Base Class: Sorcerer
You have decided to cast away the well established magics of the world, adopting instead a much more versatile ancient magic system. By use of two gloves, one inscribed with a runic circle of transfer and the other blank, a runic mage can quickly build a runic circle by transferring pre-drawn runes and circles to the empty glove. This allows for "casting" times similar to that of modern magics while maintaining the versatility of pure runic magic. Runes and circles still can be created and activated fully by hand, but it takes much longer as to ensure the circles are properly balanced.
WARNING: By taking this subclass you forget and cannot learn any spells other than the ones provided to you by the subclass.
Runes
Instead of normal magics, you have taken to the art of manipulating runes. Runes act as basic templates that focus and change the expression of magical energy supplied to them and are typically considered to be the individual 'words' of a runic spell.
Keep in mind:
Runes are not very useful on their own. They can be activated on their own (do not roll for damage if activated in this way, used mainly for utilities like starting fires), but lack the power to do much of anything without a runic circle to focus them.
A growing potential:
As you grow in knowledge and magical power, so to do the effects of your runes. Allowing you to increase their potency to the level of magic supplied to them (unless otherwise specified, add an additional die for each level above cantrip). (runes that scale half as fast increase effects for every other level above cantrip: (level + 1)/2 rounds down)
You have access to the following basic runes determined by your class level (including all previous runes):
(all in form: "Rune: Damage and effects. (saving throw type)")
| Sorcerer Level | Runes |
|---|---|
| 1st | Fire: Deals 1d10 fire damage. (DEX) Lightning: Deals 1d8 lightning damage. On a hit, the target is unable to take reactions until the start of its next turn. (DEX) Cold: Deals 1d6 cold damage. On a hit the target's movement speed is reduced by 10 feet until the start of your next turn. (CON) Force: On successful hit and if target weighs less than your carrying capacity (scaling half as fast), it is pushed 10 (scaling half as fast) feet in the direction of the force. If the target collides with a solid object as a result of this force, target takes 1d8 bludgeoning damage (non magical damage, scales as normal) (CON) |
| 2nd | Acid: Deals 1d4 acid damage plus 1d4 acid damage on the creature's next turn. (DEX) Poison: Deals 1d4 poison damage. On a hit, the target must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn (# of turns poisoned increases with casting level in addition to damage) (CON). |
| 3rd | Heal: Heals 1d4 + spellcasting ability modifier. (Scales half as fast) (if cast at or above level 3, it removes poison) Focus: Allows target to roll to end a negative effect assaulting their mind (additional chances to succeed at higher levels, scales half as fast) |
| 6th | Thunder: Deals 1d10 thunder damage and knocks the creature prone (CON). |
| 10th | Radiant: Deals 1d12 radiant damage. On a hit, the target is blinded for two turns (number of turns does not scale) (DEX) Necrotic: Deals 1d12 Necrotic damage. On a hit, the target is frightened for two turns (number of turns does not scale) (CON) |
Runic Circles
Complex runic matrices used to radically change the expressions of runic magics.
They are used to provide a template for using the effects of basic runes, incorporating the rune's properties into it's own. If runes are considered a 'word' of runic magic, then runic circles can be thought of as 'sentences.'
In addition: Runic circles can be cast as ritual spells (5-10 min.) so long as the user has something they can draw them with.
| Sorcerer Level | Runic Circles |
|---|---|
| 1st | Runic Circle: Projectile, Touch |
| 2nd | Runic Circle: Cone, Line, Ray |
| 3rd | Runic Circle: Trap, Transpose |
| 6th | Runic Circle: Wave, Explosion |
Runic Protection
Starting at the 6th level, you have learned how to imprint runes of protection upon your clothing, creating a shield of force that protects you from damage when activated. It takes about two hours to imprint these runes onto a new set of clothing. As a reaction, you may spent 1 sorcery point to gain a +5 AC bonus (also applies to triggering attack) until the end of your next turn.
Runic Potency.
Beginning the 14th level, your experience in manipulating runes has compounded into the ability to activate them more efficiently. Effect: make an additional role whenever your roll for damage from a source of runic magic.
Runic Spheres
Beginning at the 18th level, you gain the ability to create runic spheres. A runic sphere can theoretically act as an infinite number of runic circles and allows for the casting of spells that would normally seem impossible with normal runic magic, allowing for the creation of runic spells that mimic standard magic. However, it pains you to learn that these spheres require just as much magical energy as their non runic counterparts (a runic sphere that mimics a spell must exhaust the same spell slot that the spell it mimics).
Upon reaching this level, gain the following:
A runic sphere of fly.
A runic sphere that mimic one spell of your choice (any level, any class).
Additional Runic Spheres can be created for the price of 200 GP (for the sphere) and 100 hours of work. Spheres are not limited by any class restrictions, but can only be used by their creator.
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