Sorcerer
Base Class: Sorcerer

You are invested with part of Andolism, and gain the powers of an Elantrian. As a side effect of the investment, your skin turns silver, your hair turns white, and you seem to glow with an inner light. Your body is fueled and constantly renewed by your investment, and if it is blocked you quickly deteriorate. You heal quickly and can survive fatal injuries, such as decapitation. You are practically immortal, but being an Elantrian is emotionally and mentally exhausting and is one of the hardest forms of immortality that exist. You have superior strength and speed. You can still die of natural causes if left untreated, such as age, heart attacks, and dehydration. You have increased insight and mental abilities. You are also capable of learning any spell.

 

Inspired by Elantrians created for Elantris by Brandon Sanderson.

Ability Increase

You have increased mental abilities, with your passive insight increasing as well as your intelligence. You have increased strength and speed, gaining +2 to your native Dexterity and Strength scores.

Aon

You gain the ability to cast any spell with just the somatic elements, just hand gestures, even if that is not part of the original spell. Casting time, regardless of the spell, is never longer than one minute

Create food

You gain permanent access to the spells Create food and water and Goodberry, and cast them with just the Somatic elements. These are made as cantrips, are always prepared, and do not count as known spells. They have one use each per short rest.

Invulnerability

You heal quickly from all natural wounds, even fatal ones, making you immune to non-magical weapon damage, so bludgeoning and slashing. Any spell that does damage will harm you, and you are not immune to poison, though you heal faster than normal from damage inflicted, recovering up to 1d10+2 hit points each short rest.

Powerful Knowledge

You choose to learn either Sandmastery or the invested art called Forgery.

Sandmastery allows you to control collections of sand called ribbons at your will, in just about any way you can imagine. You have access to up to ten ribbons, though the more ribbons you are using the less delicate you can be with them, able to summon the sand at will, regardless of your location. Each action you make with them uses part of your body's store of water. If you use all your stores of water, you will loose control of the ribbons and loose half you total possible hit points.

For Forgery, you spend a day carving a stamp called a soulstamp that when stamped on a specific object, will leave a seal that will cause a simple and believable effect by changing the object's past in a way described by the design of the stamp, such as changing the level of wear on an object. You can carve stamps that have more complex but still believable effects, but the more complex the effect desired the longer it takes to carve the stamp. When carving, you are required to spend at least half of each rest working on it for the day to count towards the desired effect.  The seal left by the stamp itself is also called a soulstamp. If the new history that the stamp implies is convincing enough the stamp will take and hold indefinitely. If not, the stamp will fail after an amount of time relative to the similarity of the histories. When failing, the soulstamp will evaporate and the subject will revert to normal. The subject will also turn back to normal if the soulstamp is forcefully taken off, which does not normally harm the object that has been stamped. A plausible enough stamp will stay nearly permanently. The more people who know of a Forgery, the more likely it is to fail. The seals left by soulstamps are slightly indented, and have a noticeable texture to them, regardless of the material they are stamped into. When a stamp fails, the embossed texture disappears, and the ink becomes as if fresh. While difficult, it is possible to soulstamp liquids. Anyone can apply a soulstamp after a you have created it, they must merely ink the stamp and apply it to the object it is designed to effect.

Forgery

You choose to learn the invested art of Forgery, in which you carve soulstamps to have a desired effect on a desired object/person. You spend a day carving a stamp called a soulstamp that when stamped on a specific object, will leave a seal that will cause a simple and believable effect by changing the object's past in a way described by the design of the stamp, such as changing the level of wear on an object. You can carve stamps that have more complex but still believable effects, but the more complex the effect desired the longer it takes to carve the stamp. When carving, you are required to spend at least half of each rest working on it for the day to count towards the desired effect.  The seal left by the stamp itself is also called a soulstamp. If the new history that the stamp implies is convincing enough the stamp will take and hold indefinitely. If not, the stamp will fail after an amount of time relative to the similarity of the histories. When failing, the soulstamp will evaporate and the subject will revert to normal. The subject will also turn back to normal if the soulstamp is forcefully taken off, which does not normally harm the object that has been stamped. A plausible enough stamp will stay nearly permanently. The more people who know of a Forgery, the more likely it is to fail. The seals left by soulstamps are slightly indented, and have a noticeable texture to them, regardless of the material they are stamped into. When a stamp fails, the embossed texture disappears, and the ink becomes as if fresh. While difficult, it is possible to soulstamp liquids. Anyone can apply a soulstamp after a you have created it, they must merely ink the stamp and apply it to the object it is designed to effect.

