Do you Houserule Sorcerers?

Various changes

I haven't altered the sorcerer much in my games (other than the near ubiquitous Eschew Materials addition), but I have made some changes ~around~ the sorcerer that seem to help.

I merged all the ability score boosting spells (Cat's Grace, Bulls Strength, etc.) into a single spell ("Buff" :D). If you prep the spell, you choose the ability to be boosted when prepared. This was mostly to give bards a little more of a clear path to inspire their allies rather than eating up ALL their second level known spells slots with what should be a pretty fundamental ability for them IMO. Sorcerers obviously benefitted from this change. If you wnt a sorcerer in a support role, buff is a great spell :).

The second big boost was lifted from the Suikoden RPGs (Playstation/Playstation 2). In my campaign there are magical markings known as 'runes'. The can be stored within simple quartz spheres (50 gp) and a rune sage can transfer them back and forth between a sphere and a character as a 1st level spell requiring 1 hour to perform. When a rune is on a person it takes up either a ring or neclace magic item slot (magic items worn in that spot fail to function. There are a number of runes with misclaneous effects (the common 'hazy' rune provides a +2 concealment bonus to AC against ranged attacks for example), but the ones that arcane casters love provide spell knowledge of four spells of similar theme. 95% of these are 'common' runes, and provide knowledge of a 1st, 2nd, 3rd, and 4th level spell. A 'fire' rune for instance has burning hands (1st), flaming sphere (2nd), flame arrows (3rd), and wall of fire (4th). For innate caster like sorcerers and bards, these spells are temporarily added to the caster's known spells, giving them an instant theme :). For wizards, they may prepare these spells without a spell book (giving them a small, unstealable spellbook which can be damn useful if captured and stripped of their possessions). 'Greater rune' versions exist but are much rarer (and corespondingly more expensive), which hold a 2nd through 5th level spell (usually sharing the same 2nd-4th level spell as the common rune, dropping the 1st level spell and adding a 5th). Greater runes often have other abilities associated with them (like a non-stacking 5 resistance to the energy type is appropriate). 'True runes' are minor artifact versions of each species, and only one of each exists (one True Rune of Fire, One True Rune of Lightning, etc.). I put togeth the spell lists for each type of rune, so they mix it up a little. While Fire and Lightning are pure damage dealers, Wind and Water have some healing in the mix (generally at higher levels than their clerical counterparts), and Earth has several defensive functions. Runes are only visible (they glow) when the caster is casting any of the spells in them. Otherwise they are invisible (though detect magic will spot them).

I'm still converting the rather massive list of runes from the game, but they've made great PC magic items, being a little dicrete and adding flexibility rather than raw power to the players' arsenal. The idea came from an old Dragon Article on 'Spell Focusing' magic items, which allowed (2nd ed) wizards to convert any spell of the same level into the spell the item focused. Having a spell focusing wand of magic missiles or a spell focusing gauntlet of sleep became a great way to open up the wizard's flexibility - he'd quite prepping some of his most essential combat spells and start taking some nifty stuff. I could hand out one or two spell focusing items at the earliest levels of the campaign and the players wouldn't overpower stuff, but they'd still treasure the item at higher levels :).

Basically I find that anything that allows the sorcerer to know mor spells is pure gold. It is their biggest restriction, and loosening it (with some trade offs, like the lose of an item slot) generally takes care of any inferiority complex they're feeling relative to wizards :D.
 

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Re: Various changes

Morgenstern said:
Basically I find that anything that allows the sorcerer to know mor spells is pure gold. It is their biggest restriction, and loosening it (with some trade offs, like the lose of an item slot) generally takes care of any inferiority complex they're feeling relative to wizards :D.
That's one of the biggest advantages psions have over sorcerers, by the way: the Master Dorje feat. It allows them to use powers from a dorje (the psionic equivalent of a wand) without draining charges by paying a number of Power Points equal to the cost of manifesting the power in the dorje+2 (the magic equivalent would be to use a spell slot a level higher).
 

Morgenstern

I like your rune idea, and may steal that... how do you handle thier creation? I imagine at the least the minor ones are redily creatable... did you make it a new craft item feat? Or did you roll it into Create Wonderous Items?
 

Yeah, I was using Craft Wonderous Item, with the GP cost equaling the sum of each (spell level ^2) x 500. So a common rune (1,2,3,4) was 15,000. A greater rune (2,3,4,5) was 27,000 + any specaial perks it might have, and the base cost of the True Runes was 43,000 + perks. The true runes often have intelligence and significant ego scores, but very alien motives and no ability or interst in verbal communication. As minor artifacts, they are plot devices more than treasure. Minimum level was of course the abiity to cast spells of the requisit levels. Doing four spells in a prgression of levels gave it some structure, but you could mix it up for doing custom ones (in my game people can't mix and match - each rune is representitive of a fundamental force of the univers, not a set of tinkertoys, but other magical paradigms might be more forgiving). four spells per rune also seemed a good cap for spells per item slot given up.

I'm trying to compile a full list of the runes in the three games (there are a lot of them) to put together a post for these boards :).
 

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