Base Class: Sorcerer
For most Sorcerers, it is enough to be born with
innate magical power running through her veins
but not for the Followers of the Shifting Path, or
Magi, as they are otherwise known. For it is the
Follower of the Shifting Path that seeks to meld
the science of arcane scholars with the natural
might of innate casters.
The Magi seeks to discover the underlying laws which
govern arcane magic and through will and expertise bend
those forces to her whims. They are the tinkerers of the
magical world, seeking out new forms of magic to discover
how they work and what insights they might give to their own
connection to magic and their place in the world in relation to
it. There are as many paths as there are individuals capable
of following... the journey is constrained only by her
understanding and power.
When the soul of the Magi, and by extension her inborn
ability to modify the pattern of the weave, earnestly seeks to
understand in a more codified manner the workings of her
magic, the Shifting Path reveals itself. Her qualitative and
quantitative understanding of arcane forces is exhibited in a
myriad of ways, but there are a few common aspects shared
amongst the Followers at different levels of true
understanding.
Myriad Pathways Beyond the Blood
Grimorum Arcanorum ~ At the beginning of her journey,
the Magi, manifests into being a personal grimoire whose
appearance reflects the soul of the caster. Within the
grimoire is locked all her magic, which aren't bound by
common sorcerous aptitudes. The Magi can choose from the
Wizard, Sorcerer, and Warlock spell lists, at this level,
whenever the class would allow for choosing of spells. All
cantrips/Spells inscribed into the Spellbook function as
Sorcerer spells.
A Magi must utilize spell slots to cast magic, unlike a
wizard, her spells are not expended when they’re cast.
Instead, she can cast any spell that she knows, consuming a
spell slot of the appropriate level, assuming she hasn’t yet
used up her spell slots per day for that level.
The Spellbook normally resides within the Magi's soul and
may be called forth as a free action. The Spellbook may be
used as arcane focus and bypass the need for material
components (unless there is an associated cost above GMs
discretion.)
Modifying the Algorithm ~
At 11th level and forward, knowledge of the inner workings of
arcane magic allows for the facsimilation of spells from the
Cleric or Druid spell lists. Unlike those of the arcane nature,
these divine facsimilies require more work to master. For the
first several uses of the new Spell, whether rolled or
automatic, the Magi must successfully pass an Arcana check
= 10 + Spell level, before normal Spell rolls. After 7
successful checks AND castings, then the Spell will operate
as a normal Sorcerer Spell.
***Pertinent Information***
Bound Within Thine Tome
A grimoire scribed with the Soul's understanding
will always have constraints. Because the scholarly
pursuits of a primarily charismatic person may only
progress but so far, the number of spells that can
be contained therein, is summarized in the
following equation{cantrips do not count towards total}:
*Total Spells <= (INT mod(minimum 1) +
Sorcerer level) x 2.
If the Magi's Spellbook is destroyed by magical means
(normal physical means being incapable) decided by the DM,
then the Magi shall be made to perform an hour oblation to have
her Spellbook returned to her. If destroyed, any Spells slots
are lost until the Spellbook is returned. Once returned,
the Magi must spend the normal hour in preparation to
re-set spell slots for the day.
Dwelling in the Rings
Dwelling in the Rings ~ Assimilation of arcane knowledge
gleaned over hours of study and learning the subtle yet
precise nuances of magic have expanded your capacity for
manipulating it. You gain an additional sorcery
point in addition to what the sorcerer normally gains, at access.
You gain an additional 2 bonus points at 6th, 14th, and 18th
levels.
Each time you gain a sorcerer level after the first, you can
add one Spell of your choice to your Spellbook for free. Each
of these Spells must be of a level for which you have Spell
Slots, as shown on the Sorcerer table. On your Adventures,
you might find other Spells level 1 and above that, you can
add to your Spellbook. All these Spells function as Sorcerer
spells given the appropriate class restrictions.
You can cast a Spell as a ritual if that spell has the ritual
tag and you have the spell in your Spellbook.
Akashic Transference
Akashic Transference ~At 6th level, you gain the ability to utilize residual energies
bound within the weave for teleportation or defense. Before
or after using an action to cast a Spell, as a bonus action you
can teleport up to your movement to an unoccupied space
you can see. The infusion of energy then gives advantage on
the next Spell attack you make before the end of the next
turn. Additionally, the Magi can utilize the infusion of energy
in conjunction with 2 sorcery points to cast Counterspell
which is automatically added to the Magi's Spellbook at level
6.
In addition, Magis have harnessed the principal of
transference to empower their spells. The Magi can expend 1
sorcery point as a free action whenever she casts a Magi
spell. If she does, she can choose to increase the spell’s
DC by 2. She can expend no more than 1
point on a given spell in this way. If the Spell was a
damaging spell, then the target and any enemies within 10 ft.
take damage equal to the Magi's INT modifier, with an
increase in damage at 14th and 18th levels respectively.
Penance Maledictum
Penance Maledictum ~At 14th level, through a superlative understanding of the
magical ways, as a reaction the Magi is able to counter spells
more efficiently. As a reaction to being the target of a Spell, a
Magi can attempt to identify and counter said spell. If the
Spell is in the Magi's Spellbook, it is immediately identified
and she will have advantage on the counter roll. If it is not,
the Magi must roll an Arcana check = 10 + Spell level. If the
check is successful, Spell information is conferred and it is
countered. In addition, the price of their attacker's hubris is to
be struck by INT modifierxd6 dice worth of damage of the
Magi's choosing. This ability may be used up to the INT
modifier times and recharges once per day, after a short rest.
Meta-Alchemy
Meta-Alchemy ~At 18th level, the Magi can expend a number of her sorcery
points (equal to S.P. - spell slot conversion as per level used)
to add any two meta-magic alterations, whether known or
not, to a single Spell. However, it cannot be the same meta-magic
and if a damaging spell, IF the Magi knows
Empowered Spell, will occur automatically so as to allow for
2 other meta-magics to be utilized. Can be performed a
maximum of twice a day, the second after completing a short
rest.
In addition, if the Magi has used a meta-magic enhanced
spell that day, then once a day during a short rest, the Magi
may regain up to her additional sorcery points gained via the
Dwelling in the Rings class feature.
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