Sorcerer of the Five Magics

Rule of Three: Thrice spoke, once fullfilled. 

Symbol: Eye An-al Nath rok, ooth-va bethodd, douk-el dee end day. 

Sorcerers are widely feared and respected. They are the most secretive of mages as if they are known they are mistrusted ( especially by the uneducated masses). This group is also the most short-lived as to use their powers is to give up months or years of their lives. This is the price they must pay.

Sorcerers are an elite group of spellcasters whose powers are visually related. To affect their targets they must make and maintain eye contact for three full segments. Once eye contact has been made and the incantation has begun the target cannot break eye contact and the effects can only be avoided by an outside force coming between them or harming the sorcerer.

Immunities to Sorcery:
Magic Resistance applies to sorcery, as does those inside a Globe of Invulnerbility. Other magical barriers ( ie. Prismatic Wall, Wall of Force, etc.) also apply. Sorcerers cannot affect other sorcerers at all]. Even a master cannot affect a novice.

Sorcerous Stare: This additional power is gained by successfully passing the test at the Tower of High Sorcery. This power allows the sorcerer to focus his glare on one person to instill a fe , ar of what they could do. It is a non magical way of getting respect/fear/awe they wish to invoke. It aalso allows the sorcerer to invoke the Charm of Domination (qv) on another sorcerer.

Sorcerers' powers are divided into five distinct types called "charms." The Charms are of Visions, Illusions, Fates, Domination, Enscrollment, and the last is a great secret. They gain a new title with each type they achieve.
Table: The Sorcerer
Level Title Special Cost in Months Spells
1st Visionary Clairaudience 3 months +1 level of existing spellcasting class
2nd Visionary Clairvoyance 3 months +1 level of existing spellcasting class
3rd Visionary Augury 3 months +1 level of existing spellcasting class
4th Seer
Charm of Illusions
Phantasmal Force (Visual)
6 months +1 level of existing spellcasting class
5th Seer
Charm of Illusions
Phantasmal Force
(Visual and Audial)
6 months +1 level of existing spellcasting class
6th Seer Charm of Illusions
Phantasmal Force
(V, A, Olfactory)
6 months +1 level of existing spellcasting class
7th Oracle
Charm of Fates
Curse
9 months +1 level of existing spellcasting class
8th Oracle
Charm of Fates
Curse
9 months +1 level of existing spellcasting class
9th Supreme Oracle Charm of Fates
Curse -2 Save
9 months +1 level of existing spellcasting class
10th Dominator Charm of Domination
Robotisize (with Test of Wills)
1 year +1 level of existing spellcasting class
11th Dominator Charm of Domination
Robotisize (with Test of Wills)
1 year +1 level of existing spellcasting class
12th Dominator Charm of Domination
Robotisize (with Test of Wills)
+1 level of existing spellcasting class
13th Traveller Magic Jar No gem/save
Enscrollment
3 years +1 level of existing spellcasting class
14th Traveller Magic Jar No gem/save
+1 level of existing spellcasting class
15th Master Sorcerer Special Astral Travel (varies) 5 years +1 level of existing spellcasting class
Hit Die

d4.

Requirements

To qualify to become a sorcerer, a character must fulfill all the following criteria.

Feats


Class

Wizard or sorcerer class.

Statistics

Class Skills

The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha),  Concentration (Con), Craft (Int), Craft (illusion), Knowledge (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level

2 + Int modifier.

Class Features

All of the following are features of the sorcerer prestige class.

Weapon and Armor Proficiency

Sorcerers gain no proficiency with any weapon or armor.

Spells per Day

When a new sorcerer level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Sorcerer to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a sorcerer, he must decide to which class he adds each level of sorcerer for the purpose of determining spells per day.

Special Abilities

Sorcerer abilities are treated as a Supernatural Ability (SU), save as if they were the highest level spell the sorcerer can cast.

Charms of Sight (3 Months)

Visionaries can see and hear far away places and even see the future. 
Clairaudience  As per the spell. May cross 1 plane per 3 levels of Sorcerer.
Clairvoyance: As per the spell. May cross 1 plane per 3 levels of Sorcerer.
Augury:As per the spell.

Charm of Illuions (6 Months)

Seer powers allow anyone seeing the sorcerer through cursory eye contact to see an extreme person in their life. For example, the sorcerer may want to become the most loved thing in a crowds life. Everyone would see someone or something different. What they are seeing the sorcerer is aware, but cannot speak unless of 5th level.

Sorcerers must maintain cursory eye contact. All creatures within 60ft must make a will save or percieve the caster as another creature. The caster may appear as the most trusted friend, the most loved individual, most feared, nost expected in that situation, or any other extreme with relation to the target creature. To creatures that fail their save, the caster looks, sounds, smells, tastes, and feels like the entity the illusion creates.The seer gains a ridmentary knowledge of who each target percieves and some information on manerisms.  This effect lasts 1 round per level of sorcerer. 

Charm of Fates (9 Months)

An Oracle's power is to alter fates through the use of curses. The Oracle must make eye contact and pronounce the curse. The affects can be as per curse spell (sometimes to give the fail next save option) and spells may be cast as quickened actions to aid in manifesting a curse. For example, while the curse spell might not be powerful enough to turn the target into a chicken on its own, a polymoprh other spell cast during pronouncement could ensure the target assumes the new formso long as the Will save vs the curse fails. All curses must have some natural way to break them and the conditions for breaking the curse must be stated during pronouncement. At 9th level, the Will Save DC becomes higher by 2.

Charm of Domination (1 Year)

Dominator powers allow the sorcerer to engage in a Test of Wills. With direct eye contact and with the verbal component the Sorcerer engages in a Contests of Wills. A Contest of Wills is a contest of Will Saves, all bonuses on both sides, and the sorcerer ALSO gets to add his or her Charisma bonus.

If successful, the victim becomes a robot under the sorcerer's control. Effect is as Dominate Monster in other respects, x4 hit points but AC at -5. They keep all fighting ability and skills but cannot cast or use magic or communicate. They cannot think or act and Intelligence and Wisdom is reduced to a O. They project a fear aura to all mortal beings who face them in combat (DC = 10+Hit die).

Charm of Enscrollment (3 Years)

Traverlers that make eye contact can posess a target creature as per magic jar but no gem is required. SR does apply but there is no save. The sorcerer's body falls unconcious.
Contest of will saves all bonuses both sides with the sorcerer ALSO adding his or her charisma bonus

Charm of Travelling (5 Years)

As per Astral Projection.