Sorcerer: Unusual Spells?

Balord

First Post
From Sorcerer description: At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study.

I hope this isn't a stupid question, but what is meant by unusual spells? I'm assuming a Sorcerer can't choose Cleric/Druid spells, but another player in my gaming group thinks you can, so I'm not entirely certain. Are these spells DMs or players design on their own to be added to the Wiz/Sor spell lists? How do you guys interperet this?
 

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I always took that to mean that a Sorceror could learn ANY spell (with DM permission) or a slightly modified version of any spell.

For instance, it's not balanced, but you might be able to make a case for a sorceror with celestial blood to know a cure spell or two. Or maybe some other cleric spells that deal with evil outsiders (dispel evil?).
 

That's the "Ancient Empires" clause.

As written, without that clause, the sorceror is limited to only those spells which appear in a particular book and are listed as Sor / Wiz X spells.

However, in your journeys, you come across ancient writings by a mad, deceased wizard who had developed certain magical spells of his own, and which are therefore not on the general Sor / Wiz spell list.

The DM may, at his discretion, allow the Sorceror to study those magical writings and so gain the spells contained therein - so long as he has available slots.
 


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