Sorcerers as Super Heroes Part IV

The next entry in Sorcerer as Superhero covers 9th level powers. Things are getting a little less generic, but one pattern emerges from powers in the rule book.

The most common bloodline ability is some sort of area of effect attack: breath weapon, elemental blast, hellfire or grasp of the dead. The attack deals 1d6 per sorcerer level and is usable once per day, twice per day at 17th level, and three times per day at 20th level. A Reflex save halves the damage.

The breath weapon is the base power. Depending on the exact nature of the attack, each is modified. Since the elemental blast is a 20ft burst emanating from the sorcerer, and therefore something that might also strike nearby allies, the elemental blast acquires a benefit to offset this liability. Creatures that fail their save gain vulnerability to the energy type until the end of the sorcerer's next turn.

Grasp of the dead gains two benefits because it deals slashing damage (which most creatures at that level will negate with DR) and must emanate from a solid surface. It has a range of 60 feet and immobilizes for 1 round creatures who fail their save.

Hellfire reduces the size of the burst to 10 ft. but gains a range of 60 ft. Its secondary effect renders good creatures shaken, which in most campaigns probably won’t be much of a benefit. (Although it’s a good effect for the evil necromancer villain the PCs face.)

So, for the purposes of a generic power that can be customized we have: at 9th level a sorcerer chooses one element consistent with his bloodline: acid, cold electricity, fire or sonic and then chooses whether it manifests as a 60 foot line or 30 foot cone. It deals 1d6 points of damage per sorcerer level and half that on successful Reflex save.

Instead he can choose a 20 ft burst and can add one of the following to the power:

- target vulnerable to same energy until end of sorcerers next turn on failed save
- creatures of specific alignment or type shaken on failed save.
- range of 60 ft.
- creatures entangled on a failed save
- target confused for 1 round on a failed save.

If he chooses a 10 ft. burst he can add two of the following to the power:
- range of 60 ft.
- creatures of specific alignment or type shaken on failed save
- creatures entangled on a failed save
- target vulnerable to same energy until end of sorcerers next turn on failed save
- target confused for 1 round on failed save

If the damage is physical -- bludgeoning, slashing, piercing -- instead of elemental, the sorcerer can add a third modification.

Comments? Suggestions? Is the ability to manifest a 20 ft burst with a range of 60 ft too powerful? Even at just once a day. Input is appreciated.

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