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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Khaalis" data-source="post: 1498302" data-attributes="member: 2167"><p>Ok - to attempt to appease a wider range of taste, what would be the opinion on changing the 2nd level Arcane Sense into a Mutable Sorcerer ability? </p><p></p><p>This would allow more flexibility, but is a less "Core" feel - though the Ranger and the Monk now both use Mutable styles.</p><p></p><p></p><p><span style="color: RoyalBlue"><strong>Sorcerer Ability:</strong></span> A sorcerer is not a defined term beyond that they share manipulation of arcane magic in common. Sorcerers can develop vastly different abilities from one another, usually as a reflection of their lineage, but other times it is a reflection of the sorcerer's upbringing and environmental influence. Sorcerers can fill many roles such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, adventurers, oracles and many other concepts as influenced by their surroundings. The varied abilities required by each different specialty are a reflection of the sorcerer’s specific culture and heritage. At 2nd level the sorcerer gains one option from the list below that reflects the type of sorcerer they are developing into.</p><p></p><p><strong>Animal Companion (Ex):</strong> A sorcerer may use their presence and natural charm to gain an animal companion. This is a free-willed animal and acts in all respects as a druid's animal companion (see the <em>Druid</em> in the <u>Player's Handbook</u>.)</p><p></p><p><strong>Arcane Sense (Sp):</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 detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).</p><p></p><p><strong>Bonus Feat:</strong> The sorcerer may choose a bonus feat from the following list, though any necessary prerequisites must be bet. These bonus feats should focus on the sorcerer’s spell-like abilities, social skills, heredity, and any other arcane pursuit. Heritage can count for feat prerequisites per DM approval.</p><p><strong>EXAMPLE WotC FEATS</strong></p><p><span style="color: SeaGreen"><em><u>Player's Handbook</u>:</em></span> Alertness, Augment Summoning, Combat Casting, Endurance, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Iron Will, Lightning Reflexes, Magical Affinity, Negotiator, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Penetration, Toughness</p><p><span style="color: SeaGreen"><em><u>Book of Exalted Deeds</u>:</em></span> Ancestral Relic, Animal Friend, Celestial Familiar, Exalted Companion, Exalted Wild Shape, Gift of Faith, Nimbus of Light, Nymph’s Kiss, Sacred Vow (& associated vows), Sanctify Martial Strike, Servant of the Heavens, Spell Focus (Good)</p><p><span style="color: SeaGreen"><em><u>Complete Warrior</u>:</em></span> Arcane Strike, Improved Familiar</p><p><span style="color: SeaGreen"><em><u>Draconomicon</u>:</em></span> Dragon Familiar, Dragoncrafter, Dragonfriend, Dragonthrall, Frightful Presence, Sense Weakness</p><p><span style="color: SeaGreen"><em><u>Tome & Blood</u>:</em></span> Arcane Defense, Arcane Preparation, Augment Summoning, Extra Slot, Extra Spell, Greater Spell Focus, Greater Spell Penetration, Spell Specialization</p><p></p><p><strong>Item Familiar:</strong> The sorcerer may choose to imbue an item with a part of thei magical essence and eventually have it mirror their personality, thus gaining the ability to create an item familiar, using the “Item Familiar" option from the <u>Unearthed Arcana</u> (p.170). Note that a sorcerer cannot have both a familiar and an item familiar unless they possess the Extra Familiar feat.</p><p></p><p><strong>Spontaneous Metamagic (Ex):</strong> Choose one metamagic feat of choice from either: 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></p><p>Thoughts & Discussion?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1498302, member: 2167"] Ok - to attempt to appease a wider range of taste, what would be the opinion on changing the 2nd level Arcane Sense into a Mutable Sorcerer ability? This would allow more flexibility, but is a less "Core" feel - though the Ranger and the Monk now both use Mutable styles. [COLOR=RoyalBlue][b]Sorcerer Ability:[/b][/COLOR] A sorcerer is not a defined term beyond that they share manipulation of arcane magic in common. Sorcerers can develop vastly different abilities from one another, usually as a reflection of their lineage, but other times it is a reflection of the sorcerer's upbringing and environmental influence. Sorcerers can fill many roles such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, adventurers, oracles and many other concepts as influenced by their surroundings. The varied abilities required by each different specialty are a reflection of the sorcerer’s specific culture and heritage. At 2nd level the sorcerer gains one option from the list below that reflects the type of sorcerer they are developing into. [b]Animal Companion (Ex):[/b] A sorcerer may use their presence and natural charm to gain an animal companion. This is a free-willed animal and acts in all respects as a druid's animal companion (see the [i]Druid[/i] in the [u]Player's Handbook[/u].) [b]Arcane Sense (Sp):[/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 detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description). [b]Bonus Feat:[/b] The sorcerer may choose a bonus feat from the following list, though any necessary prerequisites must be bet. These bonus feats should focus on the sorcerer’s spell-like abilities, social skills, heredity, and any other arcane pursuit. Heritage can count for feat prerequisites per DM approval. [b]EXAMPLE WotC FEATS[/b] [COLOR=SeaGreen][i][u]Player's Handbook[/u]:[/i][/COLOR] Alertness, Augment Summoning, Combat Casting, Endurance, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Iron Will, Lightning Reflexes, Magical Affinity, Negotiator, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Penetration, Toughness [COLOR=SeaGreen][i][u]Book of Exalted Deeds[/u]:[/i][/COLOR] Ancestral Relic, Animal Friend, Celestial Familiar, Exalted Companion, Exalted Wild Shape, Gift of Faith, Nimbus of Light, Nymph’s Kiss, Sacred Vow (& associated vows), Sanctify Martial Strike, Servant of the Heavens, Spell Focus (Good) [COLOR=SeaGreen][i][u]Complete Warrior[/u]:[/i][/COLOR] Arcane Strike, Improved Familiar [COLOR=SeaGreen][i][u]Draconomicon[/u]:[/i][/COLOR] Dragon Familiar, Dragoncrafter, Dragonfriend, Dragonthrall, Frightful Presence, Sense Weakness [COLOR=SeaGreen][i][u]Tome & Blood[/u]:[/i][/COLOR] Arcane Defense, Arcane Preparation, Augment Summoning, Extra Slot, Extra Spell, Greater Spell Focus, Greater Spell Penetration, Spell Specialization [b]Item Familiar:[/b] The sorcerer may choose to imbue an item with a part of thei magical essence and eventually have it mirror their personality, thus gaining the ability to create an item familiar, using the “Item Familiar" option from the [u]Unearthed Arcana[/u] (p.170). Note that a sorcerer cannot have both a familiar and an item familiar unless they possess the Extra Familiar feat. [b]Spontaneous Metamagic (Ex):[/b] Choose one metamagic feat of choice from either: 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. Thoughts & Discussion? [/QUOTE]
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