I have always loved the idea of the sorceror, however I think it is misrepresented in the phb. The spell-casting is innoative, but the rest seems unfinished. Whereas the wizard gets to toy around with metamagics, pore over his books, and leave slots open for on-the-spot solutions, the sorceror is left with merely advancing, a level behind. The biggest mistake imo, is that they have the exact same spell list. On one hand, it makes sense, however I believe the sorceror should be rebalanced for indiiduality, not necessarily balance.
So, here are some things I have dreamed up to make sorcerors more worthwhile.
A) Feats (ideas, not all the way thought out)
Residue Collection [general]
As you cast the same spell in a given time period, it grows more powerful.
Benefit:
Normal:
Ok, the idea was that as the spell-caster (this is for any spell-caster, but clearly favors the sorceror as he is the most likely to be casting the same spell over and over) continued using 1 spell, it would become more powerful. Unfortunately, the only inspiration I looked to was metamagic feats. IE- If you cast the same spell more than 4 times in an 8 hour period, any further castings are treated as if empowered.
While this seemed like a viable feat, it seemed too dry. Does anyone have any ideas for this feat?
Enhance Item [item creation feat]
You are efficient at enhancing existing enchanted items.
Prerequisites: Sorc Level 4
Benefit: When adding an enhancement to an existing magical item, calculate the total cost of the item, with the most favorable order of enchanting to reach the lowest price. IE- If you are enchanting a ring of protection to add the invisibility effect of a ring of invisibility, calculate as if you were adding the deflection bonus to the ring of invisibility (note-if this is how magic enhancements are currently added, ignore this part). Then subtract the existing items cost. Take 10% of both the material, gold, and experience costs of the additional enchantment. This does not stack with any other deduction.
Normal: I'm honestly not sure, but it should be 10% more expensive.
This one is mostly thought out, it seems like a definite thing sorcerors would be better than wizards at, tinkering with toys someone else already made. Let the wizard take all the feats, the sorcerors will just add to their creations.
Sorcerous Deviation [general]
Your spells are difficult to counter, and hard to read.
Prerquisites: Sorc Level 1
Benefit: Any attemtps to counter your spells with a dispel magic (or variant) incur a -2 penalty. Additionally, the DC to detect any of your spells with detect magic or other magical means is +5.
This shows how sorcerors magic is more unpredictable, and harder to stop than more scholarly and thought-out spells.
b) Enhanced Class Abilities
Sorcerous Edge- At levels 1,10, and 20 the sorceror gains a free feat, chosen from the list below. [Any feat with Cha as a prerequisite, Any metamagic feat, Any feat designed specifically for sorcerors, Any feat with "Counterspell" in the name).
Sorcerous Savvy- At levels 1, 2, and 4 the sorceror may choose any non-exclusive Cha-related skill and make it a class skill as long as he takes sorceror levels.
These are both little tweaks that lend the sorceror a hand, and giving them a little more personality.
c) Specialty Sorcerors
This is a rough idea I have, with foundations in other far more radical ideas, however I think this is suitable for regular d20 play.
Sorcerors do not specialize as wizards do, seeing magic in its raw form and feeling its paradoxes first-hand. There are only 4 specialties a sorceror may choose, with far more debilitating consequences.
Battle Sorceror - Considered to be Specialized in Evocation and Abjuration for purposes of feats, prestige classes, etc.
Benefits: The battle sorceror may add metamagic feats to either evocations or abjurations as a free action, which does not extend the casting time. He may add as many metamagics as his Charisma bonus. The battle sorceror may choose 1 feat from the fighter's list of feats at 1st level. This will be his only bonus feat.
The battle sorceror is banned from casting spells from the conjuration and illusion schools. Additionally, he may never have more than 1 spell/spell level of a non-Evocation, non-Abjuration school.
Dark Sorceror- Considered to be Specialized in Illusion and Necromancy for purposes of feats, prestige classes, etc.
Benefits: The dark sorceror always has hide and move silently as class skills. She may cast a spell as a distraction, allowing a hide check at -10. The dark sorceror may cast spells with the [darkness], [evil], or [shadow] descriptors at +1 caster level.
