My StormWorld Sorcerer 4 years later

BluWolf

Explorer
Sorry for butchering the table. Maybe I will try and figure out how to post that a little cleaner. I am switching my system to a spell point system and making a major change between how Sorcerers and how Wizards work.

Here is the newest version. All input desired and welcomed.

Table *–*: The Sorcerer

Code:
SP Spells Known Special Abilities
0 1 2 3 4 5 6 7 8 9
1 3 4 2 — — — — — — — — Summon Familiar, Eschew Materials, Perilous Casting
2 5 5 2 — — — — — — — —
3 8 5 3 — — — — — — — —
4 14 6 3 1 — — — — — — —
5 19 6 4 2 — — — — — — — Modify Spell Minor
6 29 7 4 2 1 — — — — — —
7 37 7 5 3 2 — — — — — —
8 51 8 5 3 2 1 — — — — —
9 63 8 5 4 3 2 — — — — —
10 81 9 5 4 3 2 1 — — — — Modify Spell Major
11 97 9 5 5 4 3 2 — — — —
12 115 9 5 5 4 3 2 1 — — —
13 131 9 5 5 4 4 3 2 — — —
14 149 9 5 5 4 4 3 2 1 — —
15 165 9 5 5 4 4 4 3 2 — — Modify Spell Supreme
16 183 9 5 5 4 4 4 3 2 1 —
17 199 9 5 5 4 4 4 3 3 2 —
18 217 9 5 5 4 4 4 3 3 2 1
19 233 9 5 5 4 4 4 3 3 3 2
20 249 9 5 5 4 4 4 3 3 3 3
Table *–*: Sorcerer Spells Points
Level
1 3
2 5
3 8
4 14
5 19
6 29
7 37
8 51
9 63
10 81
11 97
12 115
13 131
14 149
15 165
16 183
17 199
18 217
19 233
20 249

GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spell points are in the sorcerer's pool of magical engergy, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell’s level. A sorcerer gets bonus spell points per day based on Charisma. The Difficulty Class of a saving throw against a sorcerer’s spell is 10 + the spell’s level + the sorcerer’s Charisma modifier.
Sorcerors gain additional spells known per level from Intelligence modifier. Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4.
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Literacy (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) 4.
Skill Points at Each Additional Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and no armor.
Eschew Materials: At first level Sorcerers gain the eschew materials feat for free. This feat operates as per the feat described in T&B pg. 40.
Spells: Unchanged.

Perilous Casting: Sorcerers have the ability to cast arcane spells they have witnessed even though they may not know the spell. Being creatures with the ability to directly tap magical energies they have the ability to empower magical constructs (or weaves) much easier than a mundane creature that uses magical formulae to evoke magical power. Thus they can witness how someone has accessed a certain iteration of arcane effect and then attempt the same exercise. However, due to their imperfect understanding of the formula they are attempting an imperfect and unstable release of magical energy. This is a perilous endeavor.
In order to cast a spell using the perilous casting ability, the sorcerer must make a spell craft check at the time of the spell casting to identify that the spell is a) arcane and b) identify the level of the spell. This is a free action per the spell craft skill and counter spelling. Sorceres cannot perilously cast divine spells.
In order to attempt a spellcraft check the spell being cast must have either a verbal or somantic component. Sorcerers cannot perilously cast arcane spells cast as an innate ability.

If the Sorcerer has succesfully identified the spell and has sufficientspell points available, he can attempt to reflexively cast that spell with in the next three rounds.

The DC to attempt the casting is 20 + the spell level.

The check is a D20 + the sorcerer's CHA modifier + ½ his Sorcerer level.

In addition, the DC is modified by +2 for each Metamagic feat used in the original casting of the spell that the sorcerer himself does not have. Example; a sorcerer attempting to perilously cast a maximized fireball without actually having the maximize spell feat would need to roll against a DC of 28. (fireball 3rd level, maximized +3 lvls, +2 for not having the feat). If the target spell was a spell cast by a Sorcerer using Modify spell count each level (minor, major and supreme) as individual meta magic feats.
The sorcerer cannot use his own Modify spell ability to alter the spell, unless those that ability was used In the original casting. Example, if a sorcerer attempts to perilously cast a fireball he has just witnessed, that was not maximized, he could not then attempt to modify that spell.

If the Sorcerer does not cast the spell in the next three rounds he loses the ability to cast it. The fleeting insight into that particular magical construct has vanished.
The sorcerer cannot cast any other spell prior to casting this one. If he does he loses the ability to cast that spell.

