What if everyone was a sorcerer (gestalt concept)?

Come to think of it, if everyone had magic, then I wouldn't use the sorcerer class per se.

I'd give 0-level NPCs a random power from a list of basic utility or combat powers. As per above, the powers would be very limited in scope, if the DM doesn't want to bother with the full societal and technological implications.

All 1st level PCs are born with the potential to manifest elite sorcery. The PC's chosen class represents how he or she manifests that magic. Fighter = martial sorcery, mastery of muscle and sword. Clerics and druids = sorcery that is not divine or primal in origin per se (although they may believe it to be so), but simply their own internal sorcery shaped by their own faith and philosophy. Then, for other forms of external flashy magic, some sort of new Mage class that merges Wizards and Sorcerers.

IMHO, that's what I would do anyway. But to each their own....?
 

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I'm sad that there's no mention of Piers Anthony's Xanth series, a comedy/fantasy set in the land of Xanth where everyone has a magical power.
 

Sure would change the balance of the other classes. Paladins would be ridiculous (the same cha going towards spells and saves). There would be relatively few divine spellcasters; why bother unlless you really care about healing?
 

Hmmm... maybe delving deeper into the idea by NoWayJose, create multiple 3-level 'classes', similar to the racial paragon class idea, where each 'class' has a specific / limited selection of powers / spells:
- the basic 'adventuring' class types: martial, sneaky, spellcaster
- several more 'utilitarian' types: artisan, hunter, agrarian, leadership, loremaster, mercantile etc.
- based on the psionic styles: telekinesis etc.
- several more esoteric types: dreamer, fortune teller, astral traveller etc.
- some corrupted / evil types: mind controller, soul bender etc.

That way, you limit the max level and thus impact, give distinct and limited range of powers an individual has, and stay away from too much impact...

Just an idea...
 

Another possible 3.* implementation is a limited gestalt for a more muted effect. Make the sorcerer levels only occur every odd level. So a 9th level character has 5 levels of sorcerer. If you want the occasional character with more power, they take sorcerer as the main, full side of the gestalt and something else on the odd levels. Or make the limited side 2 out of every 3 levels--whatever tops out the way you want.

If you are happy with giving everyone magic, but don't want every high level adventurer throwing around the upper levels spells, this will get you there. It also handles some of the rough edges of gestalt in such a campaign, as now the main character's BAB, saves, etc. eventually overshadows the sorcerer contribution. So you don't have everyone running around with inflated Will saves.

Of course, if you want those side effect and all high level characters throwing the big stuff, this is a bug. :)
 

Whatever the mechanical implementation, this also opens up interesting story/roleplaying opportunities regarding free will and destiny:

Father: You know you're destined to be a woodman or carpenter! When you cut a blade against wood, it slices through like butter.

Son: But Dad, I want to join the army, like my brothers did!

Father: Don't be silly, son. The enemy doesn't dress up in wooden arms and armour.

...or..

Village leader: What good are you in this honest law-abiding community? Your nature is to blend into the shadows. You're just a spy or a thief!

Teenager-soon-to-become-villian: Then what choice do I have, but to turn to the dark side?
 

Sure would change the balance of the other classes. Paladins would be ridiculous (the same cha going towards spells and saves). There would be relatively few divine spellcasters; why bother unlless you really care about healing?

Another possible 3.* implementation is a limited gestalt for a more muted effect. Make the sorcerer levels only occur every odd level. So a 9th level character has 5 levels of sorcerer. If you want the occasional character with more power, they take sorcerer as the main, full side of the gestalt and something else on the odd levels. Or make the limited side 2 out of every 3 levels--whatever tops out the way you want.

Not to beat my own drum, but my suggestion doesn't require any rules tweaking or worries about game balance. Instead, I'm just refluffing the existing rules.

Want to give your fighter some flashy magic? Say that +2 attack bonus is due to a sorcerous aura around his weapons, or a significant bulging of muscles in combat. And that Come and Get it feat when you find it ridiculously hard to justify -- magic!
 

P.S. I never understood why sorcery required a minimum charisma, fluff-wise, and I think that's especially true in a world where everyone has sorcery. If you have a personality, you can use magic? If you're particularily unfriendly or introverted, why should that make you sorcery-challenged?

Think of Charisma as the ability of a creature to impose its will on others, sometimes including the world itself.
 

Hmmm... maybe delving deeper into the idea by NoWayJose, create multiple 3-level 'classes', similar to the racial paragon class idea, where each 'class' has a specific / limited selection of powers / spells:
- the basic 'adventuring' class types: martial, sneaky, spellcaster
- several more 'utilitarian' types: artisan, hunter, agrarian, leadership, loremaster, mercantile etc.
- based on the psionic styles: telekinesis etc.
- several more esoteric types: dreamer, fortune teller, astral traveller etc.
- some corrupted / evil types: mind controller, soul bender etc.

That way, you limit the max level and thus impact, give distinct and limited range of powers an individual has, and stay away from too much impact...

Just an idea...

That's an idea.

Have "spell groups" instead of just willy-nilly spell selection (Grouped kind of like you mentioned). That would certainly make NPCs more focused.

As for the Charisma tie to spellcasting - well Charisma is supposed to be the ability to exert ones will on others (unlike wisdom which is personal will) - so it fits for me, not perfectly - but haven't yet thought of anything better (then again I don't plan on implementing this for quite some time so I have plenty of time to think about it!).

Anyway great ideas and concepts, keep them coming.
 

Read them many years ago. As I recall they started quite good but got very odd by the end (alien invasion and many other concepts that intruded on the central theme etc.). But yes, I may dig them up as this is certainly similar to that concept.
Yes, a typical W&H trainwreck by the end.

At first, I was a little put off by the concept, mostly because I like low-magic settings, but I think you might be on to something here.

As I see it, if everyone had at least weak magic aptitude, the society would be much more like a modern technological society in that many everyday tasks could be "dweomorized" (would that be the magic version of automated?). Also, your armies might look a little different, lack of armor, less reliance on melee weapons and more reliance on missile weapons(again much like a modern society).

Architecture and fortifications would be drastically changed as well, no need for high walls if "everyone" can "levitate" or "fly" over them. Building would most likely get taller as arcane devices allowed moving both weight and mass in a more efficient manner. And what about mass transit? I think you should probably look into the Eberron world for some ideas about "magic as technology" and vice versa.
 

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