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Essence of the Angels: A number of times equal to his cha mod, the sorceror may infuse a spell with extra energy from his angelic ancestors. The spell is treated with a +1 caster level.
And this is not really a new mechanic, as the cleric good domain grants a +1 to caster level to all good spells... so players already know how to handle +1 caster levels, we are just changing when they can use and what spells they can use it on.
As has been mentioned, this is a pretty weak ability. I would almost lean toward it being a permanent ability if we go with this, or the very minimum of 3+Cha/day.
About the added spell repetior. Khaalis, didn't you say that most people wanted us to limit the sorc's list? And yet, we are allowing them to access any good spell? But also, why are we really including a lineage spell list, if we are just giving them all this customability?
We have to remember conciseness again... I had worried early on that people would have to start flipping pages and pages to figure out to compare each lineage and it was going to get complicated. And now when a sorc picks this lineage, they have all these new spells to look at from both their own, and clerical lists. Its too much imo.
This is one point I have to make a personal statement from a game design point of view. Simplicity is one thing, worrying about people’s laziness is another.
The system is currently basic and simple in design, not very different from a domain, except that it grants domain “powers” at 1st, 8th, & 14th instead of just 1st.
In your example of the Good Domain, it grants a bonus to all Good Spells. Is there anywhere in the PHB that prepares a predefined list of just good spells? No. It is left to the player to do their homework. We don’t have to hand-hold every player as if they are stupid, uneducated or lazy. Sure there are some that may fit those molds, but we shouldn’t penalize the rest of the community, nor should we cater to those that fit these other molds. Especially since all characters have to sit and weigh options. 3E is based on the concept of choices. A fighter has to sit and do a fair amount of homework on feats to be well designed. A Wizard has to do quite a bit of homework to figure out not only the spells they have in their spellbook, but how to arrange those into daily preparation lists. If a player playing a sorcerer cannot look at a spell list other than the Sorcerer/Wizard list because it is too much work – they shouldn’t be playing a spellcaster in the first place. And if we begin to remove game design aspects because we feel people are too lazy to do the basic research involved in their class/classes – then we shouldn’t be doing game designing.
As for the spell specifics in this case. Yes the Celestial is being granted to good and light spells, but they are also being banned from evil and darkness spells - balance. A part of the sorcerer flavor is the access to exotic spells. It also fits the entire “lineage” aspect if that lineage taint that grants them their magic has some influence on the magic. The difference between the lineage list and allowing specific access is simple. The lineage spells “Dictate” powers that manifest in sorcerers of that particular lineage – they are an “embodiment” of how celestial blood manifests within sorcerers. However – does this mean that it is the ONLY celestial oriented powers a sorcerer may manifest? No. The sorcerer should have the option to have a strong or weak celestial effect on their spells. Some will ignore it and choose all of the standard sorcerer spell choices. Others will instead go for flavor and expand on the power inherent within their lineage. This “mechanic” also continues to provide a sense of logic and balance into the core concept of Muliclassing and magic item use.
As to the specific list:
Good/Light Spells Sorcerer:
Dancing Lights (Light) Sor0
Flare (Light) Sor0
Light (Light) Sor0
Protection from Evil (Good) Sor1
Daylight (Light) Sor3
Magic Circle against Evil (Good) Sor3
Sunburst (Light) Sor8
Good/Light Spells Non-Sorcerer:
Bless Water (Good) Clr1
Faerie Fire (Light) Drd1
Consecrate (Good) Clr2
Holy Smite (Good) Good4
Holy Sword (Good) Pal4
Dispel Evil (Good) Clr5
Hallow (Good) Clr5
Holy Word (Good) Clr7
Sunbeam (Light) Drd7
Holy Aura (Good) Clr8
So they gain 10 spells to their available spell list from outside the Sorcerer list, and most are not that powerful to begin with.
