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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1371152" data-attributes="member: 2167"><p>If that is still too muable for you, lets build on the only power that seems to be <strong>CORE</strong> to the Sorcerer as described in the Flavor Text. </p><p></p><p>Here is purely <strong><em>Generic Non-Heritage Sorcerer (aka Hedge-Wizard)</em></strong>. I think this is a solid build. It offers a variant version of the WotC <em>Innate Spell</em> feat for the 8 variable Sorcerer Abilities gained over 20 levels. </p><p></p><p></p><p><span style="font-family: 'Times New Roman'"><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="font-family: 'Times New Roman'"><strong>CLASS SKILLS</strong></span></p><p>The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive and <span style="color: DarkOrange">Spellcraft</span>.</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><span style="font-family: 'Times New Roman'"><strong>Table Data</strong></span></p><p><strong>BAB:</strong> Poor</p><p><strong>Saves:</strong> Will Good</p><p><strong>Special Abilities:</strong></p><p>1…..Aura, Spell Path, Spells</p><p>2….. Innate Ability</p><p>5….. Innate Ability</p><p>8….. Improved Innate Ability</p><p>11… Improved Innate Ability</p><p>14… Greater Innate Ability</p><p>17… Greater Innate Ability</p><p>20… Master Innate Ability</p><p></p><p><span style="font-family: 'Times New Roman'"><strong>CLASS FEATURES</strong></span></p><p>All of the following are class features for the Sorcerer.</p><p><strong>Weapon and Armor Proficiency:</strong> Since sorcerers have more time to study the art of fighting skills than wizards, though not highly skilled, they are proficient with all simple weapons and with light armor, but not with shields. Note that sorcerers still suffer from arcane spell failure while in armor, but do not suffer the non-proficiency penalty to other actions for wearing light armor.</p><p></p><p><strong>Aura (Ex):</strong> Similar to clerics, sorcerers have a particularly powerful aura of magic about them since they are a focus of innate 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 has specialized their spell selection in a school of magic. 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>Spells:</strong> As the core sorcerer with the following changes and additional notations.</p><ul> <li data-xf-list-type="ul"><strong>Spells Known:</strong> A sorcerer’s spell selection is limited when compared to that of a wizard. A sorcerer begins play knowing 6 0-Level spells (Cantrips), and 2 1st-Level spells of their choice. At each new experience level, the sorcerer gains 2 new spells that may be acquired form any spell level that they currently may utilize.</li> <li data-xf-list-type="ul"><strong>Evolving Spells:</strong> Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. 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 (see “Spell Path Examples” in magic.doc).<br /> .....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 at any given level, even if they have multiple options for upgrading. <br /> [Example: Vond is a Sor5 who knows the invisibility spell. Upon reaching Sor6 he chooses to acquire 2 new 3rd-level spells known. <em>Invisibility</em> is a 2nd-level spell on the Path of Invisibility and <em>invisibility sphere</em> is a 3rd-level spell on the Path of Invisibility. Vond decides to upgrade his <em>invisibility</em> to <em>invisibility sphere</em>, which uses one of his new 3rd-level spell known slot. 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.]</li> </ul><p></p><p><strong>Spell Path:</strong> Each sorcerer’s magic is somewhat unique. At 1st level the sorcerer may choose one of the following magic paths.</p><p><strong><em>Sorcerous Specialization: </em></strong> The sorcerer chooses a single school of magic known as their specialty school. The sorcerer is most attuned with the spells from that given school. When choosing the specialist school, the sorcerer must also choose opposition schools that are banned to them. If they choose to specialize in Divination they may choose any one other school (excluding Universal). If they choose any other school they must choose any two schools of opposition except Divination and Universal. The benefit of sorcerous specialization is that the sorcerer gain one extra spell known of their choice per spell level, from their specialist school only. They also increase the save DC of all spells used from the Specialty School by +1.