Spectramancer (Sorcerer Path)
D&D 3e (3.0/3.5) Rules
Role: The Spectramancer can replace the standard spellcaster within an adventuring party. The Spectramancers spell selection can bring many advantages to an adventuring party, such as the ability to pass opponents unseen (using such spells as invisibility or screen), to changing the battlefield conditions to favor the Spectramnacer's party (a' la hallucinatory terrain), to even killing opponents through things unseen to all except the victim (phantasmal killer).
Abilities: Intelligence, Wisdom, and Charisma are all important to the Spectramancer. The Spectramancer that has a high Charisma enjoys the benefits of harder spells to resist, as well as bonus spells per day. A high Intelligence grants the Spectramancer a greater amount of skill points per level, while a high Wisdom allows the Spectramancer a better chance of noting discrepancies in-and-around him, allowing him to spot illusions and falsehoods.
Typical Races: By far and away the greatest number of Spectramancers are drawn from the race of humans, either nomadic or civilized. Humans seem most at easy with the range of effects that Spectramancy brings...from street illusionists on the streets of Palanthus to the light-bearers of the Icewall tribes. Of the other races that Spectramancers are found, only Gnomes and Kender seem to have any true affinity to Spectramancy. The gnome Spectramancer, in typical gnome-fashion, has created a branch off of one of their primary scientific guilds to deal with what they term as 'occulars'. The kender, however, take great delight in using Spectramancy to enhance their stories and legends as well as throw fantastic practical jokes on friend-or-foe alike.
Alignment: In general, most Spectramancers tend to lean towards neutrality, with a great many tending towards chaos.
Religion: Due to the nature of Spectramancy, it is hardly surprising that the Veiled Maiden, Lunitari, has taken an interest in those that practice Spectramancy. Other gods that take an interest in Spectramancers include Branchala, who sees Spectramancy as being a useful aid to the performances of many wandering troupes; and Hiddukel, who sees Spectramancy as a useful tool to those dealing in illicit actions that they want to remain unnoticed.
Weapons: Spectramancers favor no particular weapon, and given the nature of Spectramancy it would be unwise for anyone attacking a Spectramancer to assume the weapon that he is holding is exactly what it appears to be.
Armor: As arcane spellcasters, most Spectramancers tend not to wear restrictive armor, although through certain spells they manage to remain quite well protected.
Skills: The key skills for a Spectramancer, as with most spellcasters, are Concentration and Spellcraft. A high Concentration allows the Spectramancer's spells to be cast in combat (or other highly distracting situations) and a high Spellcraft enables the Spectramancer to better understand some of the forces and effects of his magic. Due to the Spectramancer's skill in creating false and misleading images, he gains Spot as a bonus class skill, however the Spectramancer often lacks the skill and knowledge to craft more tangible objects, thus Craft is not considered a class skill for the Spectramancer.
Recommended Feats: Spell Focus (illusion) always helps, Arcane Flourish (Player's Handbook II).
Benefit: Whenever a Spectramancer can learn a new spell or replace an existing spell with a new spell; he may select any spell that comes from the Illusion school, in addition to the normal choices of spells he may select from.
Hindrances: Spectramancers cannot summon a familiar.
Dress: Spectramancers have some of the most varied dress codes among the sorcerers, and one can never be absolutely certain that the clothes or attire that the Spectramancer appears to be wearing are indeed truly there.
Suggested Prestige Classes: Academy Sorcerer (Age of Mortals)
Benchmark Spells: silent image (1st), invisibility, minor image (2nd), invisibility sphere, major image (3rd), hallucinatory terrain, shadow conjuration (4th), seeming, shadow evocation (5th), permanent image, programmed image (6th), project image (7th), screen (8th), weird (9th).
Other Names: Auroras, Lightbenders, Light Weavers, Occulars.
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