nature’s Ally 8 Sunburst Symbol of Death Symbol of Insanity Sympathy Temporal Stasis Trap the Soul 9th level: Dominate Monster Etherealness Freedom Foresight Hold Monster, Mass Imprisonment Mordenkainen’s Disjunction Prismatic Sphere Refuge Shambler Shapechange Storm of Vengeance Summon Nature’s Ally 9 Time Stop Wail of the Banshee |
| magicbehere09-08-04, 08:45 PM | Both blood lines are great I'm using them in a future campaign. |
| Merlion09-08-04, 09:00 PM | I think I may need to change the last fey ability. |
| TerrickTerran09-08-04, 09:20 PM | Will you do the elements? The first two lists look really nice. |
| Merlion09-08-04, 09:24 PM | yep. elements. celestial. fiendish. any other suggestions? |
| Merlion09-08-04, 10:36 PM | A slight redo of the Fey bloodline abilities, plus the Celestial bloodline Fey Bloodline Abilities: Knowledge (Nature) and Survival are class skills. 1st level: Fey Features: You gain low-light vision (or your existing low light vision doubles in range), and a +2 bonus to saving throws against mind affecting affects. 6th level: Confusing Touch: Once per day you may confuse a creature by touch. Make a melee touch attack. If you succeed, the creature must make a Will save (DC 10 + half your level + your Charisma bonus) or become confused for 1 minute per Sorcerer level. 11th level: Fey Sight: You may use See Invisible at will for a number of minutes each day equal to your Charisma bonus. These minutes need not be continuous. Activating or deactivating this ability is a free action that counts as a quickened spell. 16th level: Fey Defense: You gain Damage Reduction 5/Cold Iron, and you become immune to confusion, sleep, and charm effects. Celestial Bloodline Abilities: 1st level: Sacred Spell: You may cause any damage dealing spell you cast to deal half its damage as direct divine power. The spell slot and casting time of the spell remain unchanged. You may use this ability once per day, plus an additional time per day at 6th, 11th and 16th level. 6th level: Celestial Defenses: You gain resistance 5 to your choice of acid, cold or electricity. You also gain a +2 bonus to saving throws against petrification and poison. 11th level: Celestial Radiance (Su): Once per day, you may invoke the power of your heritage. Activating this ability is a standard action. Once activated, for a number of rounds equal to your charisma bonus, you add your charisma bonus twice to the saving throw DC of each spell you cast. Additionally, any creature within in 30 feet of you when you activate this ability must make a Will save (DC 10 +half your level + your Charisma bonus) or become shaken for 1 round per point of your charisma bonus. 16th level: Protective Aura: Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet. It lasts for 1 round/level and may be used once per day. Celestial Bloodline Spell List 1st level: Bless Bless Water Cause Fear Command Comprehend Languages Detect Evil Detect Undead Endure Elements Enlarge Person Hold Portal Mage Armor Magic Missile Magic Weapon Protection from Evil Remove Fear Sanctuary Shield Summon Monster 1 True Strike 2nd level: Align Weapon Arcane Lock Augury Blindness/Deafness Blur Bull’s Strength Calm Emotions Cat’s Grace Continual Flame Detect Thoughts Eagle’s Splendor Enthrall Glitterdust Levitate Owl’s Wisdom Resist Energy Scare Scorching Ray See Invisibility Shield Other Silence Spiritual Weapon Summon Monster 2 Zone of Truth 3rd level: Bestow Curse Call Lightning Create Food and Water Clairaudience/Clairvoyance Daylight Displacement Fly Glyph of Warding Haste Helping Hand Heroism Hold Person Invisibility Purge Keen Edge Locate Object Magic Circle Against Evil Magic Weapon, Greater Protection from Energy Remove Blindness/Deafness Remove Curse Remove Disease Searing Light Summon Monster 3 Tongues Water Breathing Water Walk 4th level: Death Ward Detect Scrying Dimensional Anchor Dimension Door Discern Lies Dismissal Divination Enlarge Person, Mass Fear Freedom of Movement Geas, Lesser Globe of Invulnerability, Lesser Holy Smite Locate Creature Otiluke’s Resilient Sphere Phantasmal Killer Planar Ally, Lesser Scrying Sending Shout Summon Monster 4 5th level: Call Lightning Storm Command, Greater Contact Other Plane Dispel Evil Feeblemind Flame Strike Hold Monster Interposing Hand Mordenkainen’s Faithful Hound Mordenkainen’s Private Sanctum Overland Flight Prying Eyes Slay Living Spell Resistance Summon Monster 5 Symbol of Pain Symbol of Sleep Teleport True Seeing Wall of Force 6th level: Animate Objects Banishment Blade Barrier Bull’s Strength, Mass Cat’s Grace, Mass Chain Lightning Control Water Eagle’s Splendor, Mass Forbiddance Forceful Hand Geas/Quest Globe of Invulnerability Glyph of Warding, Greater Heroes Feast Heroism, Greater Legend Lore Owl’s Wisdom, Mass Planar Ally Repulsion Summon Monster 6 Symbol of Fear Symbol of Persuasion Undeath to Death 7th level: Banishment Destruction Forcecage Grasping Hand Hold Person, Mass Holy Word Mordenkainen’s Sword Plane Shift Power Word, Blind Prismatic Spray Refuge Scrying, Greater Sequester Spell Turning Summon Monster 7 Sunbeam Symbol of Stunning Symbol of Weakness Teleport, Greater Vision 8th level: Clenched Fist Dimensional Lock Discern Location Holy Aura Mind Blank Otiluke’s Telekinetic Sphere Planar Ally, Greater Power Word, Stun Prismatic Wall Protection from Spells Prying Eyes, Greater Screen Shout, Greater Summon Monster 8 Sunburst Symbol of Death Symbol of Insanity 9th level: Astral Projection Crushing Hand Freedom Gate Hold Monster, Mass Imprisonment Power Word, Kill Prismatic Sphere Refuge Storm of Vengeance Summon Monster 9 Weird |
| Creep09-08-04, 10:37 PM | It would be great if you did a slime bloodline, which would fit right in with a campaign I'm running. |
| Merlion09-08-04, 10:40 PM | Thats a bit limited. It has to be something big and broad enough to fill out a spell list with...as well as involving beings that could possibly interbreed with humanoids. |