Ah, life calls. I was planning on more variant sorcerors, but I can edit them in later. If you have any thoughts, please reply.
Technik
So, here are some things I have dreamed up to make sorcerors more worthwhile.
A) Feats (ideas, not all the way thought out)
Residue Collection [general]
As you cast the same spell in a given time period, it grows more powerful.
Benefit:
Normal:
Ok, the idea was that as the spell-caster (this is for any spell-caster, but clearly favors the sorceror as he is the most likely to be casting the same spell over and over) continued using 1 spell, it would become more powerful. Unfortunately, the only inspiration I looked to was metamagic feats. IE- If you cast the same spell more than 4 times in an 8 hour period, any further castings are treated as if empowered.
While this seemed like a viable feat, it seemed too dry. Does anyone have any ideas for this feat?
Enhance Item [item creation feat]
You are efficient at enhancing existing enchanted items.
Prerequisites: Sorc Level 4
Benefit: When adding an enhancement to an existing magical item, calculate the total cost of the item, with the most favorable order of enchanting to reach the lowest price. IE- If you are enchanting a ring of protection to add the invisibility effect of a ring of invisibility, calculate as if you were adding the deflection bonus to the ring of invisibility (note-if this is how magic enhancements are currently added, ignore this part). Then subtract the existing items cost. Take 10% of both the material, gold, and experience costs of the additional enchantment. This does not stack with any other deduction.
Normal: I'm honestly not sure, but it should be 10% more expensive.
This one is mostly thought out, it seems like a definite thing sorcerors would be better than wizards at, tinkering with toys someone else already made. Let the wizard take all the feats, the sorcerors will just add to their creations.
Sorcerous Deviation [general]
Your spells are difficult to counter, and hard to read.
Prerquisites: Sorc Level 1
Benefit: Any attemtps to counter your spells with a dispel magic (or variant) incur a -2 penalty. Additionally, the DC to detect any of your spells with detect magic or other magical means is +5.
This shows how sorcerors magic is more unpredictable, and harder to stop than more scholarly and thought-out spells.
b) Enhanced Class Abilities
Sorcerous Edge- At levels 1,10, and 20 the sorceror gains a free feat, chosen from the list below. [Any feat with Cha as a prerequisite, Any metamagic feat, Any feat designed specifically for sorcerors, Any feat with "Counterspell" in the name).
Sorcerous Savvy- At levels 1, 2, and 4 the sorceror may choose any non-exclusive Cha-related skill and make it a class skill as long as he takes sorceror levels.
These are both little tweaks that lend the sorceror a hand, and giving them a little more personality.
c) Specialty Sorcerors
This is a rough idea I have, with foundations in other far more radical ideas, however I think this is suitable for regular d20 play.
Sorcerors do not specialize as wizards do, seeing magic in its raw form and feeling its paradoxes first-hand. There are only 4 specialties a sorceror may choose, with far more debilitating consequences.
Battle Sorceror - Considered to be Specialized in Evocation and Abjuration for purposes of feats, prestige classes, etc.
Benefits: The battle sorceror may add metamagic feats to either evocations or abjurations as a free action, which does not extend the casting time. He may add as many metamagics as his Charisma bonus. The battle sorceror may choose 1 feat from the fighter's list of feats at 1st level. This will be his only bonus feat.
The battle sorceror is banned from casting spells from the conjuration and illusion schools. Additionally, he may never have more than 1 spell/spell level of a non-Evocation, non-Abjuration school.
Dark Sorceror- Considered to be Specialized in Illusion and Necromancy for purposes of feats, prestige classes, etc.
Benefits: The dark sorceror always has hide and move silently as class skills. She may cast a spell as a distraction, allowing a hide check at -10. The dark sorceror may cast spells with the [darkness], [evil], or [shadow] descriptors at +1 caster level.
Ah, life calls. I was planning on more variant sorcerors, but I can edit them in later. If you have any thoughts, please reply.
Technik