</p><p><strong><em>Descriptor Focus:</em></strong> The sorcerer may choose one descriptor that they hold as a specialty. Spells of this descriptor are cast as if the sorcerer were one level higher and gain one bonus known spell per spell level of that descriptor. When this ability is chosen the sorcerer is banned from learning that descriptors opposition descriptor, or if there is no opposition they must choose a banned descriptor. They also increase the save DC of all spells used from the Specialty School by +1.</p><p><em><span style="color: DarkOrange"><span style="font-size: 9px">edit</span></span></em> <strong><em>Domain Sorcerer:</em></strong> The sorcerer chooses an Arcane Domain from those listed on p.57 of <u>Unearted Arcana</u>. This domain may never be changed. A domain sorcerer gains the spells of their arcane domain as bonus known spells as soon as they are able to cast spells of that spell level. These bonus domain spells are cast as if the sorcerer were one level higher. </p><p>The domains a sorcerer may choose are: Abjuration, Antimagic, Battle, Cold, Conjuration, Divination, Enchantment, Evocation, Fire, Illusion, Necromancy, Storm, Transmutation. </p><p></p><p style="margin-left: 20px"><strong>Commentary</strong></p> <p style="margin-left: 20px"><span style="color: DarkOrange">Other domains may be developed from this concept including spells that may not be of the Wizard spell list, and even clerical domains for anyone seeking to build a Divinely oriented sorcerer. Most any style of sorcerer from fiction can be built in this manner.</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><u>Examples</u>: </span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>Summoning Domain:</strong> 0 - <em>Create Water</em>; 1st - <em>Summon Monster I</em>; 2nd - <em>Summon Monster II</em>; 3rd - <em>Summon Monster III</em>; 4th - <em>Summon Monster IV</em>; 5th - <em>Summon Monster V</em>; 6th - <em>Summon Monster VI</em>; 7th - <em>Summon Monster VII</em>; 8th - <em>Summon Monster VIII</em>; 9th - <em>Summon Monster IX</em></span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>Beastmaster Domain:</strong> (<u>Defenders of the Faith</u>) 0 - <em>Daze</em>; 1st - <em>Charm Animal</em>; 2nd - <em>Beast</em>; 3rd - <em>Animal Trance</em>; 4th - <em>Bear's Heart</em>; 5th - <em>Animal Growth</em>; 6th - <em>Summon Nature's Ally VI</em>; 7th - <em>Animal Shapes</em>; 8th - <em>Summon Nature's Ally VIII</em>; 9th - <em>Shapechange</em></span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>Health Domain:</strong> 0 - <em>Purify Food & Water</em>; 1st - <em>Remove Fear</em>; 2nd - <em>Remove Paralysis</em>; 3rd - <em>Remove Disease</em>; 4th - <em>Neutralize Poison</em>; 5th - <em>Death Ward</em>; 6th - <em>Break Enchantment</em>; 7th - <em>Cure Serious Wounds, Mass</em>; 8th - <em>Heal</em>; 9th - <em>Regenerate</em></span></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. The sorcerer may choose any spell they can cast of up to 1st spell level. They can now cast this spell at will as a spell-like ability, a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. When a spell is chosen to grow into a spell-like ability, the sorcerer may choose to “lose” the old spell as a known spell in exchange for learning a new spell known. The new spell’s level must be the same as that of the spell being exchanged. If the innate ability has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the innate ability 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. </p><p></p><p><strong>Improved Innate Ability (Sp):</strong> This manifestation of innate magic prowess is identical to the Innate Ability power except that the sorcerer may choose any spell they can cast of up to 2nd spell level. </p><p></p><p><strong>Greater Innate Ability (Sp):</strong> This manifestation of innate magic prowess is identical to the Innate Ability power except that the sorcerer may choose any spell they can cast of up to 3rd spell level. </p><p></p><p><strong>Master Innate Ability (Sp):</strong> This manifestation of innate magic prowess is identical to the Innate Ability power except that the sorcerer may choose any spell they can cast of up to 4th spell level. </p><p></p><p></p><p><span style="color: DarkOrange"><strong>Addendum</strong></span></p><p>On another note, if you wish to blend the two concepts or feel this build grants too many spell like-abilities, you could alter the table as follows.