A new way to play Sorcerers, please comment

Kuritaki

First Post
Sorcerer


Sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. These magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a field of study; it is life itself.
Sorcerers know 4 levels of skill, corresponding with the 4 levels of arcane power. Beginners can use their own inner power to cast spells, exhausting this inner power causes non-lethal damage. Practitioners can use their own inner power, but they can also use the ambient power reserves. Masters can also tap into the power collected in the Leylines and Adepts can use the Power Nodes. The most important limiting factor for sorcerers is the amount of power available in a certain area. Sorcerers and bards use Arcane power available in the Material Plane. Thus they can Sense the use of this energy by others and having more ‘Natural Spellcasters’ active in an area exhausts the available power rapidly.
Role: An Adept with high Con and Int scores and access to a high energy Power Node can throw around a lot of spells in short order and accomplish nearly anything. Mostly, however, a sorcerer lacks the willpower and dedication needed to become an Adept, or even a Master.
Alignment: Any
Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Level Power Levels
1st Beginner Con Mod. +2 X½
2nd Con Mod. +2 X1
3rd Con Mod. +2 X1½
4th Con Mod. +2 X2
5th Practitioner Con Mod. +3 X2, D3
6th Con Mod. +3 X2, D4
7th Con Mod. +3 X2, D6
8th Con Mod. +3 X2, D8
9th Con Mod. +3 X2, D10
10th Con Mod. +3 X2, D12
11th Master Con Mod. +4 X2, D12, D3
12th Con Mod. +4 X2, D12, D4
13th Con Mod. +4 X2, D12, D6
14th Con Mod. +4 X2, D12, D8
15th Con Mod. +4 X2, D12, D10
16th Con Mod. +4 X2, D12, D12
17th Adept Con Mod. +5 X2, D12, D12, D8
18th Con Mod. +5 X2, D12, D12, D10
19th Con Mod. +5 X2, D12, D12, D12
20th Con Mod. +5 X2, D12, D12, D12

BAB & Saves are like Wizard.
After 20th level an Adept could learn to tap into the power of the Elemental Planes...

Weapon and Armor Proficiency: Sorcerers are only proficient with their racial weapons and armor. Armor interferes with a sorcerer's gestures, which can cause spells with somatic components to fail.

Spells
A sorcerer casts arcane spells drawn from any arcane spell list, after reaching Master they can also draw from divine spell lists. A sorcerer can cast any spell known without preparing it ahead of time. To cast a spell, a sorcerer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Int modifier.
Beginners: Beginners can only handle the difficulties of spells up to 2nd level and can daily cast spells up to a
spell level total of 1 + (their Con modifier X multiplying factor) + their Int modifier. Exceeding this limit causes 4 hp of non-lethal damage per used spell level. A sorcerer falling unconscious due to this type of non-lethal damage is effectively dying and the non-lethal damage must be treated as being lethal damage. Bringing the sorcerer back to a level that allows the sorcerer to wake up changes the rest of the non-lethal damage back to being non-lethal.
Practitioners: Practitioners can handle spells up to 5th level and can use their own inner power, but in addition
they can also use the ambient power reserves. There are 3 levels of ambient power: Low giving 1D# spell levels worth of power, Normal for 2D# and High for 3D#. (D# is indicated by level.) The die is cast by the GM prior to each confrontation and the resulting power levels are used up by all sorcerers present, who are able to use this source, in order of initiative. After 1 day the power is replenished naturally.
Masters: Masters can handle spells up to 8th level and can also tap into the power collected in the Leylines.
There are 3 levels of Leyline power: Low giving 4D# spell levels worth of power, Normal for 8D# and High for 12D#. (D# is indicated by level.) The die is cast by the GM prior to each confrontation and the resulting power levels are used up by all sorcerers present, who are able to use this source, in order of initiative. After 1 day the power is replenished naturally.
Adepts: Adepts can handle all spells and can use the Power Nodes. There are 3 levels of Node power: Low
giving 8D# spell levels worth of power, Normal for 16D# and High for 24D#. (D# is indicated by level.) The die is cast by the GM prior to each confrontation and the resulting power levels are used up by all sorcerers present, who are able to use this source, in order of initiative. After 1 day the power is replenished naturally.
Note: Violent death releases a high amount of power but it becomes available after 3 or more days.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Arcane Awareness
Sorcerers can Feel other ‘Natural Spellcasters’ using the ambient Arcane Powers within an area with a radius of 1 mile per sorcerer level.

