Sorcerer
Base Class: Sorcerer

The Lightning Bottle Sorcerer gains their power by absorbing magical energy directed at them from other spellcasters. The maximum amount of magical energy the Lightning Bottle can absorb is determined by the standard Sorcerer Spell Slot allocations, sorcery points, and cantrips allowed. They are able to use Sorcerer spells and cantrips as normal, with one exception- they MUST expend from their Magic Reservoir to cast cantrips.

Special Ability: Magic Reservoir- A Lightning Bottle Sorcerer does not regain spell slots from resting. In fact, after a long rest, they lose most of their stored magical energy, keeping only a residual amount of energy. Instead, they "charge" their reservoir by absorbing magical spell energy cast at them (see Magic Absorption). The maximum amount of spell energy the sorcerer can maintain is determined by their level- spell slots + sorcery points + cantrips known. For example, a 1st level Lightning Bottle has a maximum reservoir of six (6) spell levels (2 level 1 spell slots + 4 cantrips + 0 sorcery points), while a 5th level's reservoir is 21 spell levels. The "residual charge" they gain after a long rest increases as the sorcerer levels up.

Special Ability: Resistance to Magic- While the Lightning Bottle is "charging", they are 100% resistant to magic and spells, absorbing the energy instead (see Spell Absorption, q.v.), up to their maximum. After the sorcerer has reached maximum, they still have 50% resistance to magic and spells. The resistance is to all spheres, schools, and classes. Spell-like effects that are NOT the result of casting (e.g. "charm" from a vampire bite, "death gaze" of a basilisk, etc.) ARE NOT AFFECTED, and the sorcerer is affected as per normal rules.

Special Ability: Spell Absorption- The Lightning Bottle Sorcerer absorbs the magical spell energy cast at them. For each level of spell cast at the Lightning Bottle, they gain a spell slot of equal level. The sorcerer may then use the stored spell energy to power a spell of their own during their own turn. Any magical energy that is cast at the sorcerer AFTER their reservoir is at maximum is subject to a Power Surge effect (q.v.).

Reaction: Power Surge- Any spell energy sent at the sorcerer after they have fully "charged" their Magic Reservoir must be expended at the end of the round. This is done in one of two ways: 1) the Lightning Bottle may use a reaction to cast a spell using the excess energy. They can do this once per round per three (3) levels of sorcerer, and it is treated as a normal casting action. 2) If the sorcerer chooses not to control the Surge using the reaction, or has already used their reactions for the round, they must roll a CON save, with the DC being the number of spell levels over they maximum that they have absorbed. On a successful save, the sorcerer is able to bleed off the excess spell energy harmlessly. A failed save results in a Wild Magic Surge, to which the sorcerer is NOT resistant, nor can they absorb it. (no cascading failures). If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

 

Special Ability: Magic Reservoir

Special Ability: Magic Reservoir- A Lightning Bottle Sorcerer does not regain spell slots from resting. In fact, after a long rest, they lose most of their stored magical energy, keeping only a residual amount of energy. Instead, they "charge" their reservoir by absorbing magical spell energy cast at them (see Magic Absorption). The maximum amount of spell energy the sorcerer can maintain is determined by their level- spell slots + sorcery points + cantrips known. For example, a 1st level Lightning Bottle has a maximum reservoir of six (6) spell levels (2 level 1 spell slots + 4 cantrips + 0 sorcery points), while a 5th level's reservoir is 21 spell levels. The "residual charge" they gain after a long rest increases as the sorcerer levels up.

Special Ability: Resistance to Magic

Special Ability: Resistance to Magic- While the Lightning Bottle is "charging", they are 100% resistant to magic and spells, absorbing the energy instead (see Spell Absorption, q.v.), up to their maximum. After the sorcerer has reached maximum, they still have 50% resistance to magic and spells. The resistance is to all spheres, schools, and classes. Spell-like effects that are NOT the result of casting (e.g. "charm" from a vampire bite, "death gaze" of a basilisk, etc.) ARE NOT AFFECTED, and the sorcerer is affected as per normal rules.

Special Ability: Spell Absorption

Special Ability: Spell Absorption- The Lightning Bottle Sorcerer absorbs the magical spell energy cast at them. For each level of spell cast at the Lightning Bottle, they gain a spell slot of equal level. The sorcerer may then use the stored spell energy to power a spell of their own during their own turn. Any magical energy that is cast at the sorcerer AFTER their reservoir is at maximum is subject to a Power Surge effect.

Reaction: Power Surge

Reaction: Power Surge- Any spell energy sent at the sorcerer after they have fully "charged" their Magic Reservoir must be expended at the end of the round. This is done in one of two ways: 1) the Lightning Bottle may use a reaction to cast a spell using the excess energy. They can do this once per round per three (3) levels of sorcerer, and it is treated as a normal casting action. 2) If the sorcerer chooses not to control the Surge using the reaction, or has already used their reactions for the round, they must roll a CON save, with the DC being the number of spell levels over they maximum that they have absorbed. On a successful save, the sorcerer is able to bleed off the excess spell energy harmlessly. A failed save results in a Wild Magic Surge, to which the sorcerer is NOT resistant, nor can they absorb it. (no cascading failures). If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Retribution Surge

Beginning at 6th level, the Lightning Bottle Sorcerer can choose to return a spell's energy back to the caster instead of absorbing it. For practical purposes, the sorcerer simply reflects the spell back. The sorcerer gains an additional Retribution at levels 14, and 18. The spell energy does not get added to the sorcerer's reservoir, does not get calculated in any Power Surge checks. The Retribution does not expend any additional energy from the sorcerer's reservoir. 

Focused Retribution

Beginning at 14th level, the Lightning Bottle can focus a Retribution, adding their own energy to it. They have learned to focus their Retribution Surge and augment the spell with their own reservoir energy. The sorcerer can spend spell levels from their own reservoir to increase the effective level of the returned spell. The maximum number of levels that can be spent is equal to the spell levels of the originating spell. For example, if the sorcerer was struck by a 5th level Fireball, they could spend a 5 spell levels of energy to augment and return the Fireball at 10th level.

Transmuted Retribution

At 18th level, the sorcerer has mastered their absorption, and can change the form of the energy before recasting it. Until now, the sorcerer could only recast the same spell that was cast at them. At this level of mastery, however, they can cast any spell they know as their Retribution casting, and it can be at any available target. For example, the sorcerer can absorb the energy of a 5th level Fireball and use it to cast False Life on themselves, or Mage Armor on another party member. This ability stacks with Focused Retribution, so the resulting casting can be augmented.

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