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<blockquote data-quote="Cheerful Coffin" data-source="post: 1694669" data-attributes="member: 22603"><p>Alright, here's my idea for a true sorcerer.</p><p></p><p>When I begin play I shuffle my poker deck of 54-cards. This fifty four card deck contains differant spells I have chosen to representent the sorcerer's pontential. (Hardly broken, most of the spells you'd never see a constructed sorcerer use, but that's half the fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) </p><p></p><p>I draw a number of cards equal to my cha modifier. At each additional level I do this for the spell I am able to cast. I have a player's handbook to keep track of this. I start drawing cards for level 2 spells at fourth level.</p><p></p><p>At an eighteen charisma this would mean a total of twelve level 1 spells. That's more then double what the average sorcerer can learn. HOWEVER.. It relies on the luck of the draw. As only about 15% of the spell-cards in the deck could actively be described as useful by regular D&D standards.. Having the power to choose your spells is alot better then relying on luck, but where's the fun in that?!</p><p></p><p>Now cantrips are a bit more difficult, if I am going to use the spell-point system how much would a level zero spell cost? Well I'd say 1/2 a point is fair and balanced.. But how to go about learning them is the question. Well my PH suggests by level two sorcerers learn thier maxium level 0 spells that being six. Clearly randomly generated results=more spells, so instead I picked twenty spells to represent the cantrips and each level up untill level four I roll 2d20 to see what spells I learn. That's a total of eight level zero spells! (Inorder to garantee a success rate I will have to scratch out the spell once I've learned it and replace it with another. But the luck factor remains the same..)</p><p></p><p>I am not sure how particularly game-breaking this will be. But I had an idea for a character where his arch-rivals would also be sorcerers. One constructed by normal player's handbook standards, the other the battle sorcerer from unearthed arcana. This would determine how balanced my sorcerer is compared to the competition..</p><p></p><p>As for those special feats and such I had in mind here's my ideas..</p><p></p><p><strong>Hadoken.</strong> [Metamagic]</p><p>Prequisite: Sorcerer or Wizard class.</p><p>Ability: The sorcerer/wizard gains the ability to change arcane spell energy into a massively large missle, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/caster level of sorcerer/wizard.) that deals 1d6 points of damage per caster level of sorcerer/wizard. (If both, whichever is greater.) You may manifest this ability once per day as a spell-like ability. (See game rules for spell-like abilities.)</p><p></p><p><strong>Magic Nexus.</strong> [Special]</p><p>Prequisite: Atleast 4th level sorcerer.</p><p>Ability: You may draw a number of spell-cards to learn extra from the spell-deck of one level lower then your maxium. (For instance if level four with an eighteen cha, draw four cards from your level-1 deck..) Unlike regular learning of spells your finding out a deeper sense of self but can only delve so far without going utterly insane. So choose one of the cards you drew and shuffle it back into the deck once you have drawn the appropiate amount. (For instance the 18cha sorcerer drew four level-1 cards, chooses one, shuffles it back into the deck and now has tapped into his inner being and learned three new level-1 spells.) You may gain this feat multiple times but as a penalty you may not gain this feat more then once per level.</p></blockquote><p></p>
[QUOTE="Cheerful Coffin, post: 1694669, member: 22603"] Alright, here's my idea for a true sorcerer. When I begin play I shuffle my poker deck of 54-cards. This fifty four card deck contains differant spells I have chosen to representent the sorcerer's pontential. (Hardly broken, most of the spells you'd never see a constructed sorcerer use, but that's half the fun. :D ) I draw a number of cards equal to my cha modifier. At each additional level I do this for the spell I am able to cast. I have a player's handbook to keep track of this. I start drawing cards for level 2 spells at fourth level. At an eighteen charisma this would mean a total of twelve level 1 spells. That's more then double what the average sorcerer can learn. HOWEVER.. It relies on the luck of the draw. As only about 15% of the spell-cards in the deck could actively be described as useful by regular D&D standards.. Having the power to choose your spells is alot better then relying on luck, but where's the fun in that?! Now cantrips are a bit more difficult, if I am going to use the spell-point system how much would a level zero spell cost? Well I'd say 1/2 a point is fair and balanced.. But how to go about learning them is the question. Well my PH suggests by level two sorcerers learn thier maxium level 0 spells that being six. Clearly randomly generated results=more spells, so instead I picked twenty spells to represent the cantrips and each level up untill level four I roll 2d20 to see what spells I learn. That's a total of eight level zero spells! (Inorder to garantee a success rate I will have to scratch out the spell once I've learned it and replace it with another. But the luck factor remains the same..) I am not sure how particularly game-breaking this will be. But I had an idea for a character where his arch-rivals would also be sorcerers. One constructed by normal player's handbook standards, the other the battle sorcerer from unearthed arcana. This would determine how balanced my sorcerer is compared to the competition.. As for those special feats and such I had in mind here's my ideas.. [b]Hadoken.[/b] [Metamagic] Prequisite: Sorcerer or Wizard class. Ability: The sorcerer/wizard gains the ability to change arcane spell energy into a massively large missle, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/caster level of sorcerer/wizard.) that deals 1d6 points of damage per caster level of sorcerer/wizard. (If both, whichever is greater.) You may manifest this ability once per day as a spell-like ability. (See game rules for spell-like abilities.) [b]Magic Nexus.[/b] [Special] Prequisite: Atleast 4th level sorcerer. Ability: You may draw a number of spell-cards to learn extra from the spell-deck of one level lower then your maxium. (For instance if level four with an eighteen cha, draw four cards from your level-1 deck..) Unlike regular learning of spells your finding out a deeper sense of self but can only delve so far without going utterly insane. So choose one of the cards you drew and shuffle it back into the deck once you have drawn the appropiate amount. (For instance the 18cha sorcerer drew four level-1 cards, chooses one, shuffles it back into the deck and now has tapped into his inner being and learned three new level-1 spells.) You may gain this feat multiple times but as a penalty you may not gain this feat more then once per level. [/QUOTE]
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