Sorcerers with Spell-like abilities?

The Human Target

Adventurer
Has anyone ever changed the sorcerer's spells into spell-like abilities? How has that worked for you? Does anyone think it is a great/awful idea? Have there been a thousand threads on this that I missed? :uhoh:
 
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So that would mean they have no components and could be cast by nothing more than a thought? So that would mean that sorcerers become... psions.

Cheers, Al'Kelhar
 

Al'Kelhar said:
So that would mean they have no components and could be cast by nothing more than a thought? So that would mean that sorcerers become... psions.

Cheers, Al'Kelhar

In a way. They'd have no components other than thought and pay no xp cost to cast spells. But they would be banned from most metemagic.
 

I can honestly say I have never done anything quite like that and never have I even thought about doing that. Is there any reason WHY you are doing this?

Also, I believe there are a couple of feats which modify Spell-Like Abilities only. I can't think of any offhand, but I'm sure there's at least one...
 

I have..but I haven't run a campaign since I made the changeover, my group broke up when half of it moved to NY. As for why..Well it fits the concept better, and IMC, I removed the 'memorize a roster' aspect of wizard spellcasting anyway. In my campaigns everyone's essentially a spontaneous caster, though Wizards have more flexibility in their spell list and sorcers have more freedom, since they only need an component/ focus item if its essential to the spell effect <eg a gem for Magic Jar and Trap the Soul> for instance, asode from EXP and sacrifice requirements. I'm tinkering with the idea of going Kismet's route and making 'Sorcerer' a template that grants 'virtual levels' as you level in other classses, representing your delving into your 'innate, instinctive gifts' But all this is my 2 cents, your mileage may vary, as ever.
 

My DM decided that sorcerers dont need any minor components. Anything that either cost or played some part in the spell was still included, as was xp cost. It doesnt realy make much diference this way, just that my sorcerer doesn't have to pull out a wad of bat dropings to cast a fireball, a bit more ellegant plus more hygenic.


Misc Evil Mage - "And now! Prepare to burn!" (pulls a ball a bat gauno from pouch, points it at confused adventurers).
Unknowing soon to be roasted adventure - "Eh?"
 


Dang, you stole my post griff goodbeard,
you should look at the warlock from complete arcane The Human Target
if you wanted to you could give them more SLA instead of the other neat stuff they get
 

Thanks for all the info so far guys. I was just mulling over some more ideas to help make the sorcerer a little more unique in our games. We already use the Lineage Sorcerer variant that the guys around here came up with, but I'm always fiddling with the classes that we've found to be bland or weak. I haven't gotten a chance to check out the Warlock yet, but I know the gist of its powers. I didn't know they they had SLA though. We already give the sorcerer Improved Eschew Materials. They don't need to use cheap material componenets, and can choose to use the components or sacrififce xp to use spells that have a costly component. I was thinking about making them pure SLA casters. Its fits into the themes of innate casting and having a mostrous/unusual heritage. So the sorcerer would need no components for any spell, spells would have no verbal, somatic, or focus component. They would also never have an xp cost, which is the most potent part of the package.
 
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