For purposes of resisting, the DC of the spell cast is based on the sorcerer's spell DC.
Exception, if the sorcerer has the Modify spell abilityand this was used in the original casting of the spell, he can gain the benefits of that ability.
If the sorcerer fails the DC this means he has just released magic in an unintended and uncontrolled manor. The spell goes wild. This results in a roll on the wild surge table and loss of those spell ponits for the day (to say the least).
The Sorcerer does not retain the ability to cast spells cast in this fashion and never gets any better at casting spells in this manor. However, if the sorcerer has an open known spell slot he may make a second spell craft roll (per the standard skill rules) to permanently know that spell. Providing he succeeded in his casting attempt.
While sorcerers benefit from the eschew materials feat, they may not perilously cast spells with material components that are not covered by this ability. So while the eschew materials feat allows a sorcerer to perilously cast a fireball spell, it would not allow him to perilously cast the simulacrum spell. Unless he just happened to have the prescribed material components handy.
A Sorcerer can attempt to counter spell using the perilous casting ability. Per the Counter Spelling rules he must first ready an action too counter spell. If he knows the spell he is attempting to cast, resolve normally per the counter spelling rules.
If he does not know the spell he can then follow the procedure to cast perilously, as per above. If he succeeds in his perilous casting DC, the spell is countered. If he fails a wild surge will occur and the opponents spell goes off normally.
Summon Familiar: At first level a sorcerer may choose to forgo EVER summoning a familiar and aquire a Meta magic feat instead. This feat can be used for general or meta magic feats. However, any level requireemnts for meta-magic feats still apply. Once forgone, the sorcerer may NEVER obtain a familiar.
Modify Spell (Minor, Major, Supreme): At fifth level, sorcerors gain the ability to modify their spells by shaping and channeling the powers In alternate methods This ability works as the feat Modify Spell in Monte Cook's "Arcana Unearther". The cost changes from the double spell slot to double the Spell point cost. Minor allows for the selection of one modification., Major allows 2 and Supreme allows for as many mods as possible. Each mod adds 1x to the cost. So a Minor modified 3rd level spell would cost 10 spell points. A major modified 3rd level spell would cost 15 spell points and a Supreme modified spell would add 1x for each mod beyond the first.

Sorcerers gain access to no other meta-magic feats. Sorcerers can take Item creation feats.

Languages: All modern languages are considered class skills for sorcerers.
 
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Nobody should have to suffer to give you decent feedback. Here's a reasonable table. Learn how to use the [ code ] tag and you will get better responses.

-- N




STORMWORLD-SORCERER

- Alignment: Any
- HD: d4
- Good Save: Will
- Weapons & Armor: Simple weapons, no armor or shields.

Table *–*: The Sorcerer
Code:
[u]     SP     Spells Known                              Special Abilities[/u]
           [u]0   1   2   3   4   5   6   7   8   9[/u]
1    3     4   2   —   —   —   —   —   —   —   —     Summon Familiar, Eschew Materials, Perilous Casting
2    5     5   2   —   —   —   —   —   —   —   —
3    8     5   3   —   —   —   —   —   —   —   —
4    14    6   3   1   —   —   —   —   —   —   —
5    19    6   4   2   —   —   —   —   —   —   —     Modify Spell Minor
6    29    7   4   2   1   —   —   —   —   —   —
7    37    7   5   3   2   —   —   —   —   —   —
8    51    8   5   3   2   1   —   —   —   —   —
9    63    8   5   4   3   2   —   —   —   —   —
10   81    9   5   4   3   2   1   —   —   —   —     Modify Spell Major
11   97    9   5   5   4   3   2   —   —   —   —
12   115   9   5   5   4   3   2   1   —   —   —
13   131   9   5   5   4   4   3   2   —   —   —
14   149   9   5   5   4   4   3   2   1   —   —
15   165   9   5   5   4   4   4   3   2   —   —     Modify Spell Supreme
16   183   9   5   5   4   4   4   3   2   1   —
17   199   9   5   5   4   4   4   3   3   2   —
18   217   9   5   5   4   4   4   3   3   2   1
19   233   9   5   5   4   4   4   3   3   3   2
20   249   9   5   5   4   4   4   3   3   3   3
Class Skills: 2 skill points/level -- Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Literacy (Int), Profession (Wis), and Spellcraft (Int).
 

Thanks Nifft. I did not realise that was what the code tag did. Couldn't find any hel files on how to use that feature.

I appreaciate your assistance.

Other class feats recopied here for clarity.

************************************************************

Perilous Casting: Sorcerers have the ability to cast arcane spells they have witnessed even though they may not know the spell. Being creatures with the ability to directly tap magical energies they have the ability to empower magical constructs (or weaves) much easier than a mundane creature that uses magical formulae to evoke magical power. Thus they can witness how someone has accessed a certain iteration of arcane effect and then attempt the same exercise. However, due to their imperfect understanding of the formula they are attempting an imperfect and unstable release of magical energy. This is a perilous endeavor.
In order to cast a spell using the perilous casting ability, the sorcerer must make a spell craft check at the time of the spell casting to identify that the spell is a) arcane and b) identify the level of the spell. This is a free action per the spell craft skill and counter spelling. Sorceres cannot perilously cast divine spells.
In order to attempt a spellcraft check the spell being cast must have either a verbal or somantic component. Sorcerers cannot perilously cast arcane spells cast as an innate ability.

