D&D 3E/3.5 I made this for sorcerors in my campaign-- Sorceric Purity

NC1007

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I did a search and didn't see anything like this, so here. To preface: it's an optional rule for sorcerors that modifies the class to make it more thematic (with my campaign, YMMV). Basically, a sorceror has to keep his 'draconic' (or w/e your campaign uses) blood pure to keep his power, and if he does a good enough job, can slowly increase his power. I wrote it for 3.5 (which I do not so much consider as simply acknowledge as the utter apex, pinnacle, and summit of the D&D game. Previous versions built up to it, later versions fell from its grace.), but I suppose you could modify it for other versions if you wanted. (My campaign world 'Ergos' is currently in its 3rd Age, a post-apocalyptic horror-fantasy-sci-fi hybrid, but in the 1st Age it was plain ole fantasy. The 3rd Age began ~600 years prior to present day at the end of a cataclysmic interstellar war, and fantasy elements have returned (some with mutations) after a 14,000 year hiatus.) PREFACE ENDS

Purity
Sorcerers on Ergos are rare, and this is why. On Ergos, the ‘blood of dragons’ theory is true, and dragons haven’t been around long enough to get their blood into the bloodlines of other races. Sorcerer is therefore a prestige class open to any who are of half-dragon race, or to any other who can meet the following requirements:



Sorcerer Requirements:

Skills: Spellcraft 7 ranks.

Special: Character must have had something happen to awaken their potential. Examples include: failing a saving throw versus an arcane spell and taking lethal damage, encountering a: magical beast, dragon, fey, outsider, undead, elemental or construct and either failing a save versus a magical attack from it or taking lethal damage; and of course being subsequently raised or reincarnated. Other events may qualify as well.



Purity:

Other than the requirements above, sorcerers function as described in the PH, with the following difference; all sorcerers must keep their draconic blood pure. Each maintains Purity in their own way. When a sorcerer gains his first sorcerer level, he chooses one or more taboos (see below). As long as these taboos are not violated, the sorcerer functions normally, and the longer they stay pure, the more benefit this Purity imparts (see below). Violating the taboo(s) causes a loss of Purity, as noted below. If touching a spell’s material components would violate a sorcerer’s taboo, then he cannot learn that spell.



Taboos The sorcerer must: Penalties/Restrictions

Virginity not defile her flesh with anyone. No sex/spouse/heirs obviously. (Not recommended for Hack&Slash.)

Bathing allow filth to remain where nature puts it. -2 on reactions, -2 saves vs. disease

Eating Meat never consume animal protein. -4 to Survival rolls to self-sustain

Base Metal not touch base metals (iron, lead, tin). Weapon/Item restrictions

Precious metal* not touch precious metals (silver, gold). As Base Metals, plus hard to get rich this way, or shop.

Corpses* not touch dead animals. No: leather, bone, furs, or Necromancy; undead attacks violate Purity.

Gods/Divine*# not be noticed by the gods. No divine magic (casting or receiving), or entering temples.

Writing never read or write. Illiterate: no scrolls, books, Symbols or Runes

Earthbound* never let both feet leave ground. Massive geographic restrictions; best for NPCs only.

Alcohol never defile one’s blood with wine. -2 reactions at parties and inns.

Travel remain in his homeland -1 Purity per day away from home region (10 mile square)



# A cleric, druid, paladin, or ranger who becomes a sorcerer and chooses this taboo gains 1 Purity per level of divine spell-casting class (half for rangers). He (re)gains Purity at a rate of 1 per level of divine spell-casting class per period as noted below. He must forgo using all spells, spell-like, supernatural, and divine-derived special abilities of those classes (turning, wild shape, smite evil, etc…). Using any of these class abilities is a 2-point violation of his Purity, +1 per level required in the class to use that ability. IE a Sorcerer-Druid who casts Summon Nature’s Ally II in a pinch loses 5 Purity (2 + 3rd level to cast 2nd level spell). A Ranger-Sorcerer who casts Barkskin would lose 10 Purity (2+ 8th level to cast 2nd level spell.)



A monk’s quasi-psionic powers are derived from his own insight into his mind and body, and do not harm his Purity. An ex-monk gains an extra point of Purity each month just from his own self-discipline.



