# PART 2
##### Sorcerer Origins
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# Aberrant Mind
A*n 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.*
### Telepathic Speech
Starting at 1st level, 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 30ft. 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. 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, die or if you use this ability to form a connection with a different creature.
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### Psionic Sorcery
Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, 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 Defenses
At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
### Revelation in Flesh
Beginning at 14th level, 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 18th level, 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. 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.
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# Divine Soul
S*ometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.*
*A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.*
*In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.*
### Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
### Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
### Angelic Form
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
### Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
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# Draconic Bloodline
Y*our innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.*
### Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
##### Draconic Ancestry
| Dragon Color| Damage Type |
|:-----------------------------:|:------------------:|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
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### Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
### Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
### Dragon Wings
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
### Draconic Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 4 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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# Runechild Sorcerer
T*he weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.*
*The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.*
### Essence Runes
*1st-level feature*
Your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 2 Essence Runes, and gain an additional rune when you reach the following levels in this class: 3rd, 5th, 7th, 9th, 11th, 13th, 15th and 17th. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert, but can be activated to unleash its power.
- **Runic Dice.** You have three runic dice, which are d4s. A runic die is expended to activate the rune and its effect. You regain all of your expended dice when you finish a short or long rest. You gain another runic die at levels 5th, 10th and 15th. After using a runic die, you emit bright light in a 5 foot radius and dim light for an additional 5 feet until the start of your next turn. The dice size increase by one at the following levels: 6th (d6), 10th (d8), 14th (d10) and 18th (d12).
### Runic Knowledge:
*6th-level feature*
You know the languages associated with the Essence Runes beneath your skin. For instance, if you have a draconic rune in a part of your body, you are able to read, write and speak draconic.
### Protective Inscriptions
*14th-level feature*
When you unleash the power of the runes, these form a barrier of magical energy around you to protect you. After using a runic die, you gain temporary hit points equal to the result of the roll of the runic die.
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# List of Runes
- **Abyssal:** Whenever you cast a cantrip or a 1st-level or higher spell that requires a spell attack roll, you can activate this rune to gain advantage on the attack roll but you subtract your runic die from the result. If the attack still hits it deals additional damage equal to two rolls of your runic die.
- **Celestial:** You can activate this rune as a bonus action, when activated, you and creatures of your choice within 5ft recover an amount of hit points equal to one roll of your runic die.
- **Common:** You can activate this rune as a bonus action, when activated, you recover an amount of spell points equal to half roll of your runic die (rounded down).
- **Deep Speech:** You can activate this rune as a bonus action, when activated, choose one creature of your choice within 60ft, that creatures takes 1 psychic damage at the start of each of your turns for a number of rounds equal to one roll of your runic die. Additionally whenever the creature takes psychic damage and must make a Constitution saving throw to maintain concentration for the duration of this feature, it must subtract one roll of your runic die from the saving throw.
- **Draconic:** Whenever you cast a cantrip or a 1st-level or higher spell that requires a spell attack roll, you can activate this rune to add the runic die to the attack's damage roll, and the target must succeed a Wisdom saving throw or be frightened of you for 1 minute, the target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.
- **Druidic:** You can activate this rune as a bonus action, when activated, you create a beautiful flower that you can keep or give to another creature within range as part of the same action. A creature wearing or holding this flower can add one roll of your runic die to their next ability check, attack roll or saving throw.
- **Dwarvish:** You can activate this rune as a bonus action, when activated, you can spend one of your runic dice to decrease your exhaustion levels by 1.
- **Elvish:** Whenever you end a short rest, you can activate this rune (no action required) to recover an amount of hit points equal to a roll of your runic die + half your Sorcerer level (rounded down).
- **Giant:** Whenever you cast a cantrip or a 1st-level or higher spell that requires a spell attack roll, you can activate this rune to add the runic die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
- **Gnomish:** Whenever you fail a Constitution saving throw to maintain concentration on a spell, you can activate this rune, when activated you can roll your runic die and add the result to the saving throw, potentially turning it into a successful save.
- **Goblin:** You can activate this rune when you score a critical hit, when activated this rune makes the critical hit deal additional damage equal to three rolls of your runic die
- **Halfling:** You can activate whenever a creature succeeds on a saving throw against one of your spells, when activated, you can roll your runic die and subtract the result from the creature's saving throw, potentially turning it into a failed save.
- **Infernal:** You can activate this rune as a bonus action, when activated choose one creature within 60ft, this creature must subtract your runic die from its attack rolls, until the start of your next turn.
- **Orcish:** You can activate this rune whenever you cast a cantrip or a 1st-level or higher spell that deals damage, when activated you can treat one of the damage dice as if it had rolled their maximum result, additionally you can roll your runic die and add the result to the total damage.
- **Primordial:** You can activate this rune whenever you cast a cantrip or a 1st-level or higher spell that deals one of the following types of damage: cold, fire, lightning or thunder, when activated, you spend one runic die and the cantrip or spell ignores resistance to these types of damage.
- **Sylvan:** You can activate this rune as a bonus action, when activated, you can teleport an amount of feet equal to 5 times a roll of your runic dice.
- **Thieves Can’t:** You can activate this rune whenever you try to escape a grapple or try to get rid of non-magical restraints, when activated, you can add your runic die to any checks made to escape.
