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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e/PF/OGL Low-Magic Campaign Resources and Ideas
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<blockquote data-quote="Alzrius" data-source="post: 9518240" data-attributes="member: 8461"><p>Insofar as sorcerers go, I've long been enamored of Octavirate Games' short supplement <em>Octavirate Expansions - Feared and Hated</em>.</p><p></p><p>For instance, consider making it mandatory that all sorcerers take one of the (3.5-style) drawbacks in that book at 1st level, getting a feat in exchange. Something like registering to <em>detect magic</em> and similar spells as if they were magic items, or simply having a freakish physical appearance, can make sorcerers <em>feel</em> different beyond just having spontaneous spells and (for PF1) "bloodline" powers.</p><p></p><p>Speaking of which, the book's other idea is also worth using, which is the "bloodbound sorcerer" class variant. What that does is essentially shrinks their spell list so that it fits a theme (e.g. plants, fire, sound, etc.) and they have to pick their spells known from that, forcing the sorcerer to only use a particular "type" of magic (they do get a small special power to help compensate for the narrowed selection, as well as one more spell known per spell level). The major drawback here is that the book only has just over a half-dozen such themes listed, so if you want a wider variation you'll need to draw up spell lists for more yourself.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9518240, member: 8461"] Insofar as sorcerers go, I've long been enamored of Octavirate Games' short supplement [i]Octavirate Expansions - Feared and Hated[/i]. For instance, consider making it mandatory that all sorcerers take one of the (3.5-style) drawbacks in that book at 1st level, getting a feat in exchange. Something like registering to [i]detect magic[/i] and similar spells as if they were magic items, or simply having a freakish physical appearance, can make sorcerers [i]feel[/i] different beyond just having spontaneous spells and (for PF1) "bloodline" powers. Speaking of which, the book's other idea is also worth using, which is the "bloodbound sorcerer" class variant. What that does is essentially shrinks their spell list so that it fits a theme (e.g. plants, fire, sound, etc.) and they have to pick their spells known from that, forcing the sorcerer to only use a particular "type" of magic (they do get a small special power to help compensate for the narrowed selection, as well as one more spell known per spell level). The major drawback here is that the book only has just over a half-dozen such themes listed, so if you want a wider variation you'll need to draw up spell lists for more yourself. [/QUOTE]
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