Cantrips
Sorcerers can cast any cantrip numerous times a day. Only casting 10 cantrips successively within 1 minute counts as having cast 1 spell level.

Metamagic
Sorcerers choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer has not prepared the spell in a metamagic form in advance, the sorcerer must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than it normally takes to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
 

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It seems overpowered and very batman, even with the HP cost that can be incured for casting beyond your level. At least, if I am wrapping my head around it right. I don't know if I am.
 

It seems overpowered and very batman
I don't know why you say it's Batman...And overpowered?
1st level con 10 & int 10 gets: 0 + 0 + 2 X 1/2 = 1 spell- level/ day + 2 spell-levels for 8 non-lethal hp damage and up to 2 levels more ending up at -6 hp and in serious risk of dying. (Total max 5 spell-levels.)
1st level con 20 & int 20 gets: 5 + 5 + 2 X 1/2 = 6 spell- levels/ day + 3 spell-levels for 12 non-lethal hp damage and up to 3 levels more ending up at -9 hp and in serious risk of dying. (Total max 12 spell-levels.)
20th level con 20 & int 20 would get: 5 + 5 + 5 X 2 = 30 spell-levels......Well, yes that's to much :o I forgot the hp increase per level...
How about changing to this:
1st Beginner Int mod. + (hp : 4)
2nd Int mod. + (hp : 4)
3rd Int mod. + (hp : 4)
4th Int mod. + (hp : 4)
5th Practitioner Int mod. + (hp : 4), D3
6th Int mod. + (hp : 4), D4
7th Int mod. + (hp : 4), D6
8th Int mod. + (hp : 4), D8
9th Int mod. + (hp : 4), D10
10th Int mod. + (hp : 4), D12
11th Master Int mod. + (hp : 4), D12, D3
12th Int mod. + (hp : 4), D12, D4
13th Int mod. + (hp : 4), D12, D6
14th Int mod. + (hp : 4), D12, D8
15th Int mod. + (hp : 4), D12, D10
16th Int mod. + (hp : 4), D12, D12
17th Adept Int mod. + (hp : 4), D12, D12, D8
18th Int mod. + (hp : 4), D12, D12, D10
19th Int mod. + (hp : 4), D12, D12, D12
20th Int mod. + (hp : 4), D12, D12, D12
That would give:
1st level con 10 & int 10 gets: 1 spell-level for 4 non-lethal hp damage and 2 spell-levels more leaving the sorcerer at negative hp and dying.
20th level con 20 & int 20 would get: 5 + (hp : 4) = Max 5 + 65 = 70 spell-levels (with absolute maximum hp!) and another 4 spell-levels more leaving the sorcerer at negative hp and dying.
The maximum power in an area would be 3D12 + 12D12 + 24D12 for a tropical jungle in the hight of the growing season with high-powered Leylines and Power Nodes.
Most of the time power will be at lower levels, and the power is used by all sorcerous spell-casters in the vicinity. Sorcerers ARE very powerful spell-casters, but they don't get anything else.
 
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Hello Kuritaki,

I'm not too sure that it's too batman (I have developed a very similar system myself) but it may be overpowered, I would have to crunch some numbers to work it out. However, I think you need to streamline the main mechanic so it's a little easier to conceptualize what's going on.

