[Dusk] The Clan Sorcerer Prestige Class

Michael Morris

First Post
I'm thinking of instituting some changes for this class... First, here's the original, and any comments on it are welcome....

Clan Sorcerer

In the campaign description of the sorcerer class it is noted that many sorcerers belong to distinct clans. Most of these sorcerers have additional powers that they have developed in concert with each other. These are the clan sorcerers, some of Carthasana’s most deadly spellcasters.

The various clans only rarely admit bards into their number.
Hit Die: d4

Requirements
The character must meet the following requirements to become a clan sorcerer.

Spells: The ability to cast 2nd level arcane spells spontaneously.
Skills: Knowledge (Arcanology) 8 ranks
Feats: Any three metamagic feats. Specific clans may require specific feats at the GM’s option.

Level Attack
Bonus Fortitude
Save Reflex
Save Will
Save Special
1 +0 +0 +0 +2 Spellcaster Level +1, Clan Focus
2 +1 +0 +0 +3 Arcing
3 +1 +1 +1 +3 Spellcaster Level +1
4 +2 +1 +1 +4 Combine
5 +2 +1 +1 +4 Spellcaster Level +1
6 +3 +2 +2 +5 Transfer
7 +3 +2 +2 +5 Spellcaster Level +1
8 +4 +2 +2 +6 Commune
9 +4 +3 +3 +6 Spellcaster Level +1
10 +5 +3 +3 +7 Clan Elder

Class Skills
The class skill list and points per level of a Clan sorcerer is identical to that of the sorcerer class.

Class Features
Spellcaster +1: At each odd clan sorcerer level, the character may add a level to his previous spellcasting class for determining his caster level and spells known. Other abilities associated with gaining a level in a class are not aquired.

Clan Focus: Each clan is known for a school of magic or an effect category (such as fire spells). Newly initiated members of the clan are taught how to use these spells especially well. The save DC’s of these spells increases by 2.

Arcing: At 2nd level sorcerers of the same clan can cast spells through and upon each other with ease. This power works at medium range and is calculated by the combined caster levels of both casters. Hence clan elder of 11th level can stay back and cast a spell as if he were standing in the spot occupied by a 6th level newcomer. All effects of the spell are calculated according to the actual caster, but the spell’s orgin belongs to the recipient caster, who can then place the spell within its normal range from him. Personal spells can be cast upon another with this ability. The recipient caster places the arced spell as a free action.

Combine: At fourth level the character may add his spellcasting potential to another’s spell. The two casters must be within the same range as arcing. The lead caster loses a slot for the spell’s level. The assistant gives up whatever slot level he wishes. This slot has the effect of increasing the lead caster’s effective level for the spell by its amount (a third level slot increases the effective level by three) and it also heightens the resultant spell as per metamagic feat by that amount. Optionally, a sorcerer can apply a metamagic feat he knows to the lead caster’s spell – if he does the spell’s caster level doesn’t increase and it doesn’t heighten as well.

Transfer: At 6th level two sorcerers of the same clan can trade spells they know. This process takes a full day. It is most commonly used to make sure that the higher-level members of the clan do not necessarily need to keep suboptimal spells such as invisibility as opposed to improved invisibility.

Commune: At 8th level two clan sorcerers within medium range of each other can use each other’s spell’s known list as if it where their own. Only two sorcerers may be in commune at a given time, and establishing the commune takes one minute.

Clan Elder: At 10th level the clan sorcerer becomes clan elder. Note that a given clan can only have one elder at a given time, so the character may have to put off advancing to this level for some time before attaining it. A clan elder can instantly commune with any of the clan sorcerers nearby, even if they are not able to commune with her in return. As a result, a clan elder with enough clan members nearby can easily have more spells at her disposal than even a learned wizard.

A formatted version is at http://enworld.cyberstreet.com/hosted/Dusk/?file=classes.php&body=./classes/clansorcerer.php
 

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And now, the proposed changes...

The setup above is very portable from setting to setting. I'm thinking of changing the clan benefit from a flat +2 bonus to a school to the a domain-like ability that varies from clan to clan that gives the clan sorcerers 9 more spells then they might otherwise have. Here's how the revision reads...

