Right! So.
There was a lot of talk recently that I was involved in regarding Sorcerers and their function and origins and all that fun stuff. Recently I started recruiting for a PbP here and a player asked if I could create a Sorcerous Origin for them that would evoke the feel of not a Wild Mage, but just someone who literally has the Arcane fused into their very being. The concept focuses on the idea that magic is as second-nature to this Origin as breathing, and therefore focuses heavily on Sorcery Points and new ways that they can be used.
This will be playtested once I get that game up and running, so I'll see how it turns out, but I figured I would also present it to EnWorld at large for review and usage at your leisure.
New Sorcerous Origin:
Arcane Soul
Your innate magic comes not from some elemental or fantastical ancestor, but from the very pulse of magic itself. You may have been blessed by some cosmic, controlling force of magic, or have been born with the spark of something inexplicably extra. Whatever it is, it is in your very being: this has nothing to do with bloodlines or bargains for power. This is the raw force of mana within the world permeating your soul and allowing you to expand the usage of your magic beyond normal limits. With time and patience will come control, control of your ability to make The Weave bend, break, and reform to your will, allowing you to accomplish impossible feats of magic.
Level 1 - Made of Magic
While others may claim descendant from a fierce, magical creature or the byproduct of magical manipulation, you are magic, with the very heart of the arcane beating inside you. Manipulating the very nature of reality just by existingallows you to craft spellwork that pulls threads of The Weave that no other can. You gain the following benefits:
- You ignore Material Components in Spells unless there is a listed cost. You do not need an Arcane Focus in place of Material Components.
- Any time you would normally only gain 1 Sorcery Point when you gain a level, you instead gain 2.
- You gain 2 Sorcery Points. You can use Sorcery Points to cast any spell on the Sorcerer Spell List that you Do Not Know, expending a Spell Slot as normal. This caps at 5th Level Spells. The cost is as follows:
Level 6 - Mana Manipulation
It all starts to come so easy to you: at first it may have been a struggle, but each day brings new power, new ways to cast the brush of your esoteric art upon reality. Your own wellspring of energy allows you to take advantage of the loopholes you perceive in The Weave, alleviating the strain on your magical reservoirs. You gain the following benefits:
- Choose 2 Spells with the Ritual Tag from the Bard, Sorcerer, Warlock, or Wizard Spell List. These spells must be of a level that you can cast. They are added to your list of Spells Known, and can be cast normally through Spell Slots. You can also cast these spells as a Ritual if you spend Sorcery Points equal to the Spell's Level. These spells count as Sorcerer spells for you.
- If you use your Made of Magic Feature to choose a Sorcerer Spell that you don't know, you pay the cost for casting a spell you do not know as well as the Ritual cost from this feature.
- You can choose 1 more Ritual Spell at 11th Level, and 1 more at 15th level.
Level 14 - Arcana Overcharge
The spells of others are unwoven with but a word from your lips. The height of your own magic is constantly pushing new boundaries, burning more intensely with every casting. You're not just some other Mage: You touch the very source of the Arcane and bend it to your advantage and the detriment of your enemies. You gain the following benefits:
- You have Advantage on any Saves you make against Spells. If you succeed on a save versus a spell that would normally cause you Half-Damage, you can spend 2 Sorcery Points to instead take No Damage.
- You can add your Charisma Modifier to the damage of all your Spells. If a Spell allows you to target multiple targets, this extra damage only affects 1 target.
Level 18 - Metamagic Mastery
The secrets of spellcraft are laid bare to you. You twist, tear, and shred The Weave to best suit your own devices, forcing the threads back together in beautiful new patterns that boldly display your own sorcerous might, your dominion over the loom of magic. You gain the following benefit:
- When you use any Metamagic Option on a Spell, you can choose to add a 2nd Option to the Spell, paying the normal cost for Metamagic Options.
There was a lot of talk recently that I was involved in regarding Sorcerers and their function and origins and all that fun stuff. Recently I started recruiting for a PbP here and a player asked if I could create a Sorcerous Origin for them that would evoke the feel of not a Wild Mage, but just someone who literally has the Arcane fused into their very being. The concept focuses on the idea that magic is as second-nature to this Origin as breathing, and therefore focuses heavily on Sorcery Points and new ways that they can be used.
This will be playtested once I get that game up and running, so I'll see how it turns out, but I figured I would also present it to EnWorld at large for review and usage at your leisure.
New Sorcerous Origin:
Arcane Soul
Level 1 - Made of Magic
While others may claim descendant from a fierce, magical creature or the byproduct of magical manipulation, you are magic, with the very heart of the arcane beating inside you. Manipulating the very nature of reality just by existingallows you to craft spellwork that pulls threads of The Weave that no other can. You gain the following benefits:
- You ignore Material Components in Spells unless there is a listed cost. You do not need an Arcane Focus in place of Material Components.
- Any time you would normally only gain 1 Sorcery Point when you gain a level, you instead gain 2.
- You gain 2 Sorcery Points. You can use Sorcery Points to cast any spell on the Sorcerer Spell List that you Do Not Know, expending a Spell Slot as normal. This caps at 5th Level Spells. The cost is as follows:
Spell Level | SP Cost |
1 | 2 |
2 | 3 |
3 | 5 |
4 | 6 |
5 | 7 |
Level 6 - Mana Manipulation
It all starts to come so easy to you: at first it may have been a struggle, but each day brings new power, new ways to cast the brush of your esoteric art upon reality. Your own wellspring of energy allows you to take advantage of the loopholes you perceive in The Weave, alleviating the strain on your magical reservoirs. You gain the following benefits:
- Choose 2 Spells with the Ritual Tag from the Bard, Sorcerer, Warlock, or Wizard Spell List. These spells must be of a level that you can cast. They are added to your list of Spells Known, and can be cast normally through Spell Slots. You can also cast these spells as a Ritual if you spend Sorcery Points equal to the Spell's Level. These spells count as Sorcerer spells for you.
- If you use your Made of Magic Feature to choose a Sorcerer Spell that you don't know, you pay the cost for casting a spell you do not know as well as the Ritual cost from this feature.
- You can choose 1 more Ritual Spell at 11th Level, and 1 more at 15th level.
Level 14 - Arcana Overcharge
The spells of others are unwoven with but a word from your lips. The height of your own magic is constantly pushing new boundaries, burning more intensely with every casting. You're not just some other Mage: You touch the very source of the Arcane and bend it to your advantage and the detriment of your enemies. You gain the following benefits:
- You have Advantage on any Saves you make against Spells. If you succeed on a save versus a spell that would normally cause you Half-Damage, you can spend 2 Sorcery Points to instead take No Damage.
- You can add your Charisma Modifier to the damage of all your Spells. If a Spell allows you to target multiple targets, this extra damage only affects 1 target.
Level 18 - Metamagic Mastery
The secrets of spellcraft are laid bare to you. You twist, tear, and shred The Weave to best suit your own devices, forcing the threads back together in beautiful new patterns that boldly display your own sorcerous might, your dominion over the loom of magic. You gain the following benefit:
- When you use any Metamagic Option on a Spell, you can choose to add a 2nd Option to the Spell, paying the normal cost for Metamagic Options.
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