New sorcerer variant (need comments)

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.
 
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I like it alot-but what do druids and feys think?

Hey,
I think this helps go a long way to making the sorcerer fit a 'natural' caster feel much better. The spell focus feats might make the sorcerer too rail roaded. Maybe give them a second choice off of the 'personalized magic' feat list. You could add the spell focus feats onto that list.

The channeling ability has the sorcerer acting as a fulcrum for energy in that area, correct? How do feys/druids react? Is this a short focusing of energy, a draining of energy from the surroundings? Will it screw up the balance of things?

I guess, I was wondering where the energy came from and the results on the environment around it?

Good Work
 
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Re: I like it alot-but what do druids and feys think?

Gideon said:
Hey,
I think this helps go a long way to making the sorcerer fit a 'natural' caster feel much better. The spell focus feats might make the sorcerer too rail roaded. Maybe give them a second choice off of the 'personalized magic' feat list. You could add the spell focus feats onto that list.

The channeling ability has the sorcerer acting as a fulcrum for energy in that area, correct? How do feys/druids react? Is this a short focusing of energy, a draining of energy from the surroundings? Will it screw up the balance of things?

I guess, I was wondering where the energy came from and the results on the environment around it?

Good Work

Yeah, I agree that it helps fit the natural caster idea. When I did my mana system, it left the sorcerer at a loss for the one-up he had on everyone else. Being able to cast any spell you know anytime is a HUGE advantage, one which I made up for by substituting some of the Advantages suggested in this thread.

I think the channeling ability is just AWESOME. I see it as not a draining of power from your surroundings, but more of a tap into the current of magical energy in the world. You get some noise and brightness, and you're looking NEAT. I think druids/fey would look at the sorcerer and be like "DAMN!....that's cool." but wouldn't be disturbed by anything other than noise.

I don't thing anything in the environment would really change, unless you're surrounded by light-sensitive minerals, plants, animals, etc.
 

Re: I like it alot-but what do druids and feys think?

Gideon said:
Hey, I think this helps go a long way to making the sorcerer fit a 'natural' caster feel much better. The spell focus feats might make the sorcerer too rail roaded. Maybe give them a second choice off of the 'personalized magic' feat list. You could add the spell focus feats onto that list.
Thank you! Yes, maybe I'll remove those Spell Focus feats, they're not so much inspired. I've not added Spell Focus to Personal Sorcery bonus feats' list because before it was better than many other feats, but with SF at +1, maybe I will. So there's a chance I'll put a Superior Personal Sorcery (or whatever) as Destil suggested, with some other choices.
The channeling ability has the sorcerer acting as a fulcrum for energy in that area, correct? How do feys/druids react? Is this a short focusing of energy, a draining of energy from the surroundings? Will it screw up the balance of things?
I guess, I was wondering where the energy came from and the results on the environment around it?
Anguru gave a perfect answer to this question. :)
Sorcerers (in my variant core version) are not destroying balance while channeling, neither disrupting any other "natural" activity. But I'm not saying you couldn't add that, if it's flavourful for your sorcerer (let's say, a death or dryness sorcerer that makes crops wither and die while channeling).
With little changes, you could fit this concept even in nonstandard campaigns such as one played on Athas (Dark Sun).
As every core class should do, this sorcerer tries to fit as many fantasy concepts as possible with lesser modifications. I hope it does that better than the core sorcerer, which I find very uninspiring.
 

Originally posted by DreamChaser
Great tinkering. :)
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.
I like it and I think that in terms of concept it's better than that of schools. They were only a patch, because I didn't want to write a lot, but this is by far superior, I must admit :). So what we need it's a list of some sample concepts and sample spell lists (let's wait till 3.5 because I don't want to make a useless work).
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).
Okay explaining the display part. I don't like being too specific (not every sorcerer glow, some are surrounded by darkness, wind, birds as you say) but I think it's a good idea to put a "standard" display effect. Maybe if we are going to provide some sample "sorcery themes", Channeling Display will be an entry (such as "domain power" in domains listing).
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.
Do they refuel this pool every time they channel (as it's most logical)? It's a very good idea but as stated here it's way too powerful. I'd put it as a higher level ability, which does not scale (or have fixed improvements). With it a 18th level sorcerer could cast a lot of maximized/empowered 9th level spells!
Sorcerers cannot cast defensively or move at greater than their standard movement rate while channeling.
Cannot charge nor run. Good point.
[...]
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.
I don't agree that concealment part. Yes it's nice but maybe we're making it too strong. I would put it as an aspect of blur or displacement (following the main concept you said that you're not exactly blurred, but protected by a layer of fog/birds/fire/darkness etc.).
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.
Okay. :)
[...]
< talking about taking away item craft and wand using>
I'll consider it but it is a fact of tastes. I see your point, but I don't feel like limiting item creation (obviously they cannot make scrolls). I feel that a sorcerer in a thousand could learn how to channel his energies in an item, creating a magical object. It would be different from a wizard-made item, but the functionality would be more or less the same.
[...]
A NOTE ON SONIC SUBSTITUTED SPELLS (SEE ABOVE FOR RELEVANCE): [...]
I disagree. There are many non intelligent or non magic using creatures that have some resistances but not sonic resistance. I agree with you that with some metagaming this could work, but in most cases the DM is not preventing all the choices that come from the players. This could lead to ridicule and incoherent settings. It's better balancing them with game rules than letting this work to the DM.

I'm repeating myself, but great tinkering. :)
 

Stealing Ideas

Hello again,
So, one of my roomates has also been working on a sorc change and one of the things he has done has made the sorc himself radiate magic. The reasoning is that magic has left a 'residual' aura on him. I thought that was some high quality flavor (like chicken).

edit: I like spelling
 
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Re: Stealing Ideas

Gideon said:
Hello again,
So, one of my roomates has also been working on a sorc change and one of the things he has done has made the sorc himself radiat magic. The reasoning is that magic has left a 'residual' aura on him. I thought that was some high quality flavor (like chicken).
Yes definitely it is! Thank you Gideon for providing this idea.
I'll think about it, maybe I'm not putting it as a 1st level drawback (not so good that you start shining at someone's eyes if he casts detect magic). Maybe it could be a mid level ability/drawback, something that goes with a channeling enhancement.
 

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