Clan Focus: Each clan is known to use certain spells. At first level the clan sorcerer learns the clan's signature cantrip - if he knew the spell already he is free to pick a new cantrip. At second level the sorcerer gains access to the clan's signature 1st level spell and so on until at 10th level the sorcerer has access to the clan's signature 9th level spell. Note that the character must be of spellcasting level to actually use the spell - if she is not she must wait until she reaches the spellcasting level the spell requires. The spells of the best known clans of Telzoa are as follows.

* Denotes a setting spell.

Clan Hishrajel
0 - Ray of Frost
1 - Magic Missile
2 - Flamesphere
3 - Fireball
4 - Wall of Fire
5 - Cone of Cold
6 - Chain Lightning
7 - Prismatic Spray
8 - Incindiary Cloud
9 - Meteor Swarm

Jalantra Vardo
0 - Convince*
1 - Charm Person
2 - Hypnotic Pattern
3 - Suggestion
4 - Charm Monster
5 - Feeblemind
6 - Eyebite
7 - Insanity
8 - Mass Charm
9 - Dominate Monster

Clan Almdari
0 - Mage Hand
1 - Summon Monster I
2 - Summon Monster II
3 - Summon Monster III
4 - Summon Monster IV
5 - Summon Monster V
6 - Summon Monster VI
7 - Summon Monster VII
8 - Summon Monster VIII
9 - Summon Monster IX

Clan Rishdal
0 - Ghost Sound
1 - Conceal Weapon*
2 - Invisibility
3 - Gaseous Form
4 - Phantasmal Killer
5 - Cloudkill
6 - Mislead
7 - Finger of Death
8 - Screen
9 - Power Word: Kill

Clan Sandri
0 - Detect Poison
1 - Displace Perspective*
2 - Detect Thoughts
3 - Clairaudience / Clairvoyance
4 - Scrying
5 - Prying Eyes
6 - True Seeing
7 - Greater Scrying
8 - Discern Location
9 - Foresight
 
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An addition

After speaking online with Korimyr I've decided to specify the feats taken for each clan

As stated in the above descriptions, a sorcerer must have 3 feats to enter a clan. Here are the feats for each clan (They are no longer necessarily metamagic feats).

Clan Hishrajel
Combat Casting, Empower Spell, Maximize Spell

Jalantra Vardo
Spell Focus (Enchantment), Extend Spell, Heighten Spell

Clan Almdari
Spell Focus (Conjuration), Extend Spell, Silent Spell

Clan Rishdal
Silent Spell, Still Spell, Heighten Spell

Clan Sandri
Spell Focus (Divination), Enlarge Spell, Extend Spell
 

I like the Clan Sorcerer class but I do have some reservations

I think the class is too weak for normal games.

Consider the benefits of an Arcane Trickster or a Loremaster. Nifty Abilities and spell gain at every level

Personally I wouldn't exchange the possibility of 8th and 9th level spells for the clan related benefits

ALso the every other level thing slows the Sorcerers alredy slow spell gain to a crawl

Lets say I take this thing at 4th level (the minimum) I not only have to spend ALL of my precious feats but I won't get acess to 3rd level spells until level 7or 4th level spells until level 11! MEanwhile the Wizard is casting Circle of Death, MOnster Summon 6 mass HAste and Greater Dispelling. Me I can manage a Ice Storm, maybe...

No thank you

While the class works fine for NPC's and might be OK for Dusk no PC's would take it. That makes it a very world specific class alas.

To add insult to injury it is likely none of your kinsmen are in the party!

However the abilities are well though out and interesting. If you gave full prgression it would be a good class and if I use it (and I might) I will do just that
 

Ace said:
I like the Clan Sorcerer class but I do have some reservations

I think the class is too weak for normal games.

Consider the benefits of an Arcane Trickster or a Loremaster. Nifty Abilities and spell gain at every level

Personally I wouldn't exchange the possibility of 8th and 9th level spells for the clan related benefits

ALso the every other level thing slows the Sorcerers alredy slow spell gain to a crawl

Lets say I take this thing at 4th level (the minimum) I not only have to spend ALL of my precious feats but I won't get acess to 3rd level spells until level 7or 4th level spells until level 11! MEanwhile the Wizard is casting Circle of Death, MOnster Summon 6 mass HAste and Greater Dispelling. Me I can manage a Ice Storm, maybe...

