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#As a child you had an imaginary friend that looked like a flumph or a strange platypus-like creature.
mariana-oconnor · 7 months
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OK okokok... gonna put this 'I just woke up' thought out there because this is tumblr and what else is it for? Someone has probably already said this and I haven't seen it, but whatever. I will throw it out anyway.
SO... Gale. We've all seen the posts where people quote the Gale lines about being naturally gifted with magic as a baby, a prodigy etc. and then point out that this is sorcerer behaviour.
BUT, what if... you're all right and it is sorcerer behaviour. BUT the orb feeds on weave/magic right? And sorcerers are born with innate magic... so what if he was born a sorcerer, then trained as a wizard, but the orb consumed his sorcerous magic. And that's why he's not as powerful as he once was, because, unbeknownst to him, all this time, he's been using that natural sorcerous connection to make accessing the weave easier. And now that's gone. Eaten up. Destroyed forever by the Netherese void.
And that's part of what's causing him pain. Because an instrinsic part of himself has been taken away. And he feels it like a phantom limb. Maybe he thinks it was actually connected to his relationship with Mystra, rather than a part of him, and that adds to his sense of loss from that relationship.
What if the first magic item Gale fed to the orb was himself and he doesn't even realise it?
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dungeonmastertyrant · 2 months
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Sorcerer (Aberrant Mind)
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
Aberrant Origins
d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an Aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a Mind Flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5 As a child, you had an imaginary friend that looked like a Flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!
Psionic Spells: Starting at level 1, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Psionic Spells
Sorcerer Level 1: Arms of Hadar, Dissonant Whispers and Mind Sliver
Sorcerer Level 3: Calm Emotions and Detect Thoughts
Sorcerer Level 5: Hunger of Hadar and Sending
Sorcerer Level 7: Evard's Black Tentacles and Summon Aberration
Sorcerer Level 9: Rary's Telepathic Bond and Telekinesis
Telepathic Speech: Starting at level 1, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Sorcery: Beginning at level 6, when you cast any spell of 1st level or higher from Psionic Spells, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Psychic Defense: At level 6, you gain resistance (Half Damage) to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh: Beginning at level 14, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion: At level 18, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Source: Tasha's Cauldron of Everything
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honourablejester · 3 years
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Ideas for Sorcerers (D&D)
I do love a bit of innate, chaotic magic, the forces of the world writing themselves onto people. Whether said people wanted them to or not. Heh. I will admit I’m a bit more attached to the ‘touched by cosmic forces’ angle for the sorcerer, it’s really great for backstories, but the bloodlines are also fascinating for the ‘family lore’ and ‘really adventurous ancestors’ ideas. So!
I’m mostly focused on the classic sorcerers and then the horror-adjacent sorcerers, because I’m me, and we know what I like. Apologies to fans of the Divine, Storm or new Clockwork sorcerers!
Draconic
Because dragons (and dragon ancestors) are the best. There’s a lot of fun and aesthetic with choosing your dragon ancestor too. The little scales you get with draconic resilience just make for some really cool-looking characters.
I love the idea of mixing ancestries with a draconic sorcerer. Compare and contrast. For example, a tiefling draconic sorcerer with gold dragon ancestry! Combining a ‘tainted’ bloodline with a respected one. Maybe the clan lean heavily into the lawful reputation of gold dragons, as well as a sort of internalised racism against their own darker ancestry as well. They view the fact that they were once favoured by a divine dragon as proof that their bloodline can redeem themselves of their demonic pact/ancestry, and they lean towards lawful occupations, city watch, soldiers, clergy, etc. So your sorcerer has a bit of internal conflict going on. (Also, a red tiefling with gold scales is an awesome look – tiefling skin colours with dragon scale colours is a really fun combination)
Other cool-sounding ancestry combinations: high elf & white/silver ancestry, for that ethereal immortal feeling (also fun to add stereotypical dragon traits with the white dragons, in that you’re an ethereal immortal who really holds a grudge and does not do ‘forgive and forget’), half-elf & green ancestry, for a strongly outcast, political bent, halfling/gnome & copper ancestry, because if you’re going to go for a tiny trickster you might as well go all out …
Or we have my old favourite, a tortle sorcerer with (somehow) a dragon turtle ancestor, because great-grandpa Uhok never met an older and (significantly) larger lady he didn’t want to pursue, and great-grandma Korthalok was honestly rather flattered. (Yes, I am aware that dragon turtles are not high dragons, but they are intelligent, and they’re probably innately magical/elemental enough to put a bit of magic in the bloodline)
Shadow Magic
The sorcerer’s gothic option! I do love it. Your magic comes from a strange, grim shadow realm, either because you were touched by said realm, or one of your ancestors was an entity from said realm. You get a demonic shadow hound, teleportation from shadow to shadow, and later an actual shadow form. Lots to work with there.
I feel like there’s a lot of Lovecraftian, Dreamlands, William Hope Hodgson sort of feeling here. The dark touch of a strange realm. Emphasis on isolation, desolation, alienation. Loneliness. This is also the subclass where I really, really like a later-life coming into your powers, a traumatic event causing a normal person to suddenly develop horrifying magic.
