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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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<blockquote data-quote="fuindordm" data-source="post: 1413519" data-attributes="member: 5435"><p>In AU all spellcasters have a "spells readied" and a "spells per day" table. Spells readied act just like a sorcerer's spells known, except that they can be changed any time the spellcaster has a bit of time to do so. (An hour, I think)</p><p></p><p>In AU splitting/merging slots like this is called "unraveling" and "weaving". It's somewhere in the magic chapter, since it's something all the spellcasting classes can do.</p><p></p><p>In D&D you can already use any higher-level slot to cast a lower-level spell; this version is less "wasteful". On the AU boards, I've heard that the largest side-effect is that casters rarely end the day with any spells left at all, since you can usually find a combination of slots that will get you the spell level you need. And the 3:1 ratio to trade up is pretty harsh. A 5th-level caster that is out of 3rd level spells but needs just one more fireball can do it at the cost of 3 1st level spells (= 1 2nd level) and 2 2nd level spells. You won't be able to do much afterwards, though!</p><p></p><p>If this were a class feature of sorcerers it would go a long way towards making their spellcastinng seem more "free-form" and less formulaic. It obviously wouldn't work for any class that has to prepare spells.</p><p></p><p>--------------</p><p></p><p>Here's an attempt at the shadow sorcerer:</p><p></p><p>Shadow lineage:</p><p></p><p>Some sorcerers derive their power from a close connection to the plane of Shadow, that connects our own plane to a host of alternate universes. Most people fear shadow sorcerers because they associate powers of darkness with evil and the undead. Such sorcerers are certainly possible; there have been examples in the past of people tainted by an undead bloodline manifesting similar abilities. Most shadow sorcerers, however, are those whose lineage derives from an outsider native to the plane of shadow, or an ancestor with long exposure to this inhospitable realm.</p><p></p><p>Spell Access: The shadow sorcerer can learn any spell with the darkness or shadow descriptors. They cannot learn spells with the light descriptor.</p><p>Lineage gifts: Hide is a class skill, the sorcerer gains low-light vision if they don't already have it.</p><p>Lineage Ability: The sorcerer has a particular affinity for shadow and darkness, and can function more effectively therein. Against oppenents with concealment due to natural or magical darkness and shadow, decrease the miss chance by 10%. Oppenents attacking the sorcerer in such conditions suffer a miss chance 10% greater than normal.</p><p>Improved Lineage Ability: The benefits specified above double to 20%; the sorcerer therefore suffers no miss chance against opponents in shadowy illumination.</p><p>Greater Lineage Ability: Cloak of Shadow. The sorcerer gains the Hide in Plain Sight and Shadow Jump abilities of a 10th level shadowdancer. They seem to absorb light, always appearing more dimly lit than their environment. This unsettling aspect also gives them a +2 circumstance bonus to intimidate checks.</p><p>Lineage domain: Cause Fear, Darkness, Deeper Darkness, Shadow Conjuration, Shadow Evocation, Shadow Walk, Greater Teleport, Discern Location, Shades.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1413519, member: 5435"] In AU all spellcasters have a "spells readied" and a "spells per day" table. Spells readied act just like a sorcerer's spells known, except that they can be changed any time the spellcaster has a bit of time to do so. (An hour, I think) In AU splitting/merging slots like this is called "unraveling" and "weaving". It's somewhere in the magic chapter, since it's something all the spellcasting classes can do. In D&D you can already use any higher-level slot to cast a lower-level spell; this version is less "wasteful". On the AU boards, I've heard that the largest side-effect is that casters rarely end the day with any spells left at all, since you can usually find a combination of slots that will get you the spell level you need. And the 3:1 ratio to trade up is pretty harsh. A 5th-level caster that is out of 3rd level spells but needs just one more fireball can do it at the cost of 3 1st level spells (= 1 2nd level) and 2 2nd level spells. You won't be able to do much afterwards, though! If this were a class feature of sorcerers it would go a long way towards making their spellcastinng seem more "free-form" and less formulaic. It obviously wouldn't work for any class that has to prepare spells. -------------- Here's an attempt at the shadow sorcerer: Shadow lineage: Some sorcerers derive their power from a close connection to the plane of Shadow, that connects our own plane to a host of alternate universes. Most people fear shadow sorcerers because they associate powers of darkness with evil and the undead. Such sorcerers are certainly possible; there have been examples in the past of people tainted by an undead bloodline manifesting similar abilities. Most shadow sorcerers, however, are those whose lineage derives from an outsider native to the plane of shadow, or an ancestor with long exposure to this inhospitable realm. Spell Access: The shadow sorcerer can learn any spell with the darkness or shadow descriptors. They cannot learn spells with the light descriptor. Lineage gifts: Hide is a class skill, the sorcerer gains low-light vision if they don't already have it. Lineage Ability: The sorcerer has a particular affinity for shadow and darkness, and can function more effectively therein. Against oppenents with concealment due to natural or magical darkness and shadow, decrease the miss chance by 10%. Oppenents attacking the sorcerer in such conditions suffer a miss chance 10% greater than normal. Improved Lineage Ability: The benefits specified above double to 20%; the sorcerer therefore suffers no miss chance against opponents in shadowy illumination. Greater Lineage Ability: Cloak of Shadow. The sorcerer gains the Hide in Plain Sight and Shadow Jump abilities of a 10th level shadowdancer. They seem to absorb light, always appearing more dimly lit than their environment. This unsettling aspect also gives them a +2 circumstance bonus to intimidate checks. Lineage domain: Cause Fear, Darkness, Deeper Darkness, Shadow Conjuration, Shadow Evocation, Shadow Walk, Greater Teleport, Discern Location, Shades. --Ben [/QUOTE]
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