No thank you

While the class works fine for NPC's and might be OK for Dusk no PC's would take it. That makes it a very world specific class alas.

To add insult to injury it is likely none of your kinsmen are in the party!

However the abilities are well though out and interesting. If you gave full prgression it would be a good class and if I use it (and I might) I will do just that

I had discussed this very argument online with tliex and came to the conclusion that the character should have spellcasting ability at every level but the 5th and 10th. Other abilities are gained on the even levels instead of the odds as follows...

Lv Abilities
1 Spellcaster Level +1, Clan Focus
2 Spellcaster Level +1
3 Spellcaster Level +1, Arcing
4 Spellcaster Level +1
5 Combine
6 Spellcaster Level +1
6 Spellcaster Level +1, Transfer
7 Spellcaster Level +1
8 Spellcaster Level +1, Commune
9 Spellcaster Level +1
10 Clan Elder
 
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Well, no comments have came in for the last few days so I'm going to move to a final version...


Clan Sorcerer
"I am nothing, we are all." - Oath of Unity

The art of sorcery is indeed an old one in Carthasana. If it is not the oldest form of arcane magic it is certainly among the first, and it is known to predate wizardry by several milenia.

Sorcerers, unlike any other type of caster, are born. Sure, some bards will spin tales of how they were born with a lute in hand and song upon lips, but for them theirs is a life of choice. Sorcerery, however, does a choosing all it's own.

When sorcerery powers manifest at pueberty it can be a frightening and tramatic experience at a time when life itself is uncertain and youths are coming into their own. Fortunately sorcerery tends to run through generations, so most sorcerers are spared the trauma of having their powers manifest out of the blue. Indeed many grow up with the hope and expectation of manifesting powers like their parents, siblings and kin. Those who do not manifest such powers are often dissapointed, but not a few wizards got their start to magic this way.

The clans in which sorcerery runs the strongest are very famous, widely respected and often feared throughout Telzoa. Not surprisingly most of them hold more than a little political clout and some have even challenged the nobility openly for right to station, though most nobles are wise enough to keep some pet wizards around to deal with such problems.

Still, these family names are the stuff of legend. Hishrajel, Jalantra Vardo, Almdari, Rishdal and more tell of the power of family, for the clan sorcerers learn not just to exploit the powers the gods have given them, but to combine them as a family as well.

Hit Die: d4

Requirements
To be a clan sorcerer one must be born into a clan or, more rarely, adopted. Each clan sets it's own requirements for members. Five sample clans are described here, and the GM may wish to add more.

The following requirements are set upon all of those who would become a clan sorcerer:
Skills: Spellcraft - 8 ranks
Spells Ability to spontaneously cast 2nd level arcane spells.

The following requirements are made by each clan:

Clan Hishrajel
Feats: Combat Casting, Empower Spell, Maximize Spell

Jalantra Vardo
Feats: Spell Focus (Enchantment), Extend Spell, Heighten Spell

Clan Almdari
Feats: Spell Focus (Conjuration), Extend Spell, Silent Spell

Clan Rishdal
Feats: Silent Spell, Still Spell, Heighten Spell

Clan Sandri
Feats: Spell Focus (Divination), Enlarge Spell, Extend Spell

Class Skills
The class skills of a clan sorcerer are identical to those of a sorcerer. The class gains the same number of skill points each level.

Code:
[color=white]

Lvl  Att  Frt  Ref  Wll  Special
  1   +0   +0   +0   +2  Clan Focus
  2   +1   +0   +0   +3  Spellcaster +1
  3   +1   +1   +1   +3  Spellcaster +1, Arcing
  4   +2   +1   +1   +4  Spellcaster +1
  5   +2   +1   +1   +4  Spellcaster +1, Combine
  6   +3   +2   +2   +5  Spellcaster +1
  7   +3   +2   +2   +5  Spellcaster +1, Transfer
  8   +4   +2   +2   +6  Spellcaster +1
  9   +4   +3   +3   +6  Spellcaster +1, Commune
 10   +5   +3   +3   +7  Spellcaster +1, Clan Elder

[/color]

Class Features
Clan Focus: Each clan is intimately familiar with certain spells which are their heritage and birthright. They may cast these spells once per day in addition to their normal spell allotment. Further they may consider these spells as "known." If a sorcerer already knows a clan spell when he becomes a clan sorcerer, the spells known slot occupied by the spell is freed for use by another spell. Finally, each clan has a talent associated with them. The five clans detailed here have the following talents and similar talents can be invented by the GM if she so desires.


