DreamChaser
Explorer
SORCERER VARIANT
<snip>
Hit dice: d4.
Base attack bonus: Poor (as wizards).
Good Saving Throws: Will.
Alignment: Any.
Spell known/Spells per day: As original sorcerer.
Skill points per level: 4 + Int modifier (x4 at 1st level).
Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Class abilities:
Weapon and armor proficiency: All simple weapons, no armor, no shield.
Spells: As original sorcerer, but a sorcerer must choose a theme for his spells (i.e. light, fire, ice, birds, stone) and every spell learned must fit this theme. The spell can be changed cosmetically and (DM's discresion) have energy substitution (only acid, cold, fire, lightning, or sonic) applied but must otherwise retain the original spell effect.
Channeling: A sorcerer can channel magical energy from the environment, becaming a visible and spectacular fulcrum of power. While channeling he gains +4 Con, +4 Cha and +2 to saves against magic and magical effects, and -2 to AC. He glows as though the source of a light spell and the noise of the display can be heard hundreds of feet away (depending upon conditions).
A sorcerer also gains a number of spell levels equal to his class level which can only be used to pay for metamagic enhancements to his spells. For example, a 4th level sorcerer begins channeling and gains 4 spell levels. He wishes to cast an empowered Melf's Acid Arrow. Normally he would not be able to do this (not having any 4th level slots) but using 2 of his Channeling levels, he can empower the spell and cast it normally.
Sorcerers cannot cast defensively or move at greater than their standard movement rate while channeling.
The normal duration of channelling is 3 rounds plus the sorcerer's new Con modifier (it can be stopped at will). At the end of the channeling, the sorcerer is fatigued. At 1st level, you can channel 1/day. You gain another channeling every four levels (2/day at 4th, 3/day at 8th and so on).
At 9th level, the sorcerer's channeling has become charged with the effects of his theme. The sorcerer now glows with the effects of a daylight spell and gains 1/2 concealment (20% miss chance) for the duration of his channeling.
Upon reaching 15th level, the sorcerer's connection to the magical energies while channeling has grown to the point where his concentration is much harder to disrupt no matter how much damage he takes. He gains a +20 bonus to all Concentration checks made to hold concentration on a spell after taking damage.
Personal sorcery: As first post.
Magical Illiteracy: As first post (see below).
Magic sense: At 3rd level, a sorcerer has developed keen senses about flows of magic. The sorcerer is considered permanently under the effects of a detect magic spell, and he only has to concentrate to use it (supernatural ability). If he already knew detect magic, he can swap it for another 0-level spell.
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I can understand your reluctance to take away crafting and wand use but I think it fits with the theme of the class and balances the channeling. It is really hard to imagine a sorcerer able to craft a wand that other could use. Their power is unique to them and they can't break it down the same way the more arcane wizards do. The metamagic levels from channeling that I suggested above might take the sting out of this loss and fit well with the concept.
I do, however, see you point about the eschew materials. Put that way it makes perfect sense. Your version of personal sorcery is a good one.
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A NOTE ON SONIC SUBSTITUTED SPELLS (SEE ABOVE FOR RELEVANCE):
I don't think sonic spells are as powerful as everyone thinks. People say that few creatures have Sonic Resistance. True enough but most creatures that this applies to (Outsiders, Dragons, etc) are natural spellcasters and highly intelligent. If a person is capable of metagame thinking "I'll take sonic spells because most creatures can't resist it" then it is perfectly fair the the DM to think "I'll have many of my creatures remember the times they nearly died against creatures with sonic subsituted spells, so most of them will find some way of gaining Sonic Resistance." Metagame thinking works both ways. If the players are using it, it is fair for the DM to use it back. It would become something of a joke among outsiders, one that even Celestials and Infernals could laugh at together (before resuming battle) that if you meet a mortal, cast your Protection from Energy (sonic) first thing.
<snip>
Hit dice: d4.
Base attack bonus: Poor (as wizards).
Good Saving Throws: Will.
Alignment: Any.
Spell known/Spells per day: As original sorcerer.
Skill points per level: 4 + Int modifier (x4 at 1st level).
Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Class abilities:
Weapon and armor proficiency: All simple weapons, no armor, no shield.
Spells: As original sorcerer, but a sorcerer must choose a theme for his spells (i.e. light, fire, ice, birds, stone) and every spell learned must fit this theme. The spell can be changed cosmetically and (DM's discresion) have energy substitution (only acid, cold, fire, lightning, or sonic) applied but must otherwise retain the original spell effect.
Channeling: A sorcerer can channel magical energy from the environment, becaming a visible and spectacular fulcrum of power. While channeling he gains +4 Con, +4 Cha and +2 to saves against magic and magical effects, and -2 to AC. He glows as though the source of a light spell and the noise of the display can be heard hundreds of feet away (depending upon conditions).
A sorcerer also gains a number of spell levels equal to his class level which can only be used to pay for metamagic enhancements to his spells. For example, a 4th level sorcerer begins channeling and gains 4 spell levels. He wishes to cast an empowered Melf's Acid Arrow. Normally he would not be able to do this (not having any 4th level slots) but using 2 of his Channeling levels, he can empower the spell and cast it normally.
Sorcerers cannot cast defensively or move at greater than their standard movement rate while channeling.
The normal duration of channelling is 3 rounds plus the sorcerer's new Con modifier (it can be stopped at will). At the end of the channeling, the sorcerer is fatigued. At 1st level, you can channel 1/day. You gain another channeling every four levels (2/day at 4th, 3/day at 8th and so on).
At 9th level, the sorcerer's channeling has become charged with the effects of his theme. The sorcerer now glows with the effects of a daylight spell and gains 1/2 concealment (20% miss chance) for the duration of his channeling.
Upon reaching 15th level, the sorcerer's connection to the magical energies while channeling has grown to the point where his concentration is much harder to disrupt no matter how much damage he takes. He gains a +20 bonus to all Concentration checks made to hold concentration on a spell after taking damage.
Personal sorcery: As first post.
Magical Illiteracy: As first post (see below).
Magic sense: At 3rd level, a sorcerer has developed keen senses about flows of magic. The sorcerer is considered permanently under the effects of a detect magic spell, and he only has to concentrate to use it (supernatural ability). If he already knew detect magic, he can swap it for another 0-level spell.
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I can understand your reluctance to take away crafting and wand use but I think it fits with the theme of the class and balances the channeling. It is really hard to imagine a sorcerer able to craft a wand that other could use. Their power is unique to them and they can't break it down the same way the more arcane wizards do. The metamagic levels from channeling that I suggested above might take the sting out of this loss and fit well with the concept.
I do, however, see you point about the eschew materials. Put that way it makes perfect sense. Your version of personal sorcery is a good one.
-----------------------------------------------------------------------------------
A NOTE ON SONIC SUBSTITUTED SPELLS (SEE ABOVE FOR RELEVANCE):
I don't think sonic spells are as powerful as everyone thinks. People say that few creatures have Sonic Resistance. True enough but most creatures that this applies to (Outsiders, Dragons, etc) are natural spellcasters and highly intelligent. If a person is capable of metagame thinking "I'll take sonic spells because most creatures can't resist it" then it is perfectly fair the the DM to think "I'll have many of my creatures remember the times they nearly died against creatures with sonic subsituted spells, so most of them will find some way of gaining Sonic Resistance." Metagame thinking works both ways. If the players are using it, it is fair for the DM to use it back. It would become something of a joke among outsiders, one that even Celestials and Infernals could laugh at together (before resuming battle) that if you meet a mortal, cast your Protection from Energy (sonic) first thing.
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