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Sorcerer Bloodline Spells
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<blockquote data-quote="Hawk Diesel" data-source="post: 7025764" data-attributes="member: 59848"><p>So let me begin this with a disclaimer. This post is not about whether or not the Sorcerer Bloodline Spells (akin to Cleric Domain Spells) are good or bad, balanced or broken (I'm happy to engage in this discussion, just not as part of this thread). I personally believe that WotC had it right with the initial Stormborn Sorcerer as presented in UA, and this post follows this premise and works from this perspective. So I've created similar lists of Spells Known that sorcerers in my games get as related to their bloodlines. What I'm looking for is feedback on how closely the spells follow the theme associated with the sorcerer bloodline, and whether their may be better options. Let me know your thoughts.</p><p></p><p><strong>Sorcerous Bloodline Magic:</strong> A sorcerer gains additional spells known related to the source or their power. These spells are gained automatically at the given level, do not count towards the normal number of spells a sorcerer can know, and cannot be traded out for new spells.</p><p></p><p><strong>Dragon Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st - Burning Hands,* Detect Magic </p><p>3rd - Agnazaar’s Scorcher,* Enthrall</p><p>5th - Fear, Fireball*</p><p>7th - Elemental Bane**, Wall of Fire*</p><p>9th - Cone of cold*, Dominate Person</p><p>* Damage type changes to type associated with your dragon heritage</p><p>** Damage type affected by spell is always the type associated with your dragon heritage</p><p></p><p>Reasoning: Dragons are all about their breath weapon, but they are also creatures magic and inspire both awe and terror. I was trying to capture that aspect in their spell choices.</p><p></p><p><strong>Wild Magic Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st- Chromatic Orb,* Hex</p><p>3rd - Crown of Madness, Mirror Image</p><p>5th - Counterspell, Hypnotic Pattern</p><p>7th - Confusion, Freedom of Movement</p><p>9th - Animate Objects, Circle of Power</p><p>*Does not require Material Component, but must roll a d6 to randomly determine energy type of the spell damage.</p><p></p><p>Reasoning: I did may best to capture spells that represent chaos, chance, madness, and the ability to bend the normal rules of physics and magic. This list was really difficult to design, so I'd definitely appreciate feedback for this list.</p><p></p><p><strong>Stormborn Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st - Fog Cloud, Thunderwave</p><p>3rd - Gust of Wind, Warding Wind</p><p>5th - Call Lightning, Sleet storm</p><p>7th - Conjure Minor Elementals,* Ice Storm </p><p>9th - Conjure Elemental**, Control Winds</p><p>* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it.</p><p>**Unless you gain this spell from another source, you can summon only air elementals with it.</p><p></p><p>Reasoning: Another difficult list due to the overlap between the Stormborn Sorcerer and the Sea Sorcerer. I tried to make this list more about control over the weather and elements on larger scales.</p><p></p><p><strong>Shadow Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st - Silent Image, Sleep</p><p>3rd - Darkness, Misty Step</p><p>5th - Major Image, Nondetection</p><p>7th - Dimension Door, Greater Invisibility</p><p>9th - Dream, Mislead </p><p></p><p>Reasoning: In my mind, the Shadow Sorcerer is all about deception, illusion, teleportation, and trickery.</p><p></p><p><strong>Phoenix Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st - Faerie Fire, Hellish Rebuke </p><p>3rd - Flame Blade, Flaming Sphere</p><p>5th - Daylight, Revivify</p><p>7th - Fire Shield, Wall of Fire</p><p>9th - Flame Strike, Immolation</p><p></p><p>Reasoning: This was difficult due to the potential overlap with the Dragon Sorcerer. However, my thoughts are that dragons are more destructive and unrefined, while the fire of the Phoenix is more about creation, protection, and it much more focused.</p><p></p><p><strong>Sea Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st - Ice Knife, Witch Bolt </p><p>3rd - Invisibility, Snilloc’s Snowball Swarm</p><p>5th - Lightning Bolt, Tidal Wave</p><p>7th - Storm Sphere, Watery Sphere</p><p>9th - Cone of Cold, Maelstrom</p><p></p><p>Reasoning: Where the Stormborn Sorcerer is more generalized, large area effect and weather, the Sea Sorcerer in my mind is more focused and localized in their magic. Obviously there is a greater use of water and cold than the Stormborn Sorcerer (which is more about wind and lightning), but the curse of the Sea Sorcerer indicates importance with lightning and forced movement. Also, invisibility seemed to fit because it is as if the sorcerer turns into water and becomes invisible.