So. Any of your gothic/cosmic horror backstories. You were kidnapped and subjected to a horrific ritual. You were created in a horrific ritual (hi Warforged!). You suffered a severe, inexplicable illness as a child, and remained pale, half-dead, and possessed of strange powers for the rest of your life (I love the shadow sorcerer quirks list). An insane ancestor entered the Negative Plane and your line was almost annihilated by the resulting Nightwalker, but you somehow survived. Your parent was an extremely powerful magic user studying the Shadowfell, and you only realised much later on in your life that your childhood ‘imaginary friends’ were actually Sorrowsworn (Lost and Lonely?) that haunted your ancestral home and that your parent was somehow keeping from killing you. You tried to steal from a powerful, vindictive wizard, who flung you into the Shadowfell for your temerity, and you don’t fully remember how you survived. You slept in a barrow as a dare when you were younger, and an allip whispered secrets to you that lead you to dream of a dark realm, dreams that seemed to gradually change you as you ‘recovered’ …
This entire subclass is just very much ‘go nuts on the horror tropes and have fun’. I love it dearly.
Aberrant Mind
A new one from Tasha’s, but the other Lovecraftian/horror themed sorcerer subclass now. Which is perfectly fine, because I can always roll with more Lovecraftian horror! If shadow magic was themed strongly towards undead, Aberrant Mind seems strongly themed towards aberrations. Body horror and psychic powers! Boo yeah!
I do like the suggested origins. Particularly the parasitic twin and the imaginary friend ones. I think there’s a lot of fun to be had with those. Aberrant mind does feel more … on the science fiction end of horror, more than the fantasy? There’s a different flavour compared to shadow magic. We’re talking alien abduction and Carrie-esque childhood trauma here. Particularly when you get to the higher level actual physical transformation elements. Bit of Akira in there, bit of Innsmouth. So.
I’m liking characters who are a bit ‘aberrant’ on their own merits, even before their powers kick in as well. The outcasts from the get-go. The albino half-orc abandoned by the tribe as a child and befriended/kept safe by their possibly-imaginary flumph friend. The fallen aasimar whose blessings allowed them to survive where their stillborn twin did not, but who still feels the touch of a ghostly hand in theirs (I’m not sure how well it fully gels, but I feel like an Atropal is a very interesting concept to lay alongside this – stillborn gods and blessed, aberrant champions – celestial guides and the whisperings of parasitic twins … not sure how well it fits, but there’s a lot of crunchy concepts there)
Also, there’s your chance to have some fun with the Underdark races. Duergar, Deep Gnomes and Drow. Or sea races, when we have fun with Aboleths. Or non-sea races who still had a bit of fun with Aboleths, if we want to fully embrace the Innsmouth vibes and have normal land-based elves/humans/halflings who come over all Deep-One in the end. You come from a quaint little village on the coast, where the coming-of-age ceremony involved something of an opening of the mind. Nothing to worry about, everyone does it where you come from. Yes indeed! Heh.
And then, to bring us back to the less-horrifying end of sorcerers, and to revisit my childhood in a big way, we have:
Wild Magic
Schmendrick the Magician! Sorry, I grew up on The Last Unicorn, you’ll have to forgive me this. (Is Schmendrick actually part of the inspiration here, I’m wondering?)
But honestly, wild magic really lends itself to down-on-their-luck characters, running ahead of their own chaos, or striving to learn to control their powers. Or, on the flipside, incredibly laissez-faire types who decided to just roll with and eventually enjoy or perpetuate a little chaos. So. Tricksters, shysters and earnest young things trying to do their best.
So. You could do a straight Schmendrick. A down-on-their-luck kid who really, really wants to be a real wizard, a great magician, but their magic just will not cooperate. It has a mind of its own, and their struggle is learning to either minimise or lean into the chaos and power of it. (I like a background as a tailor/seamstress for this, partly because of animated Schmendrick’s memorable patchwork robes, but also as a little practical detail in that, if you can’t trust your magical mending not to do a ‘Sorcerer’s Apprentice’ on it every damn time, you probably would learn to darn your socks the old fashioned way)
For a variation, you could do a bit of a snake-oil salesperson sort of deal. A down-on-their-luck sorcerer turned shyster/criminal to make ends meet. Wild magic works very well as a sort of bloodline curse, bad luck and chaos following a family. A woman of the Witchbottle clan pissed off an archfey way back when, and so every girl born to the line since has struggled with wild magic. So the clan tends to move around a lot, both individually and as a whole, and individual members of it tend to work around their inevitable getting run out of town for magical mishaps in their own ways. The clan has a lot of travelling entertainers, salespeople, criminals, etc, and tend to be very loyal to each other, even if they don’t see each other all that often (concentrations of wild magic in a single area tend to be bad for said area, so family gatherings are discouraged near civilisation).
And then there are your straight trickster characters. Ones with a more philosophical approach to chaos, a belief that you should be able to deal with the unexpected, and that maybe other people should be helped along in experiencing and dealing with it too. I like bards for tricksters, but wild magic sorcerers work very well too. Heh.
I know Wild Magic might not be the most functional of the subclasses, but it’s got a direct line to my childhood, and I feel like it’s still a really fun idea.
In summary? I like the squishy spindly magic people. They’re fun.
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