Clan Hishrajel
Clan Secret: Once a day the character move the die of any of the spells on this list up by one step and double any modifiers to the roll. For instance, magic missile cast at 5th level with this ability applied deals 1d6+2 points of damage / missile.

0 - Ray of Frost
1 - Magic Missile
2 - Flamesphere
3 - Fireball
4 - Wall of Fire
5 - Cone of Cold
6 - Chain Lightning
7 - Prismatic Spray
8 - Incindiary Cloud
9 - Meteor Swarm

Jalantra Vardo
Clan Secret: Once a day you may impose an additional -4 penalty to the saving throw against any of the spells on this list.

0 - Convince
1 - Charm Person
2 - Hypnotic Pattern
3 - Suggestion
4 - Charm Monster
5 - Feeblemind
6 - Eyebite
7 - Insanity
8 - Mass Charm
9 - Dominate Monster

Clan Almdari
Clan Secret: Once a day you may add an extra minute to the duration of any of the spells on this list.

0 - Mage Hand
1 - Summon Monster I
2 - Summon Monster II
3 - Summon Monster III
4 - Summon Monster IV
5 - Summon Monster V
6 - Summon Monster VI
7 - Summon Monster VII
8 - Summon Monster VIII
9 - Summon Monster IX

Clan Rishdal
Clan Secret: You may use silent spell and still spell without increasing the casting time of the spell. Once a day you may silent or still cast a spell without increasing it's level.

0 - Ghost Sound
1 - Conceal Weapon
2 - Invisibility
3 - Gaseous Form
4 - Phantasmal Killer
5 - Cloudkill
6 - Mislead
7 - Finger of Death
8 - Screen
9 - Power Word: Kill


Clan Sandri
Clan Secret: You have a +4 bonus to scrying attempts and a +10 bonus to attempts to detect if you are being scried upon.

0 - Detect Poison
1 - Displace Perspective
2 - Detect Thoughts
3 - Clairaudience / Clairvoyance
4 - Scrying
5 - Prying Eyes
6 - True Seeing
7 - Greater Scrying
8 - Discern Location
9 - Foresight

Arcing: At 3rd level sorcerers of the same clan can cast spells through and upon each other with ease. This power works at medium range and is calculated by the combined caster levels of both casters. Hence clan elder of 11th level can stay back and cast a spell as if he were standing in the spot occupied by a 6th level newcomer. All effects of the spell are calculated according to the actual caster, but the spell’s orgin belongs to the recipient caster, who can then place the spell within its normal range from him. Personal spells can be cast upon another with this ability. The recipient caster places the arced spell as a free action.

Combine: At 5th level the character may add his spellcasting potential to another’s spell. The two casters must be within the same range as arcing. The lead caster loses a slot for the spell’s level. The assistant gives up whatever slot level he wishes. This slot has the effect of increasing the lead caster’s effective level for the spell by its amount (a third level slot increases the effective level by three) and it also heightens the resultant spell as per metamagic feat by that amount. Optionally, a sorcerer can apply a metamagic feat he knows to the lead caster’s spell – if he does the spell’s caster level doesn’t increase and it doesn’t heighten as well.

Transfer: At 7th level two sorcerers of the same clan can trade spells they know. This process takes a full day. It is most commonly used to make sure that the higher-level members of the clan do not necessarily need to keep suboptimal spells such as invisibility as opposed to improved invisibility.

Commune: At 9th level two clan sorcerers within medium range of each other can use each other’s spell’s known list as if it where their own. Only two sorcerers may be in commune at a given time, and establishing the commune takes one minute.

