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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Khaalis" data-source="post: 1383145" data-attributes="member: 2167"><p><strong>REVISION UPDATE</strong></p><p></p><p>This is an alternate version of the base Sorcerer class as presented in the 3.5 Edition <u>Player’s Handbook</u>. The current version of the Sorcerer has very little to do with the material provided in the class description. This alternate version of the sorcerer is designed to allow for a sorcerer mechanic that matches the descriptions of the class as described in the <u>Player’s Handbook</u>, and that is to show a link between the sorcerer’s abilities and their heritage as well as to give the sorcerer more balance with the other core classes. </p><p></p><p><span style="color: darkorange"><strong>GAME RULE INFORMATION</strong></span> </p><p>Sorcerers have the following game statistics.</p><p><strong>Abilities: </strong> Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier. </p><p><strong>Alignment: </strong> Any</p><p><strong>Hit Die: </strong> d6</p><p></p><p><span style="color: darkorange"><strong>CLASS SKILLS</strong></span></p><p>The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, and Sense Motive.</p><p><strong>Skill Points for 1st Level: </strong> (4+INT modifier) x4</p><p><strong>Skill Points at Each Additional Level: </strong> 4+INT modifier</p><p></p><p><strong>BAB: </strong> Poor</p><p><strong>SAVES: </strong> Will Good</p><p>1….. Aura, Lineage, Spells</p><p>2….. Arcane Sense</p><p>3….. -----</p><p>4….. Strength of Magic </p><p>5….. -----</p><p>6….. Innate Ability (1st) </p><p>7….. -----</p><p>8….. Lineage Ability</p><p>9….. -----</p><p>10… Innate Ability (2nd) </p><p>11… -----</p><p>12… -----</p><p>13… -----</p><p>14… Innate Ability (3rd)</p><p>15… -----</p><p>16… -----</p><p>17… Lineage Ability</p><p>18… -----</p><p>19… -----</p><p>20… Perfect Self</p><p></p><p><span style="color: darkorange"><strong>CLASS FEATURES</strong></span></p><p>All of the following are class features for the Sorcerer.</p><p></p><p><strong>Weapon and Armor Proficiency: </strong> Sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons but not with light armor nor with shields. </p><p></p><p><strong>Spells: </strong> A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their lineage and archetype. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).</p><p>..........To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.</p><p>..........Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on “Table 3-16: The Sorcerer” in the <u>Player’s Handbook</u>. In addition, he receives bonus spells per day if he has a high Charisma score.</p><p>..........A sorcerer’s selection of spells is extremely limited. A Sorcerer begins play knowing six 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the sorcerer has access to. </p><p>..........Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.</p><p>..........Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. This is referred to as Spell Evolution. This concept is based on the concept of spell paths (by Sean K. Reynolds), a series of spells that build and grow upon the same basic premise. When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell. They may then fill the abandoned spell slot with another spell that is available to them of the same spell level. A sorcerer can only upgrade one spell in this manner at any given level, even if they have multiple options for upgrading. </p><p>[<strong>Example:</strong> Vond is a Sor5 who knows the <em>invisibility</em> spell. Upon reaching Sor6 he chooses to acquire a new 3rd-level spell known as one of his 2 new spells. <em>Invisibility</em> is a 2nd-level spell on the “Path of Invisibility” and <em>invisibility sphere</em> is a 3rd-level spell on that spell-path. Vond decides to upgrade his <em>invisibility</em> to <em>invisibility sphere</em>, which uses his new 3rd-level spell known slot. However, he now has an open spell known slot at 2nd level (formerly occupied by <em>invisibility</em>), which he may use to learn any other 2nd-level spell available to him.]</p><p>..........Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.</p><p>..........Also unlike wizards or cleric, the sorcerer’s innate magic serves as the focus for most common spells. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1gp, the sorcerer must have the material component at hand to cast the spell, just as normal.</p><p></p><p><strong>Aura (Ex): </strong> Sorcerers have a particularly powerful aura of magic about them since they are a focus of innate raw magic. When viewed by <em>detect magic</em> or <em>arcane sight</em> the sorcerer radiates with the presence of a single magical aura of universal origin unless the sorcerer is of a lineage that lends them to a specific type of magic that can be read with <em>detect magic</em>, such as a General Abjurer Sorcerer will radiate an abjuration aura. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).</p><p></p><p><strong>Lineage: </strong> Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage. See “<strong>Table: Sorcerer Lineages</strong>” for the details of the sorcerer lineages.