Sacrosanct
Legend
OK, so based on the class satisfaction surveys from the past couple weeks, it was revealed that the sorcerer was the 2nd most unsatisfied class right after the ranger. It seems most people share a similar complain (mine as well): the sorcerer doesn't feel unique compared to the wizard.
So...me doing what I do, I did a complete rewrite of the class. The sorcerer now has a completely unique spell casting mechanic different from the wizard. Rather that embed previews here, it's a 15 page document so I've got it up on my dropbox.
You can find the pdf new sorcerer class here.
Summary of changes:
Sorcerers use spell points exclusively. Along with some inherent magical powers that don't cost spell points, the class has features that are centered around spell points (recovery of them, overcharging spells, etc).
There are three subclasses:
Rune sorcerers: sorcerers create runes in the air (or on an object). Each rune has as a specific elemental affinity for it, and a power level. They may be used individually, or combined to form more powerful spells with unique effects. For example, create an explode, gust, and inferno runes to replicate something close to a fireball.
Totem/tattoo/origami: Powers are invoked via channeling the magic through a totem, a tattoo, or something like an origami form. Each animal grants a different power. E.g. invoke the lion totem and your hands become covered with shimmering transparent claws that can be used in combat. or channel the porcupine totem to grow spines. Or more permanent effects like wearing a viper totem grants resistance to poison.
Wild Magic: Not a fan of wild magic, but lots of people are. Modified the existing wild mage to better fit a spell point system in this revision, along with new subclass features
As always, suggestions welcome!
So...me doing what I do, I did a complete rewrite of the class. The sorcerer now has a completely unique spell casting mechanic different from the wizard. Rather that embed previews here, it's a 15 page document so I've got it up on my dropbox.
You can find the pdf new sorcerer class here.
Summary of changes:
Sorcerers use spell points exclusively. Along with some inherent magical powers that don't cost spell points, the class has features that are centered around spell points (recovery of them, overcharging spells, etc).
There are three subclasses:
Rune sorcerers: sorcerers create runes in the air (or on an object). Each rune has as a specific elemental affinity for it, and a power level. They may be used individually, or combined to form more powerful spells with unique effects. For example, create an explode, gust, and inferno runes to replicate something close to a fireball.
Totem/tattoo/origami: Powers are invoked via channeling the magic through a totem, a tattoo, or something like an origami form. Each animal grants a different power. E.g. invoke the lion totem and your hands become covered with shimmering transparent claws that can be used in combat. or channel the porcupine totem to grow spines. Or more permanent effects like wearing a viper totem grants resistance to poison.
Wild Magic: Not a fan of wild magic, but lots of people are. Modified the existing wild mage to better fit a spell point system in this revision, along with new subclass features
As always, suggestions welcome!