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[Malladin's Gate] Forgotten Heroes: Sorcerer Sneak Preview
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<blockquote data-quote="malladin" data-source="post: 826538" data-attributes="member: 8230"><p>Forgotten Heroes: Sorcerer follows Paladin as the second class sourcebook from Malladin’s Gate Press in the Forgotten Heroes line. Forgotten Heroes is dedicated to developing the less fashionable classes that are often ignored by other publishers. As sorcerers are a new class to the D20 system, they are often overlooked as being merely an alternative spellcasting mechanic to the more traditional ‘Vancian’ mechanic of the wizard class. As such, many supplements have been written for wizards, and indeed much of the material supplied, such as spells and other magic-related rules, can be used just as easily by the sorcerer class. However, we believe that this approach does the sorcerer a great disservice. The sorcerer class has a unique flavour of its own, that has been long overlooked. The sorcerer stands apart from the wizard in their approach not only to magic, but to life itself. The sorcerer is one of the true heroes of the fantasy genre. They are gifted and thrust into a life of adventure by virtue of their destiny. Wizards, on the other hand, will most likely have chosen a life of adventure in order to further their learning and understanding of magic. </p><p></p><p>The sorcerer is a truly gifted individual. Their power is unique and sets them apart from the rest of their race. Within this book we will consider a wide range of factors that emphasise the sorcerer as a hero apart from all other character classes. We will consider the utility of spontaneous magic, providing new systems to better realise and explore the potential of these natural abilities. This will also provide a chance to explore they manner in which the sorcerer themselves approaches their own magical abilities, detailing new systems, feats and character classes; both basic and prestige. We will also explore the nature of the sorcerer’s abilities. Does the sorcerer’s power come from a draconic heritage, is it a divine gift or is a natural advancement of evolution? This book will explore the many possible explanations for the origins of Sorcerous power. Finally, there are new systems that explore the unique nature of the sorcerer class, providing a detailed explanation of the nature of charisma in relation to Sorcerous magics.</p><p></p><p>Forgotten Heroes: Sorcerer is divided into three main books and a GM’s section. Book I is Paths of the Gifted, covering a variety of classes for the sorcerer. Firstly there is the Eldritch Knight, a new base class that considers those sorcerers who channel their magic into improving their combat abilities. Following this you will find a new system, Bloodlines, to enable you to design your own sorcerer subclasses. These classes are slight modifications to the sorcerer or eldritch knight class that enable you to emphasise certain aspects of the flavour of your magical abilities. Next you will find systems for different races of sorcerer. This includes Racial Adjustments and Life-Path classes, similar to those presented in the Academy Handbook series, also by Malladin’s Gate Press. The final chapter of this book covers a range of prestige classes that emphasise the different aspects and themes of the sorcerer class. </p><p></p><p>Book II, Methods of Magic, provides a chapter on new skill uses for some of the class skills of the sorcerer and a completely new skill, Resolve. This book also provides four chapters of feats, covering a range of abilities. Chapter two is Eldritch Knight feats, which develops the magical combat prowess of the Eldritch Knight class and other magical warriors. Origin Feats, discussed in chapter three, defines your character in terms of the source of their magical powers. Chapter four presents new Metamagic feats that emphasise the ways in which sorcerers can manipulate the magical forces as they cast their spells. Finally, in chapter five, we find a collection of feats that develop on the Sensory Overflow rules presented in Book III.</p><p></p><p>Book III, Powers of the Blood, looks at a variety of new systems that emphasise the unique nature of the sorcerer class and explores the different themes of sorcerers and their magic. Chapter one provides a collection of flavoured spell lists to inspire new and interesting character concepts. Chapter two presents a new system for channelling the wasted magical energy when a spell is ‘overcast’ with a higher level spell slot. The Sensory Overflow system presented in chapter three provides a simple system to differentiate Sorcerous magic with signature sounds, smells or other sensory effects as the spell is being cast. Chapter four of Powers of the Blood considers different ways to cast spells that can generate the extra magical energy needed to enhance spells with Metamagic effects. The sorcerer’s more primitive approach to magic often leads them to favour fetters and focuses for their magical powers. To highlight this, Book III draws to a close with Chapter five, Imbued Artefacts, providing rules to allow sorcerers to tie their spells into specific items. This allows them to develop a wide range of magical items that are intrinsically bound to the sorcerers own magical soul, making them very different from those artefacts forged by wizards. </p><p></p><p>Forgotten Heroes: Sorcerer closes with a Games Master’s Information section, revisiting the systems we have described, and providing hints and tips on integrating them into you existing campaigns.</p><p></p><p>Enjoy.</p></blockquote><p></p>