To carve a stamp, you must have a decent understanding of the object's past, and of the alternate past you wish to give to it, though for simple things like changing the level of wear, you do not need to know much, as these are the least complicated soulstamps to make. You can use any material to carve the soulstamp on, as long as it can be carved, though the preferred material is Soulstone, a stone that is soft to chisel and does not chip, but when exposed to an open flame becomes as hard as quartz. The ink used to stamp the seal also has an effect - only fresh, organic inks will function, though they can be mixed with other compounds such as wax. Clear, bright colors are the best. Animal inks are superior to plant-based inks, squid ink being well regarded.

You can also create, after laboring for 150 days, a soulstamp called an Essence Mark, which when paired with a carved metal plate hung on your body that you make along with the stamp, changes your own spiritual nature and past. Essence Marks can be used to impart new skills, enact disguises, change your personality or physiology, rewrite your memories, or in general affect the history of a person in a manner similar but more complex than ordinary Forging. Essence Marks are powerful, but incredibly difficult and complex to make, requiring a lattice of hundreds of different stamps networked together. When applying an Essence Mark the seal will give off faint wisps of red smoke, which happens when a soulstamp is put on an living object. This indicates that the soul is fighting against the rewriting, and the color indicates that the Forger is technically corrupting the subject's innate Investiture. Because a human soul is constantly growing, changing, and shifting, a soulstamp will last at most a day before failing. In order to keep the changes made to a soul, a soulstamp needs to be reapplied every twenty-four hours. If an Essence Mark is used consistently over a few years, it is possible that a person will no longer need to be stamped in order to keep the changes, due to the continued rewriting of the soul. A person constantly using an Essence Mark can have the capability to remember, grow, and change if it is programmed into the soulstamp. A person will barely be able to recall memories and emotions from Essence Marks within an hour of not using them, unless specifically programed into the stamp, though this will make it last for a shorter time, normally only 12 hours.

Sandmastery

 Sandmastery allows you to control collections of sand called ribbons at your will, in just about any way you can imagine. You have access to up to ten ribbons, though the more ribbons you are using the less delicate you can be with them, and are able to summon the sand at will, regardless of your location. Each action you make with them uses part of your body's store of water. If you use all your stores of water, you will loose control of the ribbons and loose half you total possible hit points. The more ribbons you are using at once, the faster you loose water. When controlling five ribbons continuously, you can last for about half an hour before needing a drink of water. Alcohol does strange things to a Sandmaster, and can be dangerous to consume, as it makes you dehydrate faster. Your Elantrian recovery abilities do not affect dehydration, the only cure for that is water. 

When using multiple ribbons, a sand master's consciousness will expand to allow better control over them. You can combine ribbons to increase their power, though this takes the same amount of water to control as a controlling the number of ribbons would normally, and a ribbon's precision and speed can be increased with training and practice. The tip of a ribbon contains the concentration of its energy. Attacking a ribbon from the side will make it collapse. Having two ribbons collide directly will make both ribbons collapse.

There are many uses of sand mastery. Sand masters often use whirlwinds of sand to lift themselves and fly, which typically requires at least three ribbons. Sand can be used to make platforms to walk on and can be used to temporally construct things like staffs or poles. Their powers can also be used in battle. Sand can be used to hurl powerful ribbons or sheets of sand at their enemies or to hurl heavy objects. The ribbons of sand can be powerful enough to go through a human skull or the shell of a Karak. Some powerful sand masters can unleash a massive wave of sand across an entire battlefield and can have the precision of only harming those the sand master wants to harm. The sand can also be used as a shield, creating a bubble around the sand master. Sand mastery can also be used to construct buildings. If something goes through a sand master's stream of sand, it can throw off the entire creation of the sand mastery.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes