Ruins of Adventure
Sorcerous Proficiencies
Sorcerous Proficiencies | Slots | Ability | Modifier | Prerequisites |
Bone Armor | 1 | Reason | 0 | Crude Armorsmithing |
Chaos Shaping | 1 | Willpower | 0 | |
Concentration | 2 | Willpower | -2 | |
Elemental Resistance | 2 | Health | 0 | |
Genie Lore | 1 | Knowledge | 0 | |
Kindredbond | 1 | Intuition | -2 | |
Magical Energy Conservation | 2 | NA | 0 | Able to cast spells. Must have learned the Cantrip spell. |
Mastery | 2 | Leadership | -3 | Able to cast spells. |
Mental Warmth | 2 | Leadership | 0 | Able to cast spells. |
Psionic Mimicry | 1 | Reason | -2 | Able to cast spells. |
Quick Tongue | 3 | Balance | -2 | Able to cast spells. |
Recharge | 1 | Reason | -4 | |
Runecraft | 1 | Knowledge | +2 | |
Signature Spell | varies | N/A | 0 | Able to cast spells. Spellcraft. |
Somatic Concealment | 1 | Aim | -1 | Able to cast spells. |
Soothsaying | 2 | Reason | 0 | |
Sorcerous Dueling | 2 | Reason | -1 | Able to cast spells. |
Spellcraft | 1 | Reason | -2 | |
Spell Recovery | 2 | Reason | -5 | Able to cast spells. |
Spellweaving | 1 | Aim | 0 | Weaving. Must cast wizard spells using a spellbook. |
Bone Armor: The bones of the dead serve a character with this proficiency in many ways. With proper skill, carefully selected bones can be crafted into necromantic armor. For every two human-sized skeletons gathered from a graveyard or old battlefield, the character has the materials to create a set of bone armor. If the character spends one day crafting the bones and makes a successful proficiency check, he creates a set of bone armor with a base AC +1. The character can also craft better armor, improving the AC by 1 (to a maximum of +10 AC) for each -2 penalty he takes on his proficiency check. A failed check means that the materials are ruined and the character must start again. A set of bone armor lasts for one week and then falls to dust.
Unlike standard armor, bone armor is inherently magical, and can be worn by mages who are familiar with its construction without any cost to their spellcasting abilities. The armor may also be worn by any other character normally allowed to wear leather (or greater) armor. Bone armor counts as magical armor for all purposes. A suit of bone armor weighs 5 lbs. per point of AC bonus it grants (to a maximum of 50 lbs).
Chaos Shaping: Fortunately for travelers, the elemental nature of Limbo shapes itself to the will of a person’s mind. Most of the time, a character uses his conscious mind to cause bits of solid ground or other terrain to form from the soup of Limbo. Anyone plunged into the plane’s soup can manipulate Limbo’s matter to some extent, as detailed on the table below. The problem is, unless a body has the chaos shaping proficiency, it all goes away when he sleeps, gets distracted, or just plain forgets.
Attribute Rating | Radius of Terrain | Type of Terrain |
0 | none | none |
1-4 | 10 feet per point | simple (flat meadow) |
5-10 | 10 yards per point | complex (hills, trees, streams) |
11-18 | 100 yards per point | artificial (buildings, streets) |
19+ | 1 mile per point | includes native animals |
Most characters use their Reason attribute to determine their ability to consciously maintain terrain. The chaos shaping proficiency allows a character’s unconscious mind to maintain the terrain, even when the character is distracted or unconscious. Characters with this proficiency use their Willpower score, rather than Reason, and are free to perform other actions while shaping chaos (even sleeping).
Concentration: A character with this talent has rigorously trained himself to ignore distractions of all kinds, deadening his mind to pain or sensation. This allows a spellcaster to ignore annoyances or disturbances that might otherwise interfere with the casting of a spell. In order to use this ability, the player must state that his character is concentrating when he begins to cast a spell. If the character is struck by an attack, he is permitted to attempt a proficiency check to ignore the distraction and continue to cast his spell (unless, of course, the damage is enough to render him unconscious.) The spellcaster can try to ignore grappling or restraining attacks that cause no damage but suffers a –4 penalty to his check. Spells that incapacitate without damaging, such as hold person or command, still interrupt the caster if he fails his saving throw.
A character using this ability must focus on the casting of his spell to the exclusion of all other activity, even direct attacks. Any Balance adjustment to his Armor Class is lost.