[QUOTE="malladin, post: 826538, member: 8230"] Forgotten Heroes: Sorcerer follows Paladin as the second class sourcebook from Malladin’s Gate Press in the Forgotten Heroes line. Forgotten Heroes is dedicated to developing the less fashionable classes that are often ignored by other publishers. As sorcerers are a new class to the D20 system, they are often overlooked as being merely an alternative spellcasting mechanic to the more traditional ‘Vancian’ mechanic of the wizard class. As such, many supplements have been written for wizards, and indeed much of the material supplied, such as spells and other magic-related rules, can be used just as easily by the sorcerer class. However, we believe that this approach does the sorcerer a great disservice. The sorcerer class has a unique flavour of its own, that has been long overlooked. The sorcerer stands apart from the wizard in their approach not only to magic, but to life itself. The sorcerer is one of the true heroes of the fantasy genre. They are gifted and thrust into a life of adventure by virtue of their destiny. Wizards, on the other hand, will most likely have chosen a life of adventure in order to further their learning and understanding of magic. The sorcerer is a truly gifted individual. Their power is unique and sets them apart from the rest of their race. Within this book we will consider a wide range of factors that emphasise the sorcerer as a hero apart from all other character classes. We will consider the utility of spontaneous magic, providing new systems to better realise and explore the potential of these natural abilities. This will also provide a chance to explore they manner in which the sorcerer themselves approaches their own magical abilities, detailing new systems, feats and character classes; both basic and prestige. We will also explore the nature of the sorcerer’s abilities. Does the sorcerer’s power come from a draconic heritage, is it a divine gift or is a natural advancement of evolution? This book will explore the many possible explanations for the origins of Sorcerous power. Finally, there are new systems that explore the unique nature of the sorcerer class, providing a detailed explanation of the nature of charisma in relation to Sorcerous magics. Forgotten Heroes: Sorcerer is divided into three main books and a GM’s section. Book I is Paths of the Gifted, covering a variety of classes for the sorcerer. Firstly there is the Eldritch Knight, a new base class that considers those sorcerers who channel their magic into improving their combat abilities. Following this you will find a new system, Bloodlines, to enable you to design your own sorcerer subclasses. These classes are slight modifications to the sorcerer or eldritch knight class that enable you to emphasise certain aspects of the flavour of your magical abilities. Next you will find systems for different races of sorcerer. This includes Racial Adjustments and Life-Path classes, similar to those presented in the Academy Handbook series, also by Malladin’s Gate Press. The final chapter of this book covers a range of prestige classes that emphasise the different aspects and themes of the sorcerer class. Book II, Methods of Magic, provides a chapter on new skill uses for some of the class skills of the sorcerer and a completely new skill, Resolve. This book also provides four chapters of feats, covering a range of abilities. Chapter two is Eldritch Knight feats, which develops the magical combat prowess of the Eldritch Knight class and other magical warriors. Origin Feats, discussed in chapter three, defines your character in terms of the source of their magical powers. Chapter four presents new Metamagic feats that emphasise the ways in which sorcerers can manipulate the magical forces as they cast their spells. Finally, in chapter five, we find a collection of feats that develop on the Sensory Overflow rules presented in Book III. Book III, Powers of the Blood, looks at a variety of new systems that emphasise the unique nature of the sorcerer class and explores the different themes of sorcerers and their magic. Chapter one provides a collection of flavoured spell lists to inspire new and interesting character concepts. Chapter two presents a new system for channelling the wasted magical energy when a spell is ‘overcast’ with a higher level spell slot. The Sensory Overflow system presented in chapter three provides a simple system to differentiate Sorcerous magic with signature sounds, smells or other sensory effects as the spell is being cast. Chapter four of Powers of the Blood considers different ways to cast spells that can generate the extra magical energy needed to enhance spells with Metamagic effects. The sorcerer’s more primitive approach to magic often leads them to favour fetters and focuses for their magical powers. To highlight this, Book III draws to a close with Chapter five, Imbued Artefacts, providing rules to allow sorcerers to tie their spells into specific items. This allows them to develop a wide range of magical items that are intrinsically bound to the sorcerers own magical soul, making them very different from those artefacts forged by wizards. Forgotten Heroes: Sorcerer closes with a Games Master’s Information section, revisiting the systems we have described, and providing hints and tips on integrating them into you existing campaigns. Enjoy. [/QUOTE]
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