</p><p><strong>Special Abilities:</strong></p><p>1…..Aura, Spell Path, Spells</p><p>2….. Innate Ability</p><p>5….. Sorcerer Ability</p><p>8….. Improved Innate Ability</p><p>11… Sorcerer Ability</p><p>14… Greater Innate Ability</p><p>17… Sorcerer Ability</p><p>20… Master Innate Ability</p><p></p><p>And give a limited number of Sorcerer Abilities.</p><p><strong><em><span style="color: DeepSkyBlue">Arcane Sense:</span></em></strong> The sorcerer 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, the sorcerer’s senses allow them to see as if using detect magic (as the spell) at will. This 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><span style="color: DeepSkyBlue">Arcane Soul (Su):</span></strong> If the sorcerer can cast 7th level spells, they can draw on the power of their magic to gain spell resistance equal to 10+ the sorcerer’s class level.</p><p></p><p><strong><span style="color: DeepSkyBlue">Bonus Feat:</span></strong> The sorcerer may choose a bonus feat from the list below, though any necessary prerequisites must be bet. (For other sources such as 3rd party material these feats should focus on the sorcerer’s spells, social skills, heredity, and any other arcane pursuit.)</p><p><strong><u>Players Handbook</u>:</strong> 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></p><p><strong><span style="color: DeepSkyBlue">Familiar (Su):</span></strong> The sorcerer may choose to summon a familiar. The sorcerer may utilize all of the associated information on familiars.</p><p></p><p><strong><span style="color: DeepSkyBlue">Metamagic Feats:</span></strong> The sorcerer may choose a bonus metamagic feat. Metamagic feats are handled normally, taking a full round action to augment a spell with a metamagic effect.</p><p></p><p><strong><span style="color: DeepSkyBlue">Power of Magic (Su):</span></strong> If the sorcerer can cast 2nd level spells their innate power has grown enough to grant them a bonus to all saving throws equal to their Charisma modifier.</p><p></p><p><strong><span style="color: DeepSkyBlue">Purity (Su):</span></strong> If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body. This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).</p><p></p><p><strong><span style="color: DeepSkyBlue">Superior Vision (Su):</span></strong> The sorcerers innate magic grants them Darkvision 60' and Low-Light Vision.</p><p></p><p><strong><span style="color: DeepSkyBlue">Weapon Channel (Su):</span></strong> If the sorcerer can cast 2nd level spells they can draw on the force of their magic and learn to channel a fraction of that magic into any weapon they use. Any weapon wielded by the sorcerer is considered magic for the purpose of dealing damage to creatures with damage reduction. This does not provide any other bonuses.</p><p></p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1371152, member: 2167"] If that is still too muable for you, lets build on the only power that seems to be [b]CORE[/b] to the Sorcerer as described in the Flavor Text. Here is purely [b][I]Generic Non-Heritage Sorcerer (aka Hedge-Wizard)[/I][/b]. I think this is a solid build. It offers a variant version of the WotC [i]Innate Spell[/i] feat for the 8 variable Sorcerer Abilities gained over 20 levels. [FONT=Times New Roman][b]GAME RULE INFORMATION [/b][/font] 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 [FONT=Times New Roman][b]CLASS SKILLS[/b][/FONT] The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive and [COLOR=DarkOrange]Spellcraft[/COLOR]. [b]Skill Points for 1st Level:[/b] (4+INT modifier) x4 [b]Skill Points at Each Additional Level:[/b] 4+INT modifier [FONT=Times New Roman][b]Table Data[/b][/FONT] [b]BAB:[/b] Poor [b]Saves:[/b] Will Good [b]Special Abilities:[/b] 1…..Aura, Spell Path, Spells 2….. Innate Ability 5….. Innate Ability 8….. Improved Innate Ability 11… Improved Innate Ability 14… Greater Innate Ability 17… Greater Innate Ability 20… Master Innate Ability [FONT=Times New Roman][b]CLASS FEATURES[/b][/FONT] All of the following are class features for the Sorcerer. [b]Weapon and Armor Proficiency:[/b] Since sorcerers have more time to study the art of fighting skills than wizards, though not highly skilled, they are proficient with all simple weapons and with light armor, but not with shields. Note that sorcerers still suffer from arcane spell failure while in armor, but do not suffer the non-proficiency penalty to other actions for wearing light armor. [b]Aura (Ex):[/b] Similar to clerics, sorcerers have a particularly powerful aura of magic about them since they are a focus of innate 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 has specialized their spell selection in a school of magic. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level). [b]Spells:[/b] As the core sorcerer with the following changes and additional notations. [list] [*][b]Spells Known:[/b] A sorcerer’s spell selection is limited when compared to that of a wizard. A sorcerer begins play knowing 6 0-Level spells (Cantrips), and 2 1st-Level spells of their choice. At each new experience level, the sorcerer gains 2 new spells that may be acquired form any spell level that they currently may utilize. [*][b]Evolving Spells:[/b] Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. 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 (see “Spell Path Examples” in magic.doc). .....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 at any given level, even if they have multiple options for upgrading. [Example: Vond is a Sor5 who knows the invisibility spell. Upon reaching Sor6 he chooses to acquire 2 new 3rd-level spells known. [I]Invisibility[/I] is a 2nd-level spell on the Path of Invisibility and [I]invisibility sphere[/I] is a 3rd-level spell on the Path of Invisibility. Vond decides to upgrade his [I]invisibility[/I] to [I]invisibility sphere[/I], which uses one of his new 3rd-level spell known slot. 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.] [/list] [b]Spell Path:[/b] Each sorcerer’s magic is somewhat unique. At 1st level the sorcerer may choose one of the following magic paths. [b][I]Sorcerous Specialization: [/I][/b] The sorcerer chooses a single school of magic known as their specialty school. The sorcerer is most attuned with the spells from that given school. When choosing the specialist school, the sorcerer must also choose opposition schools that are banned to them. If they choose to specialize in Divination they may choose any one other school (excluding Universal). If they choose any other school they must choose any two schools of opposition except Divination and Universal. The benefit of sorcerous specialization is that the sorcerer gain one extra spell known of their choice per spell level, from their specialist school only. They also increase the save DC of all spells used from the Specialty School by +1. [b][I]Descriptor Focus:[/I][/b] The sorcerer may choose one descriptor that they hold as a specialty. Spells of this descriptor are cast as if the sorcerer were one level higher and gain one bonus known spell per spell level of that descriptor. When this ability is chosen the sorcerer is banned from learning that descriptors opposition descriptor, or if there is no opposition they must choose a banned descriptor. They also increase the save DC of all spells used from the Specialty School by +1. [i][COLOR=DarkOrange][SIZE=1]edit[/SIZE][/COLOR][/i] [b][i]Domain Sorcerer:[/i][/b] The sorcerer chooses an Arcane Domain from those listed on p.57 of [u]Unearted Arcana[/u]. This domain may never be changed. A domain sorcerer gains the spells of their arcane domain as bonus known spells as soon as they are able to cast spells of that spell level. These bonus domain spells are cast as if the sorcerer were one level higher. The domains a sorcerer may choose are: Abjuration, Antimagic, Battle, Cold, Conjuration, Divination, Enchantment, Evocation, Fire, Illusion, Necromancy, Storm, Transmutation. [indent][b]Commentary[/b] [COLOR=DarkOrange]Other domains may be developed from this concept including spells that may not be of the Wizard spell list, and even clerical domains for anyone seeking to build a Divinely oriented sorcerer. Most any style of sorcerer from fiction can be built in this manner. [u]Examples[/u]: [b]Summoning Domain:[/b] 0 - [i]Create Water[/i]; 1st - [i]Summon Monster I[/i]; 2nd - [i]Summon Monster II[/i]; 3rd - [i]Summon Monster III[/i]; 4th - [i]Summon Monster IV[/i]; 5th - [i]Summon Monster V[/i]; 6th - [i]Summon Monster VI[/i]; 7th - [i]Summon Monster VII[/i]; 8th - [i]Summon Monster VIII[/i]; 9th - [i]Summon Monster IX[/i] [b]Beastmaster Domain:[/b] ([u]Defenders of the Faith[/u]) 0 - [i]Daze[/i]; 1st - [i]Charm Animal[/i]; 2nd - [i]Beast[/i]; 3rd - [i]Animal Trance[/i]; 4th - [i]Bear's Heart[/i]; 5th - [i]Animal