Evil/Darkness Spells Sorcerer:
Protection from Good (Evil) Sor1
Darkness (Darkness) Sor2
Magic Circle against Good (Evil) Sor3
Animate Dead (Evil) Sor4
Contagion (Evil) Sor4
Symbol of Pain (Evil) Sor5
Create Undead (Evil) Sor6
Eyebite (Evil) Sor6
Create Greater Undead (Evil) Sor8
Evil/Darkness Spells Non-Sorcerer:
Curse Water (Evil) Clr1
Deathwatch (Evil) Clr1
Death Knell (Evil) Clr2
Desecrate (Evil) Clr2
Deeper Darkness (Darkness) Clr3
Unholy Blight (Evil) Evil4
Dispel Good (Evil) Clr5
Unhallow (Evil) Clr5
Blasphemy (Evil) Clr7
Unholy Aura (Evil) Clr8
In exchange for the 10 new spells they loose access to 9 sorcerer spells. As well as any ability to use another 10 spells even if multiclassed or as magical items.
I am also thinking of adding…
Shadow, Death & Fear as a restricted Types:
Sorcerer
Cause Fear (Fear) Sor1
Scare (Fear) Sor2
Fear (Fear) Sor4
Phantasmal Killer (Fear) Sor4
Shadow Conjuration (Shadow) Sor4
Shadow Evocation (Shadow) Sor5
Circle of Death (Death) Sor6
Shadow Walk (Shadow) Sor6
Symbol of Fear (Fear) Sor6
Finger of Death (Death) Sor7
Project Image (Shadow) Sor7
Shadow Conjuration, Greater (Shadow) Sor7
Simulacrum (Shadow) Sor7
Shadow Evocation, Greater (Shadow) Sor8
Symbol of Death (Death) Sor8
Power Word Kill (Death) Sor9
Shades (Shadow) Sor9
Wail of the Banshee (Death) Sor9
Weird (Fear) Sor9
Non-Sorcerer
Bane (Fear) Clr1
Destruction (Death) Clr7
Doom (Fear) Clr1
Slay Living (Death) Clr5
That bans another 19 sorcerer spells and 4 mutliclass/magic item spells, bring the total to:
* 10 Sorcerer Spells Acquired from outside the Sorcerer list
* 28 Sorcerer Spells Lost
* 14 Spells inaccessible via multiclassing or magic items use
I would say this does a fine job of limiting the sorcerer’s spell list in a reasonable and logical manner related to their lineage. This is no more work than any other spellcaster choosing spells especially if they are restricted by PrC selections. This took me but a few minutes to scan the spells (took me 10 times as long to type it up).
Gordo said:
hi folks. my 1st post here.
Welcome!
here's the root of the problem for me. this model doesn’t change how the sorceror uses magic. s/he still has spell slots {snip} this model still has them wagging their fingers around and chanting mumbo-jumbo to cast spells – and I think that all of this is still too close to wizards and how they do it. Kudos for easing the spell components restrictions, but to me, they should be gone completely. {snip} Basically, to sum up, I’d like sorcerors to have no spell slots, use power points; have a diff list of spells w/an easier ability to make up individual one of their own; have no material or somatic components; but have a tough concentration requirement and a distinct tell.
The reason for this has been discussed in the previous threads, however to summarize…
It was felt that this version of the sorcerer needed to be something that could be substituted into the PHB as a direct replacement for the core sorcerer. To do that, we are unfortunately bound by the existing magic system. Do I agree with it? No, not personally, but it is a design mechanic that we must stick with if the alt.core build is to be acceptable as a replacement to the core class.
Now note that this thread will eventually carry on to an Advanced Alt.Sorcerer (similar in nature to the advanced rules sets used in the
Unearthed Arcanan and likely in the coming “Advanced” Handbook by Green Ronin. My original version of an alt.sorcerer (and likely my ultimate version in-house) utilizes the Spell Slot system but as Spell-Like Abilities. Thus, no components – which basically makes them similar to psionics, being activated by sheer will (or force of personality as it may be). I may also offer a spell-point variant as an advanced option as well, but it will likely be modified from the UA/Psionics system. Another system I am toying with is a rules derivative that allows the sorcerer to have spells that they know like the back of their hand (standard spells known) and can use as Spell-Like Abilities, but possibly as a Metamagic style ability - they also have the ability to craft a spell-effect on-the-fly (using core spells) that requires a combined spellcraft/concentration role and that has other associated costs similar to metamagic, say for example costs a slot one level higher than it would normally cost.
