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A new way to play Sorcerers, please comment
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<blockquote data-quote="Kuritaki" data-source="post: 5476978" data-attributes="member: 6668446"><p><strong>Sorcerer</strong></p><p></p><p> </p><p> 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.</p><p> 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.</p><p> <strong>Role</strong>: 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. </p><p> <strong>Alignment</strong>: Any</p><p> <strong>Class Skills</strong>: 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</p><p> 1st Beginner Con Mod. +2 X½</p><p> 2nd Con Mod. +2 X1</p><p> 3rd Con Mod. +2 X1½</p><p> 4th Con Mod. +2 X2</p><p> 5th Practitioner Con Mod. +3 X2, D3</p><p> 6th Con Mod. +3 X2, D4</p><p> 7th Con Mod. +3 X2, D6</p><p> 8th Con Mod. +3 X2, D8</p><p> 9th Con Mod. +3 X2, D10</p><p> 10th Con Mod. +3 X2, D12</p><p> 11th Master Con Mod. +4 X2, D12, D3</p><p> 12th Con Mod. +4 X2, D12, D4</p><p> 13th Con Mod. +4 X2, D12, D6</p><p> 14th Con Mod. +4 X2, D12, D8</p><p> 15th Con Mod. +4 X2, D12, D10</p><p> 16th Con Mod. +4 X2, D12, D12</p><p> 17th Adept Con Mod. +5 X2, D12, D12, D8</p><p> 18th Con Mod. +5 X2, D12, D12, D10</p><p> 19th Con Mod. +5 X2, D12, D12, D12</p><p> 20th Con Mod. +5 X2, D12, D12, D12</p><p> </p><p>BAB & Saves are like Wizard. </p><p>After 20th level an Adept could learn to tap into the power of the Elemental Planes...</p><p></p><p> <strong>Weapon and Armor Proficiency</strong>: 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.</p><p> </p><p> <strong>Spells</strong></p><p> 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. </p><p> <strong>Beginners:</strong> Beginners can only handle the difficulties of spells up to 2nd level and can daily cast spells up to a </p><p> 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. </p><p> <strong>Practitioners:</strong> Practitioners can handle spells up to 5th level and can use their own inner power, but in addition </p><p> they can also use the ambient power reserves. There are 3 levels of ambient power: <em>Low</em> giving 1D# spell levels worth of power, <em>Normal</em> for 2D# and <em>High</em> 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.</p><p> <strong>Masters:</strong> Masters can handle spells up to 8th level and can also tap into the power collected in the Leylines. </p><p> There are 3 levels of Leyline power: <em>Low</em> giving 4D# spell levels worth of power, <em>Normal</em> for 8D# and <em>High</em> 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.</p><p> <strong>Adepts:</strong> Adepts can handle all spells and can use the Power Nodes. There are 3 levels of Node power: <em>Low</em> </p><p> giving 8D# spell levels worth of power, <em>Normal</em> for 16D# and <em>High</em> 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.</p><p> <strong>Note:</strong> Violent death releases a high amount of power but it becomes available after 3 or more days. </p><p> </p><p> <strong>Eschew Materials</strong></p><p> A sorcerer gains Eschew Materials as a bonus feat at 1st level.</p><p> </p><p> <strong>Arcane Awareness</strong></p><p> Sorcerers can Feel other ‘Natural Spellcasters’ using the ambient Arcane Powers within an area with a radius of 1 mile per sorcerer level.</p><p> </p><p> <strong>Cantrips</strong></p><p> Sorcerers can cast any cantrip numerous times a day. Only casting 10 cantrips successively within 1 minute counts as having cast 1 spell level.</p><p> </p><p> <strong>Metamagic</strong></p><p> 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.</p></blockquote><p></p>
[QUOTE="Kuritaki, post: 5476978, member: 6668446"] [B]Sorcerer[/B] 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. [B]Role[/B]: 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. [B]Alignment[/B]: Any [B]Class Skills[/B]: 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... [B]Weapon and Armor Proficiency[/B]: 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. [B]Spells[/B] 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. [B]Beginners:[/B] 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. [B]Practitioners:[/B] 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: [I]Low[/I] giving 1D# spell levels worth of power, [I]Normal[/I] for 2D# and [I]High[/I] 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. [B]Masters:[/B] 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: [I]Low[/I] giving 4D# spell levels worth of power, [I]Normal[/I] for 8D# and [I]High[/I] 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. [B]Adepts:[/B] Adepts can handle all spells and can use the Power Nodes. There are 3 levels of Node power: [I]Low[/I] giving 8D# spell levels worth of power, [I]Normal[/I] for 16D# and [I]High[/I] 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. [B]Note:[/B] Violent death releases a high amount of power but it becomes available after 3 or more days. [B]Eschew Materials[/B] A sorcerer gains Eschew Materials as a bonus feat at 1st level. [B]Arcane Awareness[/B] Sorcerers can Feel other ‘Natural Spellcasters’ using the ambient Arcane Powers within an area with a radius of 1 mile per sorcerer level. [B]Cantrips[/B] Sorcerers can cast any cantrip numerous times a day. Only casting 10 cantrips successively within 1 minute counts as having cast 1 spell level. [B]Metamagic[/B] 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. [/QUOTE]
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