Growth[/i]; 6th - [i]Summon Nature's Ally VI[/i]; 7th - [i]Animal Shapes[/i]; 8th - [i]Summon Nature's Ally VIII[/i]; 9th - [i]Shapechange[/i] [b]Health Domain:[/b] 0 - [i]Purify Food & Water[/i]; 1st - [i]Remove Fear[/i]; 2nd - [i]Remove Paralysis[/i]; 3rd - [i]Remove Disease[/i]; 4th - [i]Neutralize Poison[/i]; 5th - [i]Death Ward[/i]; 6th - [i]Break Enchantment[/i]; 7th - [i]Cure Serious Wounds, Mass[/i]; 8th - [i]Heal[/i]; 9th - [i]Regenerate[/i][/COLOR][/indent] [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. The sorcerer may choose any spell they can cast of up to 1st spell level. They can now cast this spell at will as a spell-like ability, a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. When a spell is chosen to grow into a spell-like ability, the sorcerer may choose to “lose” the old spell as a known spell in exchange for learning a new spell known. The new spell’s level must be the same as that of the spell being exchanged. If the innate ability has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the innate ability 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. [b]Improved Innate Ability (Sp):[/b] This manifestation of innate magic prowess is identical to the Innate Ability power except that the sorcerer may choose any spell they can cast of up to 2nd spell level. [b]Greater Innate Ability (Sp):[/b] This manifestation of innate magic prowess is identical to the Innate Ability power except that the sorcerer may choose any spell they can cast of up to 3rd spell level. [b]Master Innate Ability (Sp):[/b] This manifestation of innate magic prowess is identical to the Innate Ability power except that the sorcerer may choose any spell they can cast of up to 4th spell level. [COLOR=DarkOrange][B]Addendum[/B][/COLOR] On another note, if you wish to blend the two concepts or feel this build grants too many spell like-abilities, you could alter the table as follows. [b]Special Abilities:[/b] 1…..Aura, Spell Path, Spells 2….. Innate Ability 5….. Sorcerer Ability 8….. Improved Innate Ability 11… Sorcerer Ability 14… Greater Innate Ability 17… Sorcerer Ability 20… Master Innate Ability And give a limited number of Sorcerer Abilities. [b][I][COLOR=DeepSkyBlue]Arcane Sense:[/COLOR][/I][/b] The sorcerer 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, the sorcerer’s senses allow them to see as if using detect magic (as the spell) at will. This 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][COLOR=DeepSkyBlue]Arcane Soul (Su):[/COLOR][/b] If the sorcerer can cast 7th level spells, they can draw on the power of their magic to gain spell resistance equal to 10+ the sorcerer’s class level. [b][COLOR=DeepSkyBlue]Bonus Feat:[/COLOR][/b] The sorcerer may choose a bonus feat from the list below, though any necessary prerequisites must be bet. (For other sources such as 3rd party material these feats should focus on the sorcerer’s spells, social skills, heredity, and any other arcane pursuit.) [b][u]Players Handbook[/u]:[/b] 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 [b][COLOR=DeepSkyBlue]Familiar (Su):[/COLOR][/b] The sorcerer may choose to summon a familiar. The sorcerer may utilize all of the associated information on familiars. [b][COLOR=DeepSkyBlue]Metamagic Feats:[/COLOR][/b] The sorcerer may choose a bonus metamagic feat. Metamagic feats are handled normally, taking a full round action to augment a spell with a metamagic effect. [b][COLOR=DeepSkyBlue]Power of Magic (Su):[/COLOR][/b] If the sorcerer can cast 2nd level spells their innate power has grown enough to grant them a bonus to all saving throws equal to their Charisma modifier. [b][COLOR=DeepSkyBlue]Purity (Su):[/COLOR][/b] If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body. This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy). [b][COLOR=DeepSkyBlue]Superior Vision (Su):[/COLOR][/b] The sorcerers innate magic grants them Darkvision 60' and Low-Light Vision. [b][COLOR=DeepSkyBlue]Weapon Channel (Su):[/COLOR][/b] If the sorcerer can cast 2nd level spells they can draw on the force of their magic and learn to channel a fraction of that magic into any weapon they use. Any weapon wielded by the sorcerer is considered magic for the purpose of dealing damage to creatures with damage reduction. This does not provide any other bonuses. Thoughts? [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules"
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