Elemental Resistance: Characters with this proficiency constantly call upon the elements for offense and defense, and through constant exposure, have become somewhat hardened to their effects. On a successful check, the character only takes half damage from any spell or attack with the words fire, heat, cold, ice, or wind in the name. Further, if the attack allows a saving throw for half damage, a successful elemental resistance check means the character takes only one-quarter damage on a successful save.
Genie Lore: Characters with this proficiency are versed in the nature and background of all geniekind, from the smallest elemental gen to the grandest noble pasha or caliph. They know the proper manner for greeting and conversing with a genie, in other words, the manner least likely to offend the creature. In contrast, other characters must rely on successful Appearance checks both initially and every time they commit a potential faux pas (in the DM’s opinion).
Characters who have genie lore also know the hierarchy and organization of geniekind. At a glance, they can tell whether a creature is a marid, djinni, dao, or efreeti. They can also say whether a creature they’re conversing with is noble or base.
If a genie is masquerading as a common human, a successful proficiency check reveals the ruse. If this check fails, perception is completely reversed from the truth. In other words, the genie seems definitely to be a common person, and a common person seems definitely to be a genie. A character with genie lore can perform only one check per “suspect.” The DM rolls this check separately and secretly (not revealing the true results). If an individual with genie lore has no reason to be suspicious, the check is made with half the usual proficiency score, rounded down.
Genie lore also enables a character to detect the work of genies, that is, the physical manifestation of genie spells, as well as items created by a genie’s spell-like abilities. The chance of success is limited. The character makes the proficiency check using half the usual score, rounded down. If successful, the individual may discern, for example, whether a wall has been constructed by genie-magic, whether a meal was summoned into being by a djinni, or whether a princess is enamored magically by the effects of a dao granted limited wish.
Genie lore does not enable a character to detect genies moving invisibly through the immediate area. Nor does it help the character see through an extraordinary disguise unless the genie is working some wonder of magic at the time
Kindredbond: This proficiency allows a character to establish an empathic link with a specific dragon. Though mostly the purview of Dragon Riders, any character who has established a cordial relationship with a dragon may make use of it. In order for a Kindredbond to be established, the dragon must be a willing partner of the character.
Once the Kindredbond is established, the dragon and the character can communicate through this link in a very limited way, enabling them to know each others location and emotional states so long as they remain on the same plane. If a dragon and its kindred are cooperating in a combat situation, the bond lets them coordinate their movements, giving both a +1 attack bonus and a +1 AC bonus.
A character cannot establish a Kindredbond with more than one dragon at a time.
Magical Energy Conservation: Only spellcasters may take this proficiency. It allows the spellcaster to conserve energy that might normally be wasted during spellcasting, collecting it for use as cantrips or orisons. Each day, a character with this proficiency may cast one cantrip or orison per spell level that they have attained at no additional cost (thus a character with access to 7th level spells could prepare 7 additional cantrips or orisons).
Mastery: Only spellcasters may take this proficiency. A caster with this proficiency can magnify the effects of a spell he is casting. The caster must be stationary the round of casting in order to attempt a mastery check. On a successful check, the caster rolls twice for any variable effects of the spell, taking the better results. For example, if a mage cast a fireball dealing 6d6 dice of damage, he would roll 6d6 twice and take the best results. Mastery can be attempted a number of times per day equal to the character’s caster level.
Mental Warmth: This proficiency may only be taken by spellcasters. By mentally tracing the secret runes of conception, the caster may attempt to regain a previously cast spell without the normally required 8 hours of sleep. Within the same day that a spell has been cast, the caster can spend 1 full round and make a proficiency check in an effort to regain it. The check suffers a negative modifier equal to the spell level (for example, recovering a 2nd level spell has a -2 modifier). On a successful check, the caster can rememorize the chosen spell without resting. This proficiency will only restore spells that were previously memorized, and does not allow memorizing a new spell in the regained slot. Each day, the caster can attempt to use this ability a number of times equal to one-half his caster level, rounding up.
Psionic Mimicry: This proficiency is very useful to spellcasters who wish to disguise their magical arts. Using it, the spellcaster utilizes gestures, body language and facial expression to indicate that he is engaged in psionic pursuits, rather than spellcasting. Just before casting a spell, the user of psionic mimicry might, for instance, make a gesture most people associate with a psionic discipline that has an effect similar to the spell he is casting. If there is no such gesture, putting both hands to the head as if focusing one’s mental faculties is also possible. Though anyone could try to do this, those skilled in the proficiency have actually studied the various gestures and moves of psionicists and their mimicry is much more skillful and believable.