For my own take on this, I developed the following ideas (which you can feel free to poach from or adapt or comment on if you are of a mind):

- A sorcerer can automatically cast the magics at their disposal while a wizard must perform a caster check to cast their spells (I have also developed a different non-vancian system for wizards).
- A sorcerer is much more adept at manipulating power around them while a wizard needs to rely on magical objects to store or augment the power they use.
- A sorcerer uses metamagic naturally (increasing the cost of casting a spell) where as a wizard cannot use metamagic (a spell is set in it's effects - but of course there are different versions of the same spell that might be "metamagicked" in one way or another).
- A sorcerer draws in raw magical power (aspiration), temporarily ""retains" that power (reposition) allowing it to be used, and expels that power (expiration).
- A sorcerer has an inner reserve of power measured in minims (power in general is measured in minims). Wizards rarely have any inner power and in fact, you cannot multiclass as a sorcerer unless you have this inner reserve of power. (This can be accessed in Pathfinder by choosing the inner power trait)
- The more powerful a sorcerer is the more opportunities they have to expand their inner reserves (and occasionally take from it without being fatigued). This is usually done by choosing particular feats but may also be a benefit of choosing spells that add to a sorcerer's inner reserves.
- To begin with at low levels, a sorcerer is quite limited at the three acts of power manipulation (aspiration, storage and expiration).
- If a sorcerer digs into their inner reserve of power, they will be fatigued after the casting (or if they are fatigued then exhausted and if exhausted then unconscious).
- At low levels, it is difficult for a sorcerer to draw in power (aspirate). They can aspirate a certain amount (which increases as they increase in level) but it will usually be as a 1 round action, becoming a full round action, standard action, move equivalent and finally a swift action as they increase their expertise.
- This aspiration draws power from the local vicinity so it is possible for sorcerers to drain an area of power. More powerful sorcerers can get more power out of their surroundings than others - a novice needs to inefficiently aspirate a number of minims of power in the vicinity to garner "1 minim" of power. More powerful sorcerers are much more efficient with the power in a particular vicinity approaching a one to one ratio at the highest levels.
- At higher levels, a sorcerer (very much like the Malazan series if you have read it) can then access power from alternative planes, connecting to that plane and aspirating directly. Aspirating from the Planes is highly dangerous and is flavoured depending upon what plane has been accessed (normally linked to bloodline but not always). A sorcerer that can access the planes to aspirate power is not bounded to the available power in the immediate vicinity.
- Sorcerers need to take metamagic feats to increase their ability to aspirate, reposition and expirate.
- A spell costs a certain amount of minims of power (I do not follow a particular mathematical formula and in fact this is what I need to work further on). As long as a sorcerer has available minims of power and can physically and mentally cast, they can cast spells as often as they please.
- A sorcerer can reposition a certain number of minims of power. This is not so much storage as much as developing a link to the power that they have access to from that point. There is a limit to how much power a sorcerer can reposition. If they exceed that limit, they must make a fortitude save (DC 10 plus the total number of minims of power they have repositioned) or lose all the power they have repositioned.
- A sorcerer is limited in the amount of energy they can expirate (control effectively to cast the spell). It is this as well as the repositioning limit that defines what spells they can cast and what spells are too powerful.

I have more stuff but that is enough for you to get the basic idea. I need to fine-tune the spell selections and costs but I'm happy that it's coming along nicely. It seems a very similar philosophy to what you have going if a slightly different mechanism in realising it.

Best Regards
Herremann the Wise
 

Thanks Herremann the Wise!

Are your Minims the same as a spell-level worth of power?

My sorcerers are inspired by the books of Mercedes Lackey, if you know her Valdemar novels.

I'm sure I'll have to work more on my sorcerers, do some crunching of the number and other things. But I need to concentrate on something else first, to be able to come back to them with a fresh look and new insights. This if just the first concept and I am hoping for more feedback from others. :)
 

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