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<blockquote data-quote="Psion" data-source="post: 1156514" data-attributes="member: 172"><p>Q. Wizard is actually one of my favorites. Mearls did have one or two overpowered classes in there (the Arcane Avatar, for example), but I found out later that it was because Mearls had a misundertanding about how additive spellcaster levels worked. But I loved the wizards staff part and thought it gave wizards the feel they were missing.</p><p></p><p></p><p></p><p>Yeah, well, I too often find I can't make use of the tack-on subsystems and tend to not use them unless they are well written and conceived... as the ones in Q. Sorc seem to be.</p><p></p><p></p><p></p><p>Arcane Blade is the one that a player in my campaign is considering. It's sort of the arcane knight or spellsword concept, but respun to improve magic used to assist in melee vice just adding melee abilities.</p><p></p><p>Artillerist: blast mage specialist.</p><p></p><p>Echo of the Ansestors: The class highlights the aspects of the sorcerers supposed nonhuman anscestors; requirements and abilities vary by the nature of the anscestor (giant, elemental, dragon, etc.)</p><p></p><p>Fey Lord: Faerie themed class for sorcerers whose backstory is they were granted power by the fey.</p><p></p><p>Primordial Sorcerer: Taps into magic as it existed in ancient times. Basically trades upper spell levels for ability to manipulate to power of spells. Not bad conceptually, but I don't think I'd want to play one.</p><p></p><p>Spirit Carver: A sorcerer with a closer connection to necromantic energies. Gains a number of selectable powers.</p><p></p><p>Weaver: Sort of a chronomancer/diviner type.</p><p></p><p></p><p></p><p>Okay, basically, it is a ruleset with some interesting and GM-fiat friendly guidelines for how one might find truenames... exotic things like "scattered on a field of flowers." The dragon thing is a sidebar that talks about casting dragons in the role of keepers of truenames and providing some rules on how that would operate: e.g., the dragon is bound in circumstances in whcih they can reveal a truename, once a truename is revealed, the dragon loses knowledge of it, etc.</p><p></p><p></p><p></p><p>Well, the core rules let the sorcerer swap spells. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But some of the spells herein can be cast at different levels, often for entirely different effects. Sort of like the way Arcana Unearthed does it, now that I think about it.</p><p></p><p></p><p></p><p>For the most part; many are continuous benefits.</p><p></p><p></p><p></p><p>Gee, here I've seen this idea used and abused so much that I thought every gamer would have heard of some variation of it.</p><p></p><p>Basically, ley lines are drawn from real world folklore/mythology; they are geographical locations along which magic is said to flow more freely. Where ley lines connect are called nodes (well I call them nexuses in my game, but same thing) and nodes tend to be places of great magical power.</p><p></p><p>Patrick's version provides some general effects applicable to spells (like increase chance of penetrating spell resistance) and to supernatural creatures and makes ley lines sort of easy transit points, allowing quick movement and even teleportation. My version is a little different; I allow ley lines to power spells (sorcerers only) or enhance spells (any arcane spellcasters). Heroes of High Favor: Elves is another book that tackles the concept of ley lines and it's ley line rules are free online:</p><p><a href="http://www.badaxegames.com/mm/pdf/hohf_elves_ley_lines.pdf" target="_blank">http://www.badaxegames.com/mm/pdf/hohf_elves_ley_lines.pdf</a></p><p></p><p>Bad Axe's version relies on skill checks instead of explicit mapping. Patricks version (like mine) is explicitly mapped, and incidentally Patrick's rules for drawing them are almost like mine (except that I have an additional rule that ley lines always form triangles, never squares or any other polygon. My campaign ley line map looks like a giant cat's cradle. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="Psion, post: 1156514, member: 172"] Q. Wizard is actually one of my favorites. Mearls did have one or two overpowered classes in there (the Arcane Avatar, for example), but I found out later that it was because Mearls had a misundertanding about how additive spellcaster levels worked. But I loved the wizards staff part and thought it gave wizards the feel they were missing. Yeah, well, I too often find I can't make use of the tack-on subsystems and tend to not use them unless they are well written and conceived... as the ones in Q. Sorc seem to be. Arcane Blade is the one that a player in my campaign is considering. It's sort of the arcane knight or spellsword concept, but respun to improve magic used to assist in melee vice just adding melee abilities. Artillerist: blast mage specialist. Echo of the Ansestors: The class highlights the aspects of the sorcerers supposed nonhuman anscestors; requirements and abilities vary by the nature of the anscestor (giant, elemental, dragon, etc.) Fey Lord: Faerie themed class for sorcerers whose backstory is they were granted power by the fey. Primordial Sorcerer: Taps into magic as it existed in ancient times. Basically trades upper spell levels for ability to manipulate to power of spells. Not bad conceptually, but I don't think I'd want to play one. Spirit Carver: A sorcerer with a closer connection to necromantic energies. Gains a number of selectable powers. Weaver: Sort of a chronomancer/diviner type. Okay, basically, it is a ruleset with some interesting and GM-fiat friendly guidelines for how one might find truenames... exotic things like "scattered on a field of flowers." The dragon thing is a sidebar that talks about casting dragons in the role of keepers of truenames and providing some rules on how that would operate: e.g., the dragon is bound in circumstances in whcih they can reveal a truename, once a truename is revealed, the dragon loses knowledge of it, etc. Well, the core rules let the sorcerer swap spells. :) But some of the spells herein can be cast at different levels, often for entirely different effects. Sort of like the way Arcana Unearthed does it, now that I think about it. For the most part; many are continuous benefits. Gee, here I've seen this idea used and abused so much that I thought every gamer would have heard of some variation of it. Basically, ley lines are drawn from real world folklore/mythology; they are geographical locations along which magic is said to flow more freely. Where ley lines connect are called nodes (well I call them nexuses in my game, but same thing) and nodes tend to be places of great magical power. Patrick's version provides some general effects applicable to spells (like increase chance of penetrating spell resistance) and to supernatural creatures and makes ley lines sort of easy transit points, allowing quick movement and even teleportation. My version is a little different; I allow ley lines to power spells (sorcerers only) or enhance spells (any arcane spellcasters). Heroes of High Favor: Elves is another book that tackles the concept of ley lines and it's ley line rules are free online: [url]http://www.badaxegames.com/mm/pdf/hohf_elves_ley_lines.pdf[/url] Bad Axe's version relies on skill checks instead of explicit mapping. Patricks version (like mine) is explicitly mapped, and incidentally Patrick's rules for drawing them are almost like mine (except that I have an additional rule that ley lines always form triangles, never squares or any other polygon. My campaign ley line map looks like a giant cat's cradle. :) ) [/QUOTE]
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