Psionic mimicry can be used in lieu of Somatic Concealment or in conjunction with it. If used together, the two proficiencies makes it almost impossible for anyone to distinguish a spell’s effects from some sort of psionics. Further, those with the psionic mimicry proficiency have a chance equal to their proficiency skill -2 to correctly identify what sort of psionic power a person is using by observing that Psionicist’s body language for one round.
Quick Tongue: This proficiency enables a mage or priest to cast a spell just a little faster than usual. A character with this proficiency is able to speak quickly when required and may attempt to do so during spellcasting. When preparing to cast any spell, a character who makes a successful proficiency check can reduce the casting time of the spell by 2 (to a minimum of 0). A failed check means that the character has a 25% chance of mispronouncing the spell in haste, causing the attempted spell to be flubbed and lost.
Recharge: Tuned to the flow of magic, this proficiency allows a caster to utilize the energy of any memorized spell to renew the charges of any charged item. On a successful check, the item regains full charges. The item’s charge capacity is reduced by 10% of the original value every time this ability is used. Thus an item with 50 charges maximum can be recharged to 45 charges, and so on (round fractions down). On an unsuccessful check, no new charges are added to the item, but its charge capacity is still reduced. Regardless of the success or failure of the check, one spell of the caster’s choice is lost from memory.
Recharging an item is exhausting and can only be attempted once per day.
Runecraft: Runes for the basis of many ancient and modern written languages, from Dethek, to Jotun, to Draconic. Runes are often found engraved in stone and only rarely written on such transitory materials as parchment, cloth or paper. They are used to denote ownership, give warnings of nearby dangers, and to record history.
Most runes are not a phonetic form of writing, but a conceptual one, with each rune delineating an idea or implying a range of ideas depending on placement. A single rune might convey pages of human writing or be as simple as a sign saying “stairs.” It’s a matter of knowing what the rune means and how it is to be interpreted in context.
The Runecraft proficiency enables a character to interpret all manner of runes, from ancient dwarven writings, to the secret glyphs used by Harpers, to magical constructs, including magical glyphs and symbols created by spells and the runes used by Runecasters. A successful check can reveal the meaning and significance of a rune, the culture that produced it, what if any magical effects it possesess, and even (in some cases) the specific author.
Signature Spell: Just as warriors can reach unusual levels of skill by specializing in a particular weapon, a spellcaster can spend extra proficiency slots in order to specialize in a particular spell. This spell is known as a signature spell. A spellcaster may have one signature spell per spell level, as long as they have the proficiency slots available.
The signature spell must be a spell that the character already knows and is able to cast; a 1st-level wizard couldn’t select fireball as a signature spell, although he could choose an appropriate 1st-level spell from his grimoire. If the character is a specialist wizard, he may only select signature spells from the school of his specialty. Mages, Bards, Priests, and other spellcasters however, may select signature spells from any school.
Spell level | # Slots | # Slots (Specialist Wizard) |
1st-3rd | 2 | 1 |
4th-6th | 3 | 2 |
7th-9th | 4 | 3 |
In order for a spellcaster to gain the skill and practice necessary for a signature spell, he must spend a great deal of time and money, studying every aspect of the enchantment. For all intents and purposes, this is the equivalent of spell research; the character must spend a minimum of two weeks and 1d10 x 100 gp per spell level to master the signature spell and must succeed a Spellcraft check to succeed in his studies. If the character fails, he still knows how to cast the spell normally, but he can never use it as a signature spell. The character’s proficiency slots or character points are not expended if he fails in his attempt to learn the signature spell.
Through hard work and extensive practice, the character becomes quite skilled at casting his signature spell. First of all, the character casts his signature spell as if he were 2 levels higher for purposes of damage, duration, area of effect, range, and all other level-based characteristics. Additionally, the character can choose to inflict a saving throw penalty of –2 on the subject’s saving throw when he casts the spell, or he can choose to reduce his casting time by 3 (to a minimum casting time of 0).
Secondly, the character may memorize one casting of his signature spell at no cost in spells available at that level. For example, a 1st-level Cleric may normally memorize one 1st-level spell. If the Cleric has cure light wounds as a signature spell, he may memorize one 1st-level spell, plus an additional cure light wounds, for a total of two 1st-level spells.
