Unconventional Ancestors

In Eberron, there are many theories for the origin of sorcerors, spellcasters with innate arcane abilities whose powers are fueled by sheer force of personality. It is said that when dragons assume humanoid form and consort with the common races, their descendents are sometimes left with the ability to tap the arcane power of their draconic heritage. Still others claim that sorcerors have a tie to the progenitor dragon Siberys.

While both theories contain elements of truth, these are not the only sources of sorcerors in Eberron. Dragons are far from the only magical beings who walk among humanoids: couatl, rakshasas, hags and dopplegangers have all been known to mate with the common races. It ispossible that their children's children might become sorcerers.

The following themed spell lists show how ancestors other than dragons can be used to inspire your sorcerer’s development. If you choose one of these ancestors at character creation, your DM may allow you to permanently give up the "summon familiar" class feature of the sorcerer to cast the spells on your ancestor's spell list at +1 caster level.

Couatl
The offspring of couatls gain access to some of their formidable ancestors' diverse abilities. Like the noble feathered serpents who touched their bloodline, these sorcerers are masters of light, flight, and planar travel. When casting spells, they often glow with a rainbow aura, at once beautiful and fearsome.

1st level: Color Spray
2nd level: Eagle's Splendor
3rd level: Fly
4th level: Rainbow Pattern
5th level: Sending
6th level: True Seeing
7th level: Ethereal Jaunt
8th level: Sunburst
9th level: Gate

Doppleganger
While true dopplegangers are rare in Eberron, those that exist commonly breed with other races. Some children of such unions favor one race or the other, some become changelings, and others unlock their ancestors’ powers through sorcery. Sorcerers descended from dopplegangers master the art of shapechanging, even learning how to shape the appearance of others.

1st level: Disguise Self
2nd level: Alter Self
3rd level: Displacement
4th level: Polymorph
5th level: Seeming
6th level: Mislead
7th level: Project Image
8th level: Polymorph Any Object
9th level: Shapechange

Night Hag
In isolated towns and villages, elders often warn that night hags haunt the dreams of rebellious youths. The victims of such nightmares sometimes go on to have children born with inauspicious powers. Sorcerers with a trace of night hag blood learn to harness powers that sap enemies' vitality and invade their sleeping minds.

1st level: Sleep
2nd level: Invisibility
3rd level: Deep Slumber
4th level: Contagion
5th level: Nightmare
6th level: Eyebite
7th level: Waves of Exhaustion
8th level: Horrid Wilting
9th level: Etherealness

Rakshasa
Sorcerers descended from these cunning fiends share their ancestors' talents for deception and manipulation. They prefer to make others fight for them, but can amplify their own abilities to attack with tiger-like fury when cornered.

1st level: Force Claws*
2nd level: Alter Self
3rd level: Haste
4th level: Charm Monster
5th level: Mind Fog
6th level: Transformation
7th level: Spell Turning
8th level: Shadow Evocation, Greater
9th level: Dominate Monster

*New spell described below.

Force Claws
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Sharp talons of magical energy extend from your fingers, dealing 1d4+3 points of force damage on a successful touch attack.



This article was written by Johnny "Jhonen Olain" O'Neal. All associated copyrights are property of Wizards of the Coast.

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