Starting Purity is equal to the sorcerer’s Charisma score plus the number of taboos he has (asterisked taboos count double). Purity is used in place of Charisma for all sorcerer-related traits that are affected by Charisma (bonus spells, spell DC, etc…). If the sorcerer violates their taboo, they immediately suffer a loss of 1-5 Purity determined by the DM based on his interpretation of the severity of the transgression. While the GM is discouraged from deliberately forcing violations of taboo upon a sorcerer by leaving him no choices, any player fool enough to choose Travel or Earthbound as his taboo deserves what he gets. Players should think carefully about the taboos and their effects before choosing one, especially if the rest of the party has established a trend of violating that taboo all over the place. (This is one of the primary reasons sorcerer is now a prestige class; it gives the prospective sorcerer’s player insight into which taboos will not cripple his sorcerer due to established party routines.)



(The DM’s decision on this is subject to the One Appeal Rule: after stating his decision, the DM listens to one (and only ONE) appeal from the AFFECTED PLAYER ONLY. If the DM feels that the appeal has merit, he may choose to lower or cancel the decision. If not, he explains why. Either way, the situation is recorded for the sake of ‘legal precedent’, and the game continues WITHOUT FURTHER DISCUSSION.)



If their Purity drops to 9 or lower, they lose all spell-casting ability until it reaches at least 10. If it drops below 5, their familiar (if any) abandons them until the Purity is restored. For every 5 points of Purity over the sorcerer’s Charisma, his Effective Sorcerer Level raises by one for purposes of calculating damage dice, range, etc… This goes the other way too: for every point of Purity under the sorcerer’s Charisma, his Effective Sorcerer Level drops by one for purposes of calculating damage dice, range, etc… This Purity modifier to level also applies to the familiar’s special abilities.



If the sorcerer’s Purity is higher than his Charisma, for every six game months that pass, the sorcerer gains 1 Purity point per taboo. Taboos marked with an * are worth double. There is no limit to how high Purity can go, and obviously the higher it gets, the greater the sorcerer’s power. This slow rate of increase is why many sorcerers choose more than one taboo. Every time a sorcerer gains access to a new odd spell level, he may add another taboo. If his Purity is lower than his Charisma, he regains Purity every month instead. Divine magic has no effect on Purity (unless one has the Gods/Divine taboo of course), except that a Miracle will restore Purity to the sorcerer’s Charisma.



If the sorcerer’s Purity has suffered from violations of taboo, the sorcerer may seek purification to regain it. A purification ritual requires three days of solitude and fasting (and he suffers the effects of starvation for those three days), and the sorcerer must use up materials costing 100gp per level. A Concentration check versus 15 + highest spell level known, and a Spellcraft check with an equal DC must be made at the end of the ritual (remember the starvation mods!). If either or both checks fail by less than 5, enough of the lost Purity is regained to put the sorcerer halfway back to his Charisma score from where he is now. If both succeed, Purity is restored to the Charisma score. If both succeed by 10, Purity becomes equal to Charisma + 5. This is the best that the ritual can achieve. A sorcerer who deliberately defiles himself in a minor way to lower his Purity to the point where he can use this ritual has his Purity reduced to 0 and cannot use this ritual for one year per current sorcerer level.



All dragons have a Purity rating equal to their Charisma plus twice their age level, and never lose (or gain) Purity. (And dragon sorcerers just became a lot more powerful!)



(0 minimum)

Actual Purity Effect

0-5 No spell casting, abandoned by familiar.

6-9 No spell casting.

10+ As Charisma



Relative Purity

(Purity-Charisma) Effect

negative -1/point to Effective Sorcerer Level and Effective Charisma (for Sorcerer mods only, actual Charisma is unaffected by Purity)

0 none

positive +1/point to Effective Charisma, +1/5pts to Effective Sorcerer Level

+3 gain benefit of Spell Penetration

+5 all spells are affected by Enlarge Spell with no increase in level

+6 gain benefit of Greater Spell Penetration

+10 all spells are affected by Extend Spell with no increase in level

+12 gain benefit of Epic Spell Penetration

+15 gain SR [20 + Sorcerer Level], all spells are affected by Widen Spell with no increase in level

+20 all spells are affected by Empower Spell with no increase in level

+25 all spells are affected by Maximize Spell with no increase in level (replaces Empower)

+30 all spells are affected by Empower Spell and Maximize Spell with no increase in level

+50 all spells are affected as above, plus Quickened with no increase in level.
 

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