TheOneWhoWalks
2014-01-08, 02:10 AM
Primal Magic Bloodline
Though rarely seen in the world, sorcerers exist whose magic is primal, untamed, and barely under their own control, particularly at the beginning of their career. While most who poses the Primal Magic bloodline are second-generation sorcerers, often descended from one or more of the Arcane or Protean bloodlines who had more than passing exposure to areas of primal magic, sometimes this type of sorcerous magic is not a birthright, but engendered in an individual directly, by extreme or prolonged exposure to primal magic itself.
Class Skill: Use Magic Device
Bonus Spells: entropic shield (3rd), mad hallucination (5th), distracting cacophony (7th), curse of magic negation (9th), Baleful polymorph (11th), animate objects (13th), spell turning (15th), scintillating pattern (17th), shapechange (19th)
Bonus Feats: Agile Maneuvers, Blind Fight, Bouncing Spell, Defensive Combat Training, Disruptive Spell, Eldritch Heritage, Selective Spell, Spell Focus
Bloodline Arcana: Any time you cast a spell, roll 1d4-2, and add the result to your caster level for all purposes related to casting that spell, including subsequent attempts to dispel it. What this means is that for the purposes of meeting prerequisites, making opposed caster level checks, or anything else not directly related to casting spells, your caster level equals your sorcerer level (modified by any applicable feats, class features, and/or racial traits), as normal. However, for the purposes of actually casting spells, your caster level is randomly determined each time you cast a spell, falling between your CL-1, and your CL+2. If this would reduce your caster level below the minimum sorcerer level to cast a spell of the level you were attempting to cast, the spells fails and your action is wasted, but you do not spend the spell slot, and may attempt to cast the same or a different spell again in the next round.
Bloodline Powers:
Disrupt Magic (sp): at 1st level, you can cause spellcasting to become difficult for a foe, as a melee touch attack. The next time the affected creature tries to cast a spell, they must make a concentration check as if casting defensively but with a penalty equal to your charisma bonus, or lose the spell in a flash of noise and multi-colored light. This effect lasts a number of rounds equal to your ½ your sorcerer level (minimum 1), or until the target attempts to cast a spell, and can be used a number of times per day equal to 3 + your Cha modifier.
Unweaving Presence (su): at 3rd level, you subtly disrupt the natural ebb and flow of magic around you, sometimes causing incoming spells to falter, and slightly distorting your own magic. You gain spell resistance equal to 5 + your Cha modifier + your sorcerer level, and the Spellcraft DC to identify sorcerer spells you cast is increased by your Cha modifier. Also, you are able to detect areas of Primal Magic at a range of 10 ft per sorcerer level.
Let it Run Free! (sp): At 9th level, anytime a a single-target spell fails to overcome your spell resistance, you may, once per round as an immediate action, take the unwoven tatters of the spell and, rather than letting them dissipate into so much noise and color, point a direction and let them fly wild. This functions exactly as if you had activated a rod of wonder, and may target any creature, object, or square you can see. Regardless of the range indicated on the Wondrous Effect table, the maximum range and/or radius of the resulting effect is 10 ft per level of the spell used to fuel this ability.
Organized Chaos (su): Beginning at 15th level, any time you roll randomly to determine the effect of a spell, ability, or item you use, whether it be a prismatic spray spell, your let it run free! ability, or even activating an item, such as an actual rod of wonder or a bag of tricks, you may roll twice, and choose which of the two results you would like to use. You can use this ability a number of times per day equal to your charisma modifier.
Unweave Magic (su): At 20th level, your very being is suffused with primal magic, and you can warp magic in your vicinity; you gain immunity to petrification and polymorph effects (unless you choose to be affected) and any effect prevented by this immunity can be used to trigger your let it run free! ability. Also, as a standard action you can generate an area of primal magic around yourself; this takes the form of a sphere, centered on you, with a radius of 10 ft per point of your Cha modifier, and can be used for a number of rounds per day equal to your sorcerer level. These rounds need not be continuous, but persist for 1d3-1 rounds after you choose to end the effect; these rounds count against your daily maximum. You are able to cast spells freely within an area of primal magic that you generate without causing a primal magic effect, unless you wish to do so. Any time you use this ability, there is a 1% chance that your power gets away from you, and scars the locale, rather than merely disrupting it. If this happens, the primal magic zone is not considered to be generated by you, and persists for 1d3 days per two points of your Cha modifier.