If the Sorcerer has succesfully identified the spell and has sufficientspell points available, he can attempt to reflexively cast that spell with in the next three rounds.

The DC to attempt the casting is 20 + the spell level.

The check is a D20 + the sorcerer's CHA modifier + ½ his Sorcerer level.

In addition, the DC is modified by +2 for each Metamagic feat used in the original casting of the spell that the sorcerer himself does not have. Example; a sorcerer attempting to perilously cast a maximized fireball without actually having the maximize spell feat would need to roll against a DC of 28. (fireball 3rd level, maximized +3 lvls, +2 for not having the feat). If the target spell was a spell cast by a Sorcerer using Modify spell count each level (minor, major and supreme) as individual meta magic feats.
The sorcerer cannot use his own Modify spell ability to alter the spell, unless those that ability was used In the original casting. Example, if a sorcerer attempts to perilously cast a fireball he has just witnessed, that was not maximized, he could not then attempt to modify that spell.

If the Sorcerer does not cast the spell in the next three rounds he loses the ability to cast it. The fleeting insight into that particular magical construct has vanished.
The sorcerer cannot cast any other spell prior to casting this one. If he does he loses the ability to cast that spell.

For purposes of resisting, the DC of the spell cast is based on the sorcerer's spell DC.
Exception, if the sorcerer has the Modify spell abilityand this was used in the original casting of the spell, he can gain the benefits of that ability.
If the sorcerer fails the DC this means he has just released magic in an unintended and uncontrolled manor. The spell goes wild. This results in a roll on the wild surge table and loss of those spell ponits for the day (to say the least).
The Sorcerer does not retain the ability to cast spells cast in this fashion and never gets any better at casting spells in this manor. However, if the sorcerer has an open known spell slot he may make a second spell craft roll (per the standard skill rules) to permanently know that spell. Providing he succeeded in his casting attempt.
While sorcerers benefit from the eschew materials feat, they may not perilously cast spells with material components that are not covered by this ability. So while the eschew materials feat allows a sorcerer to perilously cast a fireball spell, it would not allow him to perilously cast the simulacrum spell. Unless he just happened to have the prescribed material components handy.

A Sorcerer can attempt to counter spell using the perilous casting ability. Per the Counter Spelling rules he must first ready an action too counter spell. If he knows the spell he is attempting to cast, resolve normally per the counter spelling rules.
If he does not know the spell he can then follow the procedure to cast perilously, as per above. If he succeeds in his perilous casting DC, the spell is countered. If he fails a wild surge will occur and the opponents spell goes off normally.

Summon Familiar: At first level a sorcerer may choose to forgo EVER summoning a familiar and aquire a Meta magic feat instead. This feat can be used for general or meta magic feats. However, any level requireemnts for meta-magic feats still apply. Once forgone, the sorcerer may NEVER obtain a familiar.

Modify Spell (Minor, Major, Supreme): At fifth level, sorcerors gain the ability to modify their spells by shaping and channeling the powers In alternate methods This ability works as the feat Modify Spell in Monte Cook's "Arcana Unearther". The cost changes from the double spell slot to double the Spell point cost. Minor allows for the selection of one modification., Major allows 2 and Supreme allows for as many mods as possible. Each mod adds +1 to the cost. So a Minor modified 3rd level spell would cost 10 spell points. A major modified 3rd level spell would cost 15 spell points and a Supreme modified spell would add +1 for each mod beyond the first.

Sorcerers gain access to no other meta-magic feats. Sorcerers can take Item creation feats.

Languages: All modern languages are considered class skills for sorcerers.
__________________
 
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Suggestions

I think that the problem I had while reading this was that while it wsa very obvious what you were trying to do, your organization failed you. I really like it, and you just gave me a great idea for a modification I'm already working on. I think that you might have better luck with something like this, although it does change your concept slightly:

Whenever a sorcerer sees a spell cast, he can opt to remember it. If he memorizes a spell, it must be the next spell he casts. If he memorizes two or more spells, he must cast those spells before casting any other spells. He retains the ability to cast those spells for the rest of the day (unti sleep or meditation). He may remember a number of spells equal to his Intelligence modifier [I know his primary is Charisma], and he may at any time replace his oldesty memorized spell with another he sees.

For modified spell, replace the text "1X"; it's naturally confusing.
 

Thaks for the input Kisanji but the premise I am working off of is similar to the Assassin's death attack ability where the insight in to the particular scenario is fleeting. A Sorcerer cannot learn a new spell from perilous casting and he cannot hold the pattern he has just witnessed for more than a fleeting moment (18 seconds approx).

I agree with you on the "1x" text. I will change it.
 

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