</p><p></p><p><strong>Stone Sorcerer </strong></p><p><strong>Level - Spells</strong></p><p>1st - Earth Tremor, Shield of Faith </p><p>3rd - Maximilian’s Earthen Grasp, Spike Growth</p><p>5th - Erupting Earth, Meld Into Stone</p><p>7th - Stone Shape, Stoneskin</p><p>9th - Transmute Rock, Wall of Stone</p><p></p><p>Reasoning: I didn't really feel the Stone Sorcerer's expanded spell list represented stone magic so much as weapon or war magic. So Stone Sorcerer's in my game don't have access to that list, and instead gain these spells.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7025764, member: 59848"] So let me begin this with a disclaimer. This post is not about whether or not the Sorcerer Bloodline Spells (akin to Cleric Domain Spells) are good or bad, balanced or broken (I'm happy to engage in this discussion, just not as part of this thread). I personally believe that WotC had it right with the initial Stormborn Sorcerer as presented in UA, and this post follows this premise and works from this perspective. So I've created similar lists of Spells Known that sorcerers in my games get as related to their bloodlines. What I'm looking for is feedback on how closely the spells follow the theme associated with the sorcerer bloodline, and whether their may be better options. Let me know your thoughts. [B]Sorcerous Bloodline Magic:[/B] A sorcerer gains additional spells known related to the source or their power. These spells are gained automatically at the given level, do not count towards the normal number of spells a sorcerer can know, and cannot be traded out for new spells. [B]Dragon Sorcerer Level - Spells[/B] 1st - Burning Hands,* Detect Magic 3rd - Agnazaar’s Scorcher,* Enthrall 5th - Fear, Fireball* 7th - Elemental Bane**, Wall of Fire* 9th - Cone of cold*, Dominate Person * Damage type changes to type associated with your dragon heritage ** Damage type affected by spell is always the type associated with your dragon heritage Reasoning: Dragons are all about their breath weapon, but they are also creatures magic and inspire both awe and terror. I was trying to capture that aspect in their spell choices. [B]Wild Magic Sorcerer Level - Spells[/B] 1st- Chromatic Orb,* Hex 3rd - Crown of Madness, Mirror Image 5th - Counterspell, Hypnotic Pattern 7th - Confusion, Freedom of Movement 9th - Animate Objects, Circle of Power *Does not require Material Component, but must roll a d6 to randomly determine energy type of the spell damage. Reasoning: I did may best to capture spells that represent chaos, chance, madness, and the ability to bend the normal rules of physics and magic. This list was really difficult to design, so I'd definitely appreciate feedback for this list. [B]Stormborn Sorcerer Level - Spells[/B] 1st - Fog Cloud, Thunderwave 3rd - Gust of Wind, Warding Wind 5th - Call Lightning, Sleet storm 7th - Conjure Minor Elementals,* Ice Storm 9th - Conjure Elemental**, Control Winds * Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice mephits, or dust mephits with it. **Unless you gain this spell from another source, you can summon only air elementals with it. Reasoning: Another difficult list due to the overlap between the Stormborn Sorcerer and the Sea Sorcerer. I tried to make this list more about control over the weather and elements on larger scales. [B]Shadow Sorcerer Level - Spells[/B] 1st - Silent Image, Sleep 3rd - Darkness, Misty Step 5th - Major Image, Nondetection 7th - Dimension Door, Greater Invisibility 9th - Dream, Mislead Reasoning: In my mind, the Shadow Sorcerer is all about deception, illusion, teleportation, and trickery. [B]Phoenix Sorcerer Level - Spells[/B] 1st - Faerie Fire, Hellish Rebuke 3rd - Flame Blade, Flaming Sphere 5th - Daylight, Revivify 7th - Fire Shield, Wall of Fire 9th - Flame Strike, Immolation Reasoning: This was difficult due to the potential overlap with the Dragon Sorcerer. However, my thoughts are that dragons are more destructive and unrefined, while the fire of the Phoenix is more about creation, protection, and it much more focused. [B]Sea Sorcerer Level - Spells[/B] 1st - Ice Knife, Witch Bolt 3rd - Invisibility, Snilloc’s Snowball Swarm 5th - Lightning Bolt, Tidal Wave 7th - Storm Sphere, Watery Sphere 9th - Cone of Cold, Maelstrom Reasoning: Where the Stormborn Sorcerer is more generalized, large area effect and weather, the Sea Sorcerer in my mind is more focused and localized in their magic. Obviously there is a greater use of water and cold than the Stormborn Sorcerer (which is more about wind and lightning), but the curse of the Sea Sorcerer indicates importance with lightning and forced movement. Also, invisibility seemed to fit because it is as if the sorcerer turns into water and becomes invisible. [B]Stone Sorcerer Level - Spells[/B] 1st - Earth Tremor, Shield of Faith 3rd - Maximilian’s Earthen Grasp, Spike Growth 5th - Erupting Earth, Meld Into Stone 7th - Stone Shape, Stoneskin 9th - Transmute Rock, Wall of Stone Reasoning: I didn't really feel the Stone Sorcerer's expanded spell list represented stone magic so much as weapon or war magic. So Stone Sorcerer's in my game don't have access to that list, and instead gain these spells. [/QUOTE]
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