As for the spell system, again we are bound by what exists in the core books if we are to stick to the Mission of this thread. We want a class that makes sense to the flavor of the sorcerer, that works within the bounds of the core system, and that is balanced to the other classes in the core rules. To do that we are bound by the current spell lists.
For those that are seeking a TRUE Freeform spellcaster, where you make up spells on the fly, I would suggest reading the “Chaos Mage” book by Mongoose.
The observant among you may have noticed that my conception of sorcerors borders on the wotc definition of a psion. Guilty. But they failed so miserably defining the psion that the class is worthless. Think the 3E & 3.5E sorceror is weak? Play the psion. And the whole “psionics is different/no, it’s not” debate is tiresome and stupid.
I would disagree that the argument in and of itself is stupid. It is designed this way to leave it to the DM’s campaign style. There are many literary references to both styles and many people want to be able to define themselves if Psionics is nothing more than magic or if it is something entirely different. For example in the new Realms Players Guide – it specifically states that Psionics IS magic, but that comes from within each individual Psion rather than from the weave/shadow-weave. Thus, it is effected by all rules that apply to magic – with the exception that the Psion cannot be denied their magic on the whim of Mystra or Shar. Now personally I would say in this world then, that EITHER Psions or Sorcerers exists as a mechanic as they are both being defined as the same thing. For such a ruling, we would have to turn to an advanced rules set and find a way to combine the 2 classes into one concept that works as well as a revamp of the psionic system to allow for more “spell-like” flexibility. Now once we see the revised psionic rules, much of the psion may be fixed.
IMC, I already have a slimmed down Sorcerer spell list based on Monte Cooke’s Eldritch books.
I have re-looked at the Monte list again, and I just find it too restrictive on an arbitrary basis. I don’t see a lot of logic behind the spell restrictions.
Interesting points from Gordo. Long ago I used to be all for power points,
until I saw how WotC implemented them. I don't like them in the psionics book, and I don't like them in unearthed arcana either. The reasons aren't important, and I don't want to sidetrack the thread.
Out of curiosity have you seen the Power Point System from AEG’s
Magic?
I'll just offer up Monte Cook's Arcana Unearthed and World of Time d20 as counterexamples of how the spell slot mechanic can offer a good balance between flexibility and power.
Solution: adopt the Arcana Unearthed rule for sorcerers:
I) 3 slots of level N can be traded up to one of level N+1
II) 1 slot of level N can be split into two slots of level N-1
IIa) Slots derived by splitting a higher-level spell can't be further split!
I don’t have Wheel of Time, so I have no reference there, but I personally am not a big fan of the AU spell mechanic. That’s just a personal note, but I find it to be a bit clunky. I will need to go back and re-read it but if I am remembering correctly off the top of my head, you have basically two tables – a spells known and a spells prepared?
Where do the 1, 2 and 2a options above come from in the AU?
Sorcerers should have a more restricted spell list, with focus on manipulation of raw power/energy and fewer spells with 'academic' feel.
Personally, what I see in the sorcerer is the potential for nearly infinite variety! I'd be more inclined to open up their spell list to allow them to learn any existing spell, so that each sorcerer is fully customized to the player's conception of their background and bloodline. There are a couple of things (cure spells for example) that would need to be restricted or otherwise reined in, but not too many. Almost any spell can be justified with a bit of flavor text or a tweak to the campaign world, and there are a lot of 'academic' spells out there that are used as spell-like abilities by powerful monsters (Symbol, Gate, etc.). The upshot is that while there is many a flash-bang sorcerer out there, I like a world in which there are also shadow sorcerers, psion-sorcerers, "lucky" sorcerers, fey sorcerers, and many other player concepts.
The only way t have infinite variety is to base a free-form magic system off of the flavor quote:
“Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”
This as I mentioned before has been attempted b Mongoose’s Chaos Mage.
As for flavor sorcerers – I obviously agree.

I may take a shot at the Shadow sorcerer. The Psion sorcerer is already covered pretty well.