Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knight_Errant" data-source="post: 1371220" data-attributes="member: 6995"><p>Posted by Khaalis</p><p><em>If that is still too muable for you, lets build on the only power that seems to be CORE to the Sorcerer as described in the Flavor Text.</em></p><p><em></em></p><p><em>Here is purely Generic Non-Heritage Sorcerer (aka Hedge-Wizard). I think this is a solid build. It offers a variant version of the WotC Innate Spell feat for the 8 variable Sorcerer Abilities gained over 20 levels.</em></p><p></p><p>After reading it, I tend to agree that it’s pretty solid. Remember: generic is good when you are working with a concept as <strong>flawed </strong> as the PHB’s sorcerer. Going with 8 abilities gained over 20 levels is the formula (whether we like that or not) that WotC prefers; so lets see where that gets us.</p><p></p><p>Posted by Khaalis:</p><p><em>Aura (Ex): Similar to clerics, sorcerers have a particularly powerful aura of magic about them since they are a focus of innate magic. When viewed by detect magic or arcane sight 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).</em></p><p></p><p>I really like this ability. I think it adds some of the flavor that is missing from the class. </p><p></p><p>Posted by Khaalis:</p><p><em>Spell Path: Each sorcerer’s magic is somewhat unique. At 1st level the sorcerer may choose one of the following magic paths.</em></p><p><em>Sorcerous Specialization: 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.</em></p><p><em>Descriptor Focus: 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. 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.</em></p><p><em>Thematic Bonus Spells: The sorcerer has a strong link to a specific theme of spells. This grants the sorcerer one bonus spell of their choice, per spell level, that forms a specific thematic spell list. An example of such a path could be one based on Summoning granting the sorcerer a bonus known spell of Summon Monster 1-9 at each spell level.</em></p><p></p><p>This is, IMO, the way to go with the sorcerer’s abilities. If there are several options to choose from that define how their magic is different from that of the wizard I think we have accomplished something. I think the last two are the best two options; the descriptor focus and thematic bonus spells. </p><p>I’m not terribly excited about the “specialist” sorcerer but I realize that is more a matter of personal taste than anything else (though I could make a convincing argument against it). The Thematic Bonus spell really lets the sorcerer shine while maintaining some form of balance. Additionally, there is nothing heavy-handed or unwieldly about these options.</p><p></p><p>Posted by Khaalis:</p><p><em>Innate Ability (Sp): 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, once 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 “loses” the old spell as a known spell in exchange for the new spell known. The new spell-like ability’s level must be the same as that of the spell being exchanged. If the innate spell-like ability has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the innate spell-like 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 spell-like 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.</em></p><p></p><p>Now we seem to be cooking with gas. I think it should read: “The sorcerer may choose any spell they can cast of up to 1st level. They can now cast this spell at will as a spell-like ability, <strong>a number of times a day </strong> equal to their Charisma bonus.”</p><p></p><p>The next part confuses me slightly:</p><p> <em>“When a spell is chosen to grow into a spell-like ability, the sorcerer may choose to “loses” the old spell as a known spell in exchange for the new spell known. The new spell-like ability’s level must be the same as that of the spell being exchanged.”</em></p><p></p><p>Does this mean that if I know Magic Missile and I want that to become my Innate Ability spell that I “lose” it as a known spell and may replace it with a new, previously unknown, spell of 1st level? If I did read that correctly I think the only issue that could be raised is the additional known spells that a sorcerer would pick up from this ability. </p><p>However, I do not foresee this as a huge balance issue as they know relatively few spells as it stands. I am simply pointing out that it could become an issue if they are acquiring spells too quickly in this manner.</p><p></p><p>Overall, I think this is a good place to start from and work to refine what is here while keeping options open to add new ideas as they come up. This, however, I think is on track with what Son and myself were talking about previously.</p><p>Good job.</p></blockquote><p></p>
[QUOTE="Knight_Errant, post: 1371220, member: 6995"] Posted by Khaalis [I]If that is still too muable for you, lets build on the only power that seems to be CORE to the Sorcerer as described in the Flavor Text. Here is purely Generic Non-Heritage Sorcerer (aka Hedge-Wizard). I think this is a solid build. It offers a variant version of the WotC Innate Spell feat for the 8 variable Sorcerer Abilities gained over 20 levels.[/I] After reading it, I tend to agree that it’s pretty solid. Remember: generic is good when you are working with a concept as [B]flawed [/B] as the PHB’s sorcerer. Going with 8 abilities gained over 20 levels is the formula (whether we like that or not) that WotC prefers; so lets see where that gets us. Posted by Khaalis: [I]Aura (Ex): Similar to clerics, sorcerers have a particularly powerful aura of magic about them since they are a focus of innate magic. When viewed by detect magic or arcane sight 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).[/I] I really like this ability. I think it adds some of the flavor that is missing from the class. Posted by Khaalis: [I]Spell Path: Each sorcerer’s magic is somewhat unique. At 1st level the sorcerer may choose one of the following magic paths. Sorcerous Specialization: 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. Descriptor Focus: 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. 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. Thematic Bonus Spells: The sorcerer has a strong link to a specific theme of spells. This grants the sorcerer one bonus spell of their choice, per spell level, that forms a specific thematic spell list. An example of such a path could be one based on Summoning granting the sorcerer a bonus known spell of Summon Monster 1-9 at each spell level.[/I] This is, IMO, the way to go with the sorcerer’s abilities. If there are several options to choose from that define how their magic is different from that of the wizard I think we have accomplished something. I think the last two are the best two options; the descriptor focus and thematic bonus spells. I’m not terribly excited about the “specialist” sorcerer but I realize that is more a matter of personal taste than anything else (though I could make a convincing argument against it). The Thematic Bonus spell really lets the sorcerer shine while maintaining some form of balance. Additionally, there is nothing heavy-handed or unwieldly about these options. Posted by Khaalis: [I]Innate Ability (Sp): 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, once 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 “loses” the old spell as a known spell in exchange for the new spell known. The new spell-like ability’s level must be the same as that of the spell being exchanged. If the innate spell-like ability has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the innate spell-like 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 spell-like 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.[/I] Now we seem to be cooking with gas. I think it should read: “The sorcerer may choose any spell they can cast of up to 1st level. They can now cast this spell at will as a spell-like ability, [B]a number of times a day [/B] equal to their Charisma bonus.” The next part confuses me slightly: [I]“When a spell is chosen to grow into a spell-like ability, the sorcerer may choose to “loses” the old spell as a known spell in exchange for the new spell known. The new spell-like ability’s level must be the same as that of the spell being exchanged.”[/I] Does this mean that if I know Magic Missile and I want that to become my Innate Ability spell that I “lose” it as a known spell and may replace it with a new, previously unknown, spell of 1st level? If I did read that correctly I think the only issue that could be raised is the additional known spells that a sorcerer would pick up from this ability. However, I do not foresee this as a huge balance issue as they know relatively few spells as it stands. I am simply pointing out that it could become an issue if they are acquiring spells too quickly in this manner. Overall, I think this is a good place to start from and work to refine what is here while keeping options open to add new ideas as they come up. This, however, I think is on track with what Son and myself were talking about previously. Good job. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules"
Top