Clan Elder: At 10th level the clan sorcerer becomes clan elder. Note that a given clan can only have one elder at a given time, so the character may have to put off advancing to this level for some time before attaining it. A clan elder can instantly commune with any of the clan sorcerers nearby, even if they are not able to commune with her in return. As a result, a clan elder with enough clan members nearby can easily have more spells at her disposal than even a learned wizard.
 

I like

I think the spellcasting progression is much better now, I only have reservations about some of the clan abilities and spell lists:

I think Almdari got the worst of the deal. While I'm sure it is nice to know every summoning spell possible, it seems like they are getting the short end of the stick. Their secret is only to add 1 minute duration to a summoning spell, and especially at high levels, this ability is rather useless. I mean, when your summoned creature only stays around for 16 rounds, turning that into 26 isnt that big of a deal. I see it being powerful at the early levels, as turning 5 rounds into 15 rounds is pretty cool. So maybe it is balanced, but too weak towards the end.

After all the evokers (Hishrajel) still get bigger dice on their spells (and I think magic missle should not be on their list, maybe burning hands. 1d6+2 x 5 = best first level spell ever, essentially its a fireball that only does 5d6+10, but its first level). Jalantra Vardo can essentially add +4 DC to any spell on their list once per day, which is huge, at low and high levels (esp since their spells are the save or be screwed variety...a heightened feeblemind with +4 DC and vs a wizard is almost an auto succeed for this clan).

Rishdal's abilities never wane either. They almost get 2 abilities, since they can spontaneously add silent or still AND once per day can negate the +1 spell slot requirement. This clan was my first choice, based on the cool factor. Sandri is also in the not-so-great boat, scrying attempts are usually easier than taking pie from an orc, so the +4 is sortof irrelevant, not to mention if you are in this clan you are probably taking scry anyway, you are unlikely to fail at knowing if someone is scrying on you just because your scry is good enough, so the +10 is also sort of redundant.

I think it would be neat if each clan had one metamagic they could add spontaneously, and that that very metamagic be the only required metamagic to join. The required skills would vary by clan, but something like:

Hishrajel- Intimidate 3 ranks, Empower Spell
Jalantra Vardo- Diplomacy 3 ranks, Extend Spell
Clan Almdari- Knowledge (Planes) 3 ranks, Extend Spell
Clan Rishdal- Bluff 3 ranks, Still or Silent Spell
Clan Sandri- Gather Information 3 ranks, Enlarge Spell

Thereafter joining a clan, you may use the clan metamagic spontaneously and the required skill is on your class list. I would offer an advanced secret to each clan at 8 or 9th level as such:

Hishrajel- Greater Empower and Maximize may be used spontaneously
Janatra Vardo- Heighten and Quicken may be used spontaneously
Clan Almdari- Quicken and Combine* may be used spontaneously
Clan Rishdal- Still or Silent (whichever wasnt chosen) and Heighten may be used spontaneously
Clan Sandri- Extend and Quicken may be used sponatneously

* Combine- This metamagic may only be used with spells that have multiple versions, for instance Summon Monster X. You may substitute any number of lower level slots to make a higher level slot, you must still be able to cast the spell however. For instance you may combine 2 1st level Summon Monster 1 Spells to csat a Summon Monster 2 spell.

Ive got some more ideas but need to run.

Technik
 

I agree with Technik

I understand the purpose of Clan Elder but that sort of thing is SO for PC's only, even beyond the need to adventure with clan-members that some of the other abilities require.

In many campaigns, when you become Clan Elder its time to retire.

Personally, I favor a type of template I've been kicking around called a Mantle of Power. Not enough cohesion on the idea to fully share it, but it amounts to a old, powerful wizard or priest taking a mantle of great power and passing it on to a successor.

Then you can just put in a cool 10th level ability that allows the sorcerer to do something like treat all clan sorcerers as a member of their own clan, if both sorcerers welcome this (something that should be rare, but would nicely represent the Sorcerer-Nation uniting against a threat to the clans as a whole).

Otherwise, I think the new ideas are an improvement.

Let me add that the more I see of Dusk, the more impressed I am. When I have time I'll have to go through the site.
 
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