- **Undercommon:** You can activate this rune as a bonus action, when activated, you gain darkvision with a range of 10ft x a roll of your runic die, for 1 minute.
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# Shadow Magic
Y*ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.*
*The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.*
### Eyes of the Dark
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
### Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
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### Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
- The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
### Shadow Walk
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
### Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
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# Storm Sorcery
Y*our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.*
*Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.*
### Wind Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
### Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to half your movement speed without provoking opportunity attacks.
### Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. You can cause one of the following effects:
- **Lightning Strike:** You can direct electric energy towards an enemy. Choose one creature within 60ft, that creature takes lightning damage equal to 1d4 + your Charisma modifier (minimum of 1).
- **Thunderous Shockwave:** This eruption causes creatures of your choice that you can see within 10ft of you to take thunder damage equal to half your sorcerer level (rounded up).
### Storm Guide
Also starting at 6th level, the storm within your soul allows you to control existing weather in the following ways:
- **Rain.** As a bonus action, you can stop (and start) the rain from falling in a 20-foot radius sphere centered on you.
- **Wind:** As a bonus action, you can change the direction the wind is blowing within a 100-foot radius sphere centered on you. Changes to the wind last until the end of your next turn.
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### Storm's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20ft away from you.
### Wind Soul
At 18th level, you gain immunity to lightning and thunder damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
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## Wild Magic
Y*our innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.*
### Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
### Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
### Magical Improvisation
Starting at 6th level, your innate understanding of magic allows you to wield the weave in novel ways, even to you. You can cast any spell on the sorcerer spell list even if you do not know the spell. When you do so, you must expend spell points as normal and follow the normal rules for casting that spell.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.
### Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
### Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature an amount of times per turn equal to your Charisma modifier (minimum of 1).
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#### Magic Surge
| 1d100 | Result |
|:---:|:------------|
| **01-02** | Immediately gain 3 points of Chaos |
| **03-04** | For the next minute, you can see any invisible creature if you have line of sight of it. |
| **05-06** | You cast the shortened version of the *plant growth* spell centered on yourself. |
| **07-08** | You cast *fireball* as a 3rd-level spell centered on yourself. |
| **09-10** | You suffer two levels of exhaustion. |
| **11-12** | Your size decreases by one size category for the next minute. |
| **13-14** | You cast *confusion* centered on yourself. |
| **15-16** | For the next minute, you regain 5 hit points at the start of each of your turns. |
| **17-18** | You cast *comprehend language* on yourself. |
| **19-20** | You case *grease* centered on yourself. |
| **21-22** | Creatures have disadvantage on saving throws against the next spell you cast that involves a saving throw in the next minute |
| **23-24** | Roll a d6. Your skin changes to a vibrant unnatural color, using your roll in order of **ROYGBV** (red, orange, yellow, green, blue, violet). A *remove curse* spell can end this effect. |
| **25-26** | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
| **27-28** | You smell strongly of skunk for the next hour. |
| **29-30** | You cast *sleep* centered on yourself. |
| **31-32** | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| **33-34** | Maximize the damage of the next damaging spell you cast within the next minute. |
| **35-36** | Your speed is halved for the next minute. |
| **37-38** | You grow a useless appendage (wing, arm, ear, tail, etc), that hangs limp from your body. A *remove curse* spell can end this effect. |
| **39-40** | You take 2d10 hit points of radiant damage. |
| **41-42** | You are stunned until the end of your next turn. |
| **43-44** | You gain a flight speed equal to your walking speed for the next minute. |
| **45-46** | You cast *daylight* on yourself. |
| **47-48** | You cast *zone of truth* centered on yourself. |
| 1d100 | Result |
|:---:|:------------|
| **49-50** | You are silenced and can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| **51-52** | You cast *remove curse* on yourself. |
| **53-54** | You are immune to being intoxicated by alcohol until the night of the next full moon. |
| **55-56** | You grow an 8 inch long beard. If you already have a beard, it grows another 8 inches. |
| **57-58** | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| **59-60** | You regain your lowest level expended spell slot. |
| **61-62** | For the next minute, anytime you speak your voice booms and echoes as if you were shouting. |
| **63-64** | You cast *fog cloud* centered on yourself. |
| **65-66** | Your legs weaken and you fall prone. You cannot stand under your own power for 1 minute |
| **67-68** | You are poisoned for 1 minute. |
| **69-70** | Each creature within 30 feet of you heals 4d8 hit points. |
| **71-72** | You gain resistance to all damage for the next minute. |
| **73-74** | You cast *thunderwave* as a 1st level spell. |
| **75-76** | You are deafened for the next minute. |
| **75-78** | You cast *polymorph* on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| **79-80** | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| **81-82** | You can take one additional action immediately. |
| **83-84** | Each creature within 30 feet of you takes 1d12 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| **85-86** | You cast *ice storm* as a 4th-level spell centered on yourself. |
| **87-88** | You are blinded for the next minute. |
| **89-90** | You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
| **91-82** | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
| **93-94** | Your size increases by one size category for the next minute. |
| **95-96** | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| **97-98** | You are surrounded by a faint, ethereal music for the next minute. |
| **99-00** | Regain all expended sorcery points and lose half of your total Chaos |
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