Somatic Concealment: Though spell casters can mumble verbal components and hide material components in their hands or robes, somatic components are harder to hide. The somatic component of any spell, magical or clerical, is apparent to any character watching the spell caster. In areas where spell casting is sometimes illegal, the ability to hide the necessary gestures becomes important. If movements can be concealed, a spell can be unleashed without calling attention to the caster.
A character using the somatic concealment proficiency must announce to the DM his intention to do so at the beginning of the round. Then, when the character casts his spell, the DM makes his roll in secret. A successful check indicates that anyone who could normally view the wizard doesn’t recognize his gestures as magical in nature. A failed check means that all who can view the casting wizard see his movements for what they really are.
Soothsaying: This proficiency gives the character a limited ability to see into the future. When he acquires the proficiency, he must select a soothsaying technique. Possibilities include casting pebbles on the ground, snapping a branch and checking the splintered wood, studying the wrinkles on a subject‘s face, examining the entrails of an animal, performing calculations based on a subject’s date of birth, or gazing at the stars and constellations. Once he selects a technique, he can’t change it. To use this proficiency, he must employ his technique; for instance, if his technique involves gazing at the stars, he can’t make a soothsaying attempt during the day.
If he can employ his technique, the character may pose a single yes or no question. The question must relate to an event occurring within the next 30 days. Among the acceptable questions: “Will we find treasure in the dragon’s cave?” ‘Will our leader survive until the next full moon?” ”Are these mushrooms safe to eat?”
The DM makes a proficiency check in secret. If the check fails, the character receives no information. If the check succeeds, the DM answers the question honestly; if the DM isn’t sure of the correct answer, he may say that the outcome is uncertain. On a natural roll of 20, the DM gives the character an incorrect answer.
Alternatively, rather than answering a specific question, a successful proficiency check allows the soothsayer to foresee some general event—a great battle, a friend lost, a new friendship made, etc.—likely to occur within the next 30 days. The DM decides the exact prediction (based on his intentions for the next few gaming sessions).
A character may use this proficiency once per week, regardless of whether the check succeeds or fails.
Sorcerous Dueling: This proficiency involves the study of manipulating magic in a sorcerous duel, the conversion of magical energies into the spell points for use in the tightly controlled, ritual combat. Only those spellcasters who have this proficiency may duel, and many secret societies (most notably the Red Wizards of Thay) encourage their members to learn this ability.
Spellcraft: Although this proficiency does not grant the character any spellcasting powers, it does give him familiarity with the different forms and rites of spellcasting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A proficiency check must be rolled to make a correct identification. Wizard specialists gain a +3 bonus to the check when attempting to identify magic of their own school. Note that since the spellcaster must be observed until the very instant of casting, the spellcraft proficiency does not grant an advantage against combat spells. The proficiency is quite useful, however, for identifying spells that would otherwise have no visible effect.
Those talented in this proficiency also have a chance (equal to ½ of their normal proficiency check) of recognizing magical or magically endowed constructs for what they are. If a magical construct is recognized in this way, the character also knows something about that constructs particular weaknesses or immunities.
Spell Recovery: When a character casts a spell on a plane where it won’t work (like an illusion on Mechanus), he loses the spell. Characters with this proficiency can attempt to grab hold of the useless, lost spell before it completely fades from their memory. This works only when a spell becomes useless due to the magical conditions of the plane, layer, or realm (including Anti-Magic zones on the Prime). Spells that simply fail because of other factors (like magic resistance or saving throws) cannot be recovered using this proficiency. Obviously once the character learns the ropes for a given plane, this proficiency won’t be as useful, since he won’t be casting useless spells in the first place.
Spellweaving: Spellweaving is a catch-all term for the art of creating a disguised grimoire. This may take several forms: a pattern woven into material, a network of knots decorating a robe, a series of etched designs in a brick, a painting on a reed mat, or decorative swirls on a staff. The limit to the kind of material and sort of artistic rendering is that it must be extensive enough to serve as a grimoire and common enough to not be suspected as such.
Such works serve as collections of all the knowledge a wizard has accumulated. They may be used like normal grimoires. They cannot, however, be used like scrolls without destroying the whole work. The Spellweaving proficiency must be used each time a new Spell or Path is added to the “book.” A failed roll means the design for that particular spell is flawed and must be started again. It does not indicate that the rest of the work suffers in any way. A Spellweaving takes about two hours per level of spell to create.