</p><p></p><p><strong>Arcane Sense (Su): </strong> The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 2nd level, the sorcerer’s senses allow them to see as if using <em>detect magic</em> (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).</p><p></p><p><strong>Strength of Magic (Su): </strong> The sorcerer’s magic runs strongly through their blood. The innate nature of a sorcerer’s magical focus protects them from magical attacks. At 4th level, the sorcerer gains a competence bonus to all saving throws against spells or spell-like effects equal to their Charisma modifier.</p><p></p><p><strong>Innate Ability (Sp): </strong> The sorcerer is a manifestation of innate magic prowess. This innate magic grows in them slowly and eventually becomes a part of them. At 6th level, the sorcerer’s 1st level lineage spell becomes a spell-like ability, that may be used a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. The spell-like ability is used at the sorcerer's character level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is Charisma based.</p><p>..........When this lineage spell becomes a spell-like ability, the sorcerer “loses” the spell as a known spell. This leaves the sorcerer with an empty 1st level spell slot that they may fill with any new 1st level spell available to them. </p><p>..........If the spell-like ability spell has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the spell-like ability spell has a material component with negligible cost (under 1gp), they do not need the focus to use the spell-like ability. If the innate ability has a material component for which a gold piece value is given, the sorcerer needs that component to use the spell-like ability. </p><p>..........Since this is a spell-like ability and not an actual spell, it cannot be convert into any other spell nor given up to pay a spell slot cost, nor can it be converted to a signature spell.</p><p>..........As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 of the <u>Monster Manual</u>).</p><p>..........At 10th level, the sorcerer’s 2nd level lineage spell evolves into a spell-like ability, and at 14th level, the sorcerer’s 3rd level lineage spell evolves into a spell-like ability</p><p></p><p><strong>Perfect Self (Ex): </strong> At 20th level, a sorcerer becomes a magical creature. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the sorcerer gains damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the sorcerer can still be brought back from the dead as if they were a member of their previous creature type.</p><p></p><p></p><p><span style="color: darkorange"><strong>EXAMPLE LINEAGES</strong></span></p><p></p><p><strong><u>GENERAL LINEAGE</u>:</strong> The sorcerer's magical lineage is so old or so mixed that it has no overtly obvious source and takes on a more broad effect for the sorcerer.</p><p><strong>Benefit: Metamagic Use: </strong> Gain one metamagic feat of choice from either: Eschew Materials, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any lineage spell (and only lineage spells) the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.</p><p><strong>Special Limitation: </strong> Sorcerers of this lineage, though adepts at a certain style of magic, are also inept in some areas. The sorcerer must choose any one school of magic that they cannot cast spells from, use spell-like abilities from or use spell completion or spell trigger items from. This school of choice can be any school other than Divination or Universal.</p><p><strong>Lineage Spells: </strong> The sorcerer has a specific affinity for a theme of magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity from the following choices. </p><p style="margin-left: 20px"><em></em></p> <p style="margin-left: 20px"><em><strong>Abjuration: </strong> 0-resistance; 1st-shield; 2nd-resist energy; 3rd-dispel magic; 4th-remove curse; 5th-Mordenkainen’s private sanctum; 6th-greater dispel magic; 7th-banishment; 8th-mind blank; 9th-prismatic sphere</em></p> <p style="margin-left: 20px"><em><strong>Antimagic: </strong> 0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction</em></p> <p style="margin-left: 20px"><em><strong>Battle: </strong> 0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop</em></p> <p style="margin-left: 20px"><em><strong>Conjuration: </strong> 0-acud splash; 1st-mage armor; 2nd-web; 3rd-stinking cloud; 4th-summon monster IV; 5th-wall of stone; 6th-acid fog; 7th-summon monster VII; 8th-maze; 9th-gate</em></p> <p style="margin-left: 20px"><em><strong>Divination: </strong> 0-read magic; 1st-detect secret doors; 2nd-see invisibility; 3rd-arcane sight; 4th-arcane eye; 5th-prying eyes; 6th-true seeing; 7th-greater arcane sight; 8th-discern location; 9th-foresight</em></p> <p style="margin-left: 20px"><em><strong>Enchantment: </strong> 0-daze; 1st-charm person; 2nd-Tasha’s hideous laughter; 3rd-suggestion; 4th-confusion; 5th-hold monster; 6th-greater heroism; 7th-insanity; 8th-mass charm monster; 9th-dominate monster</em></p> <p style="margin-left: 20px"><em><strong>Evocation: </strong> 