Base Class: Sorcerer
Through the gift of the Great Spiral, you as a Child of it, hold the infinite control of mind and madness. Growing in power with time, it speaks in your dreams. Gives you reason, promise, and power. Through its thought, they gain the ability to weave and warp the very concepts of mind. Yours and others, with the great hope of advancing the madness in the world.
Unfortunately, the Spiral's concept limits your types of spells.. through its essence. Leaving you with a weakness to learning any spells not control or charm, and a strength for learning any that are. Any spells that are control/charm, count as one level lower than they are. Any that aren't... count as one level higher to cast. Thus, the Children of the Spiral will often use Enchantments to change and manipulate those around them, more than anything else... this effect does not apply to cantrips.
Gifts of the Spiral
At 1st level, you gain the ability to use Pure Madness, a ranged ability spell that causes a variety of lasting or temporarily effects. It can be used once per three days.
Pure Madness
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Short Term Madness |
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None |
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Long Term Madness |
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None |
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Indefinite Madness Effect |
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Doorway.
At 6th level, you can use your abilities to turn any solidly constructed doorway around into a gateway between there and any door you've marked with the Spiral.
The doorway can be across dimensions, but must be to a doorway that you have seen in the past, and... followed a ritualistic sacrifice to mark with the Spiral's power. The act of selecting the second doorway is fast, and can be done up to once daily as an action, opening a portal to one of the Marked doors, but the actual Marking of a door is as follows..
The Spiraling Descent. You feel the gaze of the Spiral, twisting and contorting as you scratch its symbol into the back side of the door. You hang entrails along the walls of the inside space, from animals or from humans.. Does it really matter..?
You draw in symbols along the floor of the room in chalk. Careful to cover almost all the surfaces with the signs of madness that bleed into your mind directly from the spiral. In you bring the sacrifice. Finally, with the room prepared in its madness, the doorway shall open, and all entities in the room shall feel drawn to its glory, stepping closer and closer until one subject has entered the doorway, the gate to perfection will close.. and the Doorway will be marked.
The ritual preparation requires three hours, 3 pieces of chalk, and several pounds of natural organs. Once the ritual room is prepared, the doorway will open to the Realm of the Spiral. As the doorway opens, everything in the room (Excluding the Child of the Spiral) will face a Wisdom 15 saving throw or be drawn to its effects, and move towards the door as best they can in an action. The sacrifice must be sentient and aware, and if it consents to its role, the ritual fails.
Ritual Failure and Hungry Door. Assuming something goes wrong during the ritual, and the sacrifice to enter is not sentient and aware, or willingly walks into the doorway without resistance or the effect of the spiral, then the doorway will crack down the middle, and the roof of the structure will take 4d8 damage for the next four rounds, until either it collapses or the effect ends. Further than that, every round the doorway is left open, upon the start of the ritual, all participants within the room will take 1d12 psychic damage.
Purer Form
The magic of your chaotic energy burns into your Hosts feeble form. When harnessed correctly, you can cause temporary changes in its physical anatomy.
At 1st level you gain access to basic form changes. At 6th level you can understand and change your entire form, and at 16th level you can temporarily access the chosen physical form of the Spiral itself.
Spiraling Path
You gain access to the very realm of the Spiral, and thus the ability to both travel there and back freely yourself, and create doorways in reality that lead directly to it. Once within, all surroundings are yours to control and manipulate. However, due to the limited physicality of this dimension, damage cannot be taken within the dimension, and thus it is impossible to kill anything within through traps or horrors.
Instead, an entity cannot be brought down to 0 health within, and regains any lost health upon leaving. Items and objects from within the realm also cannot be taken out. Crumbling to dust upon being taken from the realm. Despite this, an entity cannot exit the realm on its own, though must willingly walk through the doorway to have entered in the first place.