Comments? Criticisms? Any and all feedback is greatly appreciated :smallbiggrin:
Though rarely seen in the world, sorcerers exist whose magic is primal, untamed, and barely under their own control, particularly at the beginning of their career. While most who poses the Primal Magic bloodline are second-generation sorcerers, often descended from one or more of the Arcane or Protean bloodlines who had more than passing exposure to areas of primal magic, sometimes this type of sorcerous magic is not a birthright, but engendered in an individual directly, by extreme or prolonged exposure to primal magic itself.
Class Skill: Use Magic Device
Bonus Spells: entropic shield (3rd), mad hallucination (5th), distracting cacophony (7th), curse of magic negation (9th), Baleful polymorph (11th), animate objects (13th), spell turning (15th), scintillating pattern (17th), shapechange (19th)
Bonus Feats: Agile Maneuvers, Blind Fight, Bouncing Spell, Defensive Combat Training, Disruptive Spell, Eldritch Heritage, Selective Spell, Spell Focus
Bloodline Arcana: Any time you cast a spell, roll 1d4-2, and add the result to your caster level for all purposes related to casting that spell, including subsequent attempts to dispel it. What this means is that for the purposes of meeting prerequisites, making opposed caster level checks, or anything else not directly related to casting spells, your caster level equals your sorcerer level (modified by any applicable feats, class features, and/or racial traits), as normal. However, for the purposes of actually casting spells, your caster level is randomly determined each time you cast a spell, falling between your CL-1, and your CL+2. If this would reduce your caster level below the minimum sorcerer level to cast a spell of the level you were attempting to cast, the spells fails and your action is wasted, but you do not spend the spell slot, and may attempt to cast the same or a different spell again in the next round.
Bloodline Powers:
Disrupt Magic (sp): at 1st level, you can cause spellcasting to become difficult for a foe, as a melee touch attack. The next time the affected creature tries to cast a spell, they must make a concentration check as if casting defensively but with a penalty equal to your charisma bonus, or lose the spell in a flash of noise and multi-colored light. This effect lasts a number of rounds equal to your ½ your sorcerer level (minimum 1), or until the target attempts to cast a spell, and can be used a number of times per day equal to 3 + your Cha modifier.
Unweaving Presence (su): at 3rd level, you subtly disrupt the natural ebb and flow of magic around you, sometimes causing incoming spells to falter, and slightly distorting your own magic. You gain spell resistance equal to 5 + your Cha modifier + your sorcerer level, and the Spellcraft DC to identify sorcerer spells you cast is increased by your Cha modifier. Also, you are able to detect areas of Primal Magic at a range of 10 ft per sorcerer level.
Let it Run Free! (sp): At 9th level, anytime a a single-target spell fails to overcome your spell resistance, you may, once per round as an immediate action, take the unwoven tatters of the spell and, rather than letting them dissipate into so much noise and color, point a direction and let them fly wild. This functions exactly as if you had activated a rod of wonder, and may target any creature, object, or square you can see. Regardless of the range indicated on the Wondrous Effect table, the maximum range and/or radius of the resulting effect is 10 ft per level of the spell used to fuel this ability.
Organized Chaos (su): Beginning at 15th level, any time you roll randomly to determine the effect of a spell, ability, or item you use, whether it be a prismatic spray spell, your let it run free! ability, or even activating an item, such as an actual rod of wonder or a bag of tricks, you may roll twice, and choose which of the two results you would like to use. You can use this ability a number of times per day equal to your charisma modifier.
Unweave Magic (su): At 20th level, your very being is suffused with primal magic, and you can warp magic in your vicinity; you gain immunity to petrification and polymorph effects (unless you choose to be affected) and any effect prevented by this immunity can be used to trigger your let it run free! ability. Also, as a standard action you can generate an area of primal magic around yourself; this takes the form of a sphere, centered on you, with a radius of 10 ft per point of your Cha modifier, and can be used for a number of rounds per day equal to your sorcerer level. These rounds need not be continuous, but persist for 1d3-1 rounds after you choose to end the effect; these rounds count against your daily maximum. You are able to cast spells freely within an area of primal magic that you generate without causing a primal magic effect, unless you wish to do so. Any time you use this ability, there is a 1% chance that your power gets away from you, and scars the locale, rather than merely disrupting it. If this happens, the primal magic zone is not considered to be generated by you, and persists for 1d3 days per two points of your Cha modifier.
Comments? Criticisms? Any and all feedback is greatly appreciated :smallbiggrin: