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house rules for sorcerers
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<blockquote data-quote="Tetsubo" data-source="post: 702020" data-attributes="member: 1250"><p>Sorcerers</p><p></p><p> Sorcerers have a D6 for hit dice rather than a D4.</p><p></p><p> Sorcerers do not normally require spell components. In their place the Sorcerer has in their possession a magical spell focus known as a Fetish. The Fetish may be any small physical object. Most often it is an item that the Sorcerer associates with the first manifestation of their power. Once acquired the Sorcerer suffers a temporary CN lose of 1 point. This reflects the life force that the Sorcerer is investing into the Fetish. Each time the Sorcerer gains a new spell level they suffer another such lose. This spell component substitution is similar to the Eschew Material Component Feat. The Sorcerer needs no components for a spell requiring components that cost less than 1 sp (note I am running a silver-based campaign). If the spell requires components that cost more than 1 sp they have two options. One is to acquire the needed component(s). The second is to expend 1 xp for each sp value of the component(s). A Sorcerer can not spend enough xp to lower themselves below their current class level. This has no effect on the level of the spell.</p><p> There are consequences if the Sorcerer looses their Fetish however. All spells cast without a Fetish are considered one spell level higher (i.e. 0-level spells are now considered 1st level). All spells cast without a Fetish cause the Sorcerer to take 1 hp of damage for each spell level of the dwoemer. Without the Fetish the Sorcerer literally begins to consume their own body to channel their magic. If the Fetish is recovered within 1 day per Sorcerer level (plus the CH bonus if any) all ill effects vanish. Though hit points must be recovered normally. If the Fetish can not be recovered or the time limit elapses a new Fetish can be fashioned. Again the Fetish can be any small physical object. Once chosen the Sorcerer invests one temporary CN point into it for each spell level the caster has based on character level. The Sorcerer may choose to invest a limited number of CN points at a time. The new Fetish will allow the Sorcerer to cast spells normally up to the level equal to the amount of CN invested. Example: an 18th level Sorcerer looses his Fetish. He could chose to invest 5 points of CN and be able to cast up to 4th level spells. The additional CN could be invested at a later date to allow the full range of all nine-spell levels. Temporarily lost CN points are recovered at the rate of one per day.</p><p> Obviously Sorcerers protect their Fetish at all costs. They are often disguised as jewelry or a mundane item. To function a Fetish must be in physical contact with the Sorcerers naked skin. The Fetish does not count against the magic item "slots" available to the character.</p><p>Knowledge (Arcana) is no longer a Class Skill for Sorcerers. Sorcerers do not over think their spellcasting, it is purely intuitive. The Sorcerer may choose another IN based skill to replace Knowledge (Arcana). They may of course learn Knowledge (Arcana) as a non-class skill if they choose.</p><p> Sorcerers may "upgrade" to a more powerful version of a spell as they gain levels. For example: If the Sorcerer had Monster Summoning II and wanted to acquire Monster Summoning III, by doing so they would "absorb" the lower level version freeing up that spell slot for another spell choice. They would no longer have access to the lower spell that had been "absorbed". They can of course ignore this option if they choose. </p><p> </p><p>Optional Rule: Many Sorcerers possess a physical manifestation of their magical abilities. This manifestation appears as some form of minor physical oddity. It could be an oddly colored hair, eyes, skin or enlarged canines, extra digits, bony ridges or a reflection that isn't backwards. This is an entirely option feature of playing a Sorcerer.</p></blockquote><p></p>
[QUOTE="Tetsubo, post: 702020, member: 1250"] Sorcerers Sorcerers have a D6 for hit dice rather than a D4. Sorcerers do not normally require spell components. In their place the Sorcerer has in their possession a magical spell focus known as a Fetish. The Fetish may be any small physical object. Most often it is an item that the Sorcerer associates with the first manifestation of their power. Once acquired the Sorcerer suffers a temporary CN lose of 1 point. This reflects the life force that the Sorcerer is investing into the Fetish. Each time the Sorcerer gains a new spell level they suffer another such lose. This spell component substitution is similar to the Eschew Material Component Feat. The Sorcerer needs no components for a spell requiring components that cost less than 1 sp (note I am running a silver-based campaign). If the spell requires components that cost more than 1 sp they have two options. One is to acquire the needed component(s). The second is to expend 1 xp for each sp value of the component(s). A Sorcerer can not spend enough xp to lower themselves below their current class level. This has no effect on the level of the spell. There are consequences if the Sorcerer looses their Fetish however. All spells cast without a Fetish are considered one spell level higher (i.e. 0-level spells are now considered 1st level). All spells cast without a Fetish cause the Sorcerer to take 1 hp of damage for each spell level of the dwoemer. Without the Fetish the Sorcerer literally begins to consume their own body to channel their magic. If the Fetish is recovered within 1 day per Sorcerer level (plus the CH bonus if any) all ill effects vanish. Though hit points must be recovered normally. If the Fetish can not be recovered or the time limit elapses a new Fetish can be fashioned. Again the Fetish can be any small physical object. Once chosen the Sorcerer invests one temporary CN point into it for each spell level the caster has based on character level. The Sorcerer may choose to invest a limited number of CN points at a time. The new Fetish will allow the Sorcerer to cast spells normally up to the level equal to the amount of CN invested. Example: an 18th level Sorcerer looses his Fetish. He could chose to invest 5 points of CN and be able to cast up to 4th level spells. The additional CN could be invested at a later date to allow the full range of all nine-spell levels. Temporarily lost CN points are recovered at the rate of one per day. Obviously Sorcerers protect their Fetish at all costs. They are often disguised as jewelry or a mundane item. To function a Fetish must be in physical contact with the Sorcerers naked skin. The Fetish does not count against the magic item "slots" available to the character. Knowledge (Arcana) is no longer a Class Skill for Sorcerers. Sorcerers do not over think their spellcasting, it is purely intuitive. The Sorcerer may choose another IN based skill to replace Knowledge (Arcana). They may of course learn Knowledge (Arcana) as a non-class skill if they choose. Sorcerers may "upgrade" to a more powerful version of a spell as they gain levels. For example: If the Sorcerer had Monster Summoning II and wanted to acquire Monster Summoning III, by doing so they would "absorb" the lower level version freeing up that spell slot for another spell choice. They would no longer have access to the lower spell that had been "absorbed". They can of course ignore this option if they choose. Optional Rule: Many Sorcerers possess a physical manifestation of their magical abilities. This manifestation appears as some form of minor physical oddity. It could be an oddly colored hair, eyes, skin or enlarged canines, extra digits, bony ridges or a reflection that isn't backwards. This is an entirely option feature of playing a Sorcerer. [/QUOTE]
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