0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand</em></p> <p style="margin-left: 20px"><em><strong>Illusion: </strong> 0-ghost sound; 1st-disguise self; 2nd-invisibility; 3rd-major image; 4th-phantasmal killer; 5th-shadow evocation; 6th-mislead; 7th-mass invisibility; 8th-scintillating pattern; 9th-shades</em></p> <p style="margin-left: 20px"><em><strong>Necromancy: </strong> 0-disrupt undead; 1st-ray of enfeeblement; 2nd-false life; 3rd-vampiric touch; 4th-fear; 5th-waves of fatigue; 6th-circle of death; 7th-control undead; 8th-horrid wilting; 9th-energy drain</em></p> <p style="margin-left: 20px"><em><strong>Transmutation: </strong> 0-mage hand; 1st-expeditious retreat; 2nd-levitate; 3rd-haste; 4th-polymorph; 5th-baleful polymorph; 6th-disintegrate; 7th-reverse gravity; 8th-iron body; 9th-shapechange</em></p> <p style="margin-left: 20px"></p><p><strong>Lineage Abilities: </strong> The sorcerer’s affinity with magic grows over time. At 8th level the sorcerer gains spell resistance equal to the sorcerer’s class level. At 17th level the sorcerer’s spell resistance increases to 10+ the sorcerer’s class level.</p><p></p><p></p><p><strong><u>CELESTIAL LINEAGE</u>: </strong> Celestial sorcerers are the descendant of a celestial outsider such as an angel far in their family’s past. Celestial sorcerers gain the following abilities and restrictions.</p><p><strong>Benefit: </strong> Celestial sorcerers gain Knowledge (Religion) as a class skill as well as gaining Celestial as a bonus language. They may also detect evil (as the spell), as a spell-like ability, at will. Celestial sorcerers may learn any spell with the Light or Good descriptor as well as any spell from the Good cleric domain. </p><p><strong>Special Limitation: </strong> Celestial sorcerers are strongly affected by their sorcerer blood. Due to this they may not be of any evil alignment nor may they take any Prestige Class or Template that involves racial or heredity related abilities unless they are specifically Celestial oriented (for example cannot take Half-Dragon). The celestial sorcerer may never learn any spell, spell-like ability, nor use any item that activates a spell or spell-like ability with the Evil or Darkness descriptor nor that belongs to the Evil cleric domain or Fiendish Lineage spell list (unless it is the same as one on the Celestial Lineage spell list).</p><p><strong>Lineage Spells: </strong> The sorcerer has a specific affinity with celestial magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Celestial Lineage spell list.</p><p><strong>Celestial Lineage Spell List: </strong> <em>0–light; 1st-bless; 2nd-consecrate; 3rd-searing light; 4th-lesser planar ally; 5th-true seeing; 6th-planar ally; 7th-holy word; 8th-holy aura; 9th-gate</em></p><p><strong>Lineage Abilities: </strong> The sorcerer’s affinity with their celestial lineage grows over time. At 8th level the sorcerer gains a permanent celestial aura as a supernatural ability that provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. It also functions in the same manner as a protection from evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn. At 17th level the sorcerer’s celestial aura improves to provide a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a magic circle against evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1383145, member: 2167"] [b]REVISION UPDATE[/b] This is an alternate version of the base Sorcerer class as presented in the 3.5 Edition [u]Player’s Handbook[/u]. The current version of the Sorcerer has very little to do with the material provided in the class description. This alternate version of the sorcerer is designed to allow for a sorcerer mechanic that matches the descriptions of the class as described in the [u]Player’s Handbook[/u], and that is to show a link between the sorcerer’s abilities and their heritage as well as to give the sorcerer more balance with the other core classes. [color=darkorange][b]GAME RULE INFORMATION[/b][/color] Sorcerers have the following game statistics. [b]Abilities: [/b] Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier. [b]Alignment: [/b] Any [b]Hit Die: [/b] d6 [color=darkorange][b]CLASS SKILLS[/b][/color] The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, and Sense Motive. [b]Skill Points for 1st Level: [/b] (4+INT modifier) x4 [b]Skill Points at Each Additional Level: [/b] 4+INT modifier [b]BAB: [/b] Poor [b]SAVES: [/b] Will Good 1….. Aura, Lineage, Spells 2….. Arcane Sense 3….. ----- 4….. Strength of Magic 5….. ----- 6….. Innate Ability (1st) 7….. ----- 8….. Lineage Ability 9….. ----- 10… Innate Ability (2nd) 11… ----- 12… ----- 13… ----- 14… Innate Ability (3rd) 15… ----- 16… ----- 17… Lineage Ability 18… ----- 19… ----- 20… Perfect Self [color=darkorange][b]CLASS FEATURES[/b][/color] All of the following are class features for the Sorcerer. [b]Weapon and Armor Proficiency: [/b] Sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons but not with light armor nor with shields. [b]Spells: [/b] A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their lineage and archetype. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below). ..........To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. ..........Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on “Table 3-16: The Sorcerer” in the [u]Player’s Handbook[/u]. In addition, he receives bonus spells per day if he has a high Charisma score. ..........A sorcerer’s selection of spells is extremely limited. A Sorcerer begins play knowing six 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the sorcerer has access to. ..........Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. ..........Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. This is referred to as Spell Evolution. This concept is based on the concept of spell paths (by Sean K. Reynolds), a series of spells that build and grow upon the same basic premise. When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell. They may then fill the abandoned spell slot with another spell that is available to them of the same spell level. A sorcerer can only upgrade one spell in this manner at any given level, even if they have multiple options for upgrading. [[b]Example:[/b] Vond is a Sor5 who knows the [i]invisibility[/i] spell. Upon reaching Sor6 he chooses to acquire a new 3rd-level spell known as one of his 2 new spells. [i]Invisibility[/i] is a 2nd-level spell on the “Path of Invisibility” and [i]invisibility sphere[/i] is a 3rd-level spell on that spell-path. Vond decides to upgrade his [i]invisibility[/i] to [i]invisibility sphere[/i], which uses his new 3rd-level spell known slot. However, he now has an open spell known slot at 2nd level (formerly occupied by [i]invisibility[/i]), which he may use to learn any other 2nd-level spell available to him.] ..........Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. ..........Also unlike wizards or cleric, the sorcerer’s innate magic serves as the focus for most common spells. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1gp, the sorcerer must have the material component at hand to cast the spell, just as normal. [b]Aura (Ex): [/b] Sorcerers have a particularly powerful aura of magic about them since they are a focus of innate raw magic. When viewed by [i]detect magic[/i] or [i]arcane sight[/i] the sorcerer radiates with the presence of a single magical aura of universal origin unless the sorcerer is of a lineage that lends them to a specific type of magic that can be read with [i]detect magic[/i], such as a General Abjurer Sorcerer will radiate an abjuration aura. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level). [b]Lineage: [/b] Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage. See “[b]Table: Sorcerer Lineages[/b]” for the details of the sorcerer lineages. [b]Arcane Sense (Su): [/b] The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 2nd level, the sorcerer’s senses allow them to see as if using [i]detect magic[/i] (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description). [b]Strength of Magic (Su): [/b] The sorcerer’s magic runs strongly through their blood. The innate nature of a sorcerer’s magical focus protects them from magical attacks. At 4th level, the sorcerer gains a competence bonus to all saving throws against spells or spell-like effects equal to their Charisma modifier. [b]Innate Ability (Sp): [/b] The sorcerer is a manifestation of innate magic prowess. This innate magic grows in them slowly and eventually becomes a part of them. At 6th level, the sorcerer’s 1st level lineage spell becomes a spell-like ability, that may be used a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. The spell-like ability is used at the sorcerer's character level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is Charisma based. ..........When this lineage spell becomes a spell-like ability, the sorcerer “loses” the spell as a known spell. This leaves the sorcerer with an empty 1st level spell slot that they may fill with any new 1st level spell available to them. ..........If the spell-like ability spell has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the spell-like ability spell has a material component with negligible cost (under 1gp), they do not need the focus to use the spell-like ability. If the innate ability has a material component for which a gold piece value is given, the sorcerer needs that component to use the spell-like ability. ..........Since this is a spell-like ability and not an actual spell, it cannot be convert into any other spell nor given up to pay a spell slot cost, nor can it be converted to a signature spell. ..........As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 of the [u]Monster Manual[/u]). ..........At 10th level, the sorcerer’s 2nd level lineage spell evolves into a spell-like ability, and at 14th level, the sorcerer’s 3rd level lineage spell evolves into a spell-like ability [b]Perfect Self (Ex): [/b] At 20th level, a sorcerer becomes a magical creature. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the sorcerer gains damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the sorcerer can still be brought back from the dead as if they were a member of their previous creature type. [color=darkorange][b]EXAMPLE LINEAGES[/b][/color] [b][u]GENERAL LINEAGE[/u]:[/b] The sorcerer's magical lineage is so old or so mixed that it has no overtly obvious source and takes on a more broad effect for the sorcerer. [b]Benefit: Metamagic Use: [/b] Gain one metamagic feat of choice from either: Eschew Materials, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any lineage spell (and only lineage spells) the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot. [b]Special Limitation: [/b] Sorcerers of this lineage, though adepts at a certain style of magic, are also inept in some areas. The sorcerer must choose any one school of magic that they cannot cast spells from, use spell-like abilities from or use spell completion or spell trigger items from. This school of choice can be any school other than Divination or Universal. [b]Lineage Spells: [/b] The sorcerer has a specific affinity for a theme of magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity from the following choices. [indent][i] [b]Abjuration: [/b] 0-resistance; 1st-shield; 2nd-resist energy; 3rd-dispel magic; 4th-remove curse; 5th-Mordenkainen’s private sanctum; 6th-greater dispel magic; 7th-banishment; 8th-mind blank; 9th-prismatic sphere [b]Antimagic: [/b] 0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction [b]Battle: [/b] 0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop [b]Conjuration: [/b] 0-acud splash; 1st-mage armor; 2nd-web; 3rd-stinking cloud; 4th-summon monster IV; 5th-wall of stone; 6th-acid fog; 7th-summon monster VII; 8th-maze; 9th-gate [b]Divination: [/b] 0-read magic; 1st-detect secret doors; 2nd-see invisibility; 3rd-arcane sight; 4th-arcane eye; 5th-prying eyes; 6th-true seeing; 7th-greater arcane sight; 8th-discern location; 9th-foresight [b]Enchantment: [/b] 0-daze; 1st-charm person; 2nd-Tasha’s hideous laughter; 3rd-suggestion; 4th-confusion; 5th-hold monster; 6th-greater heroism; 7th-insanity; 8th-mass charm monster; 9th-dominate monster [b]Evocation: [/b] 0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand [b]Illusion: [/b] 0-ghost sound; 1st-disguise self; 2nd-invisibility; 3rd-major image; 4th-phantasmal killer; 5th-shadow evocation; 6th-mislead; 7th-mass invisibility; 8th-scintillating pattern; 9th-shades [b]Necromancy: [/b] 0-disrupt undead; 1st-ray of enfeeblement; 2nd-false life; 3rd-vampiric touch; 4th-fear; 5th-waves of fatigue; 6th-circle of death; 7th-control undead; 8th-horrid wilting; 9th-energy drain [b]Transmutation: [/b] 0-mage hand; 1st-expeditious retreat; 2nd-levitate; 3rd-haste; 4th-polymorph; 5th-baleful polymorph; 6th-disintegrate; 7th-reverse gravity; 8th-iron body; 9th-shapechange[/i] [/indent] [b]Lineage Abilities: [/b] The sorcerer’s affinity with magic grows over time. At 8th level the sorcerer gains spell resistance equal to the sorcerer’s class level. At 17th level the sorcerer’s spell resistance increases to 10+ the sorcerer’s class level. [b][u]CELESTIAL LINEAGE[/u]: [/b] Celestial sorcerers are the descendant of a celestial outsider such as an angel far in their family’s past. Celestial sorcerers gain the following abilities and restrictions. [b]Benefit: [/b] Celestial sorcerers gain Knowledge (Religion) as a class skill as well as gaining Celestial as a bonus language. They may also detect evil (as the spell), as a spell-like ability, at will. Celestial sorcerers may learn any spell with the Light or Good descriptor as well as any spell from the Good cleric domain. [b]Special Limitation: [/b] Celestial sorcerers are strongly affected by their sorcerer blood. Due to this they may not be of any evil alignment nor may they take any Prestige Class or Template that involves racial or heredity related abilities unless they are specifically Celestial oriented (for example cannot take Half-Dragon). The celestial sorcerer may never learn any spell, spell-like ability, nor use any item that activates a spell or spell-like ability with the Evil or Darkness descriptor nor that belongs to the Evil cleric domain or Fiendish Lineage spell list (unless it is the same as one on the Celestial Lineage spell list). [b]Lineage Spells: [/b] The sorcerer has a specific affinity with celestial magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Celestial Lineage spell list. [b]Celestial Lineage Spell List: [/b] [i]0–light; 1st-bless; 2nd-consecrate; 3rd-searing light; 4th-lesser planar ally; 5th-true seeing; 6th-planar ally; 7th-holy word; 8th-holy aura; 9th-gate[/i] [b]Lineage Abilities: [/b] The sorcerer’s affinity with their celestial lineage grows over time. At 8th level the sorcerer gains a permanent celestial aura as a supernatural ability that provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. It also functions in the same manner as a protection from evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn. At 17th level the sorcerer’s celestial aura improves to provide a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a magic circle against evil spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn. Thoughts? [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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