Sources of Sorcerous power

Ravellion

serves Gnome Master
I am heavily houseruling my sorcerer. I have posted the introductory blurb in small font, the game rule information in normal. I would really appreciate your help in a) finding more sources, b) assigning spells to those sources.

See post ~14 in this thread for a document which is more up to date with my current intentions.

Some people have something in them that makes them that makes them very special and potentially powerful. In some, what makes them speical is that magic flows towards them, through them, even from them naturally, without any research of formulas or magical secrets long forgotten.

If these people learn how to focus their powers, they can become magnificent individuals - focussing on the power within to create powerful magic. Those people are called sorcerers.

However, unlike wizards, who are the storehouses of arcana, their magic is somewhat limited. Most of the times, some magical creature in their heritage changed their family bloodline slightly, and that is what gives them their power. They might be very powerful with magic related to their very distant ancestor, but unable to create effects far less powerful which are not related to what their source of sorcerous powers is.

Many sorcerors have the blood of outsiders in their very distant heritage, perhaps from some elemental plane which no grants them the power to create balls of fire which speed to their opponents and explode violently - those people exist in Tholestia, but they would never be able to harnass the power of extreme cold, such as a descendant of a white dragon might.

Some scholars claim that some sorcerers act as natural conduits between elemental planes and the prime material plane, being able to perform feats of marvellous power by tapping in to the vast energies of the other side of their natural conduit.

Some sorcerers apparently have some connection with the force of magic itself, perhaps from some powerful wizard in their bloodline, or because they were born in an area of extremely high magic energies. These are very rare and onlythey have the power to manipulate magic in the way wizards can, through spells such as Dispel Magic. Some of them claim that they are the chosen ones of the god of magic.

All in all, it is a mystery exactly how sorcerous powers are gained, but there is always a certain them to the spells a sorcerer casts.


Game Rule Information
Hit Die: d6
Weapon and Armor Proficiency: as PHB sorcerer
Spells per day: as PHB sorcerer
Skill points per level: 4+ Int modifier
Skill List: as PHB sorcerer, but expanded with Intimidate and Use Magic Device.
Saves: as PHB sorcerer
Base Attack Bonus: Saves: as PHB sorcerer
Spells Known: The same number as the PHB sorcerer, but the selection of which spells are known must be made from the following lists based on source of sorcerous power. These count as their spell lists, and hence only these spells can be cast through wands and scrolls easily.
Special Abilities: Tholestian Sorcerers do not gain a familiar automatically. All sorcerers can not use Arcane Focusses or Arcane Spell Components, but they do not need to either. Any reference to them in any of the spells in any of the sources used can be ignored (This means Stoneskin can be cast for free if you have ‘Source: Stone and Earth’ for example). All sorcerers gain the feat Spell Thematics from Magic of Faerun at 1st level. The first spell they select for this feat each level of spells known must be the spell they choose to use this feat on. The way their spells are displayed must be related to their source of sorcerous power.

Available Sources of Sorcerous Power:
· Fey
Many spells concerning nature, animals and Enchantment
· Draconic (Divided into all five colours and metals)
Spells concerning instilling fear, flying, offensive spells having to do with the element of the breath weapon your source has.
· Elemental plane of Earth
Summoning Earth Elementals, Stone Skin, Flesh to Stone and other spells that have to do with earth and stone.
· Elemental plane of Fire
Summoning Fire Elementals, Burning Hands, Wall of Fire and other spells that have to do with Fire.
· Elemental plane of Water
Summoning Water Elementals, Quench, Horrid Wilting and other spells that have to do with Water.
· Elemental plane of Air
Summoning Air Elementals, Fly, Wind Wall and other spells that have to do with Air and wind.
· Lightning
Lightning Bolt, Shocking Grasp, Greater Electric Orb and others.
· Magical Energies and Force
Magic Missile, Dispel Magic Permanency and others.
 
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You should include some Outsiders, too. At the very least, Good subtype and Evil subtype, though separating the fiends from each other, and maybe a couple kinds of Celestials... and maybe Modrons and Slaads...

Yummy.
 

I'm more partial to a domain like 'Heritage' system myself giving a Heritage Spell list, bonuses and powers

eg (something like)

Fey Heritage +2 Hide, +2 Cha-based skills
Can cast Suggestion 1 per day
0 Dancing Lights
1 etc
2 etc etc
.
.
.
10 etc etc etc
 
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Don't forget chaos/law! Also, the para-elemental sources.

Cold (Obvious)
Ooze (perhaps things involving acid and deprivation of mobility like slow, etc.)

There are morem but if you are going for very distinct sources, then they might not be all that useful since they are really just hybrids of two more elements.

Smoke, Magma, etc.

Also, you could have some funkier sources like from the Positive/Negative energy planes, plane of shadow (illusion spells), ??plane of dreams??. Hmmm...... I wonder how far one could go with this.
 

"Doh!" on the fiendish/celestial path.

But yeah, I was also wondering how restricting I should be: I chose to add some power (HD and skill points) because I knew it would be very restrictive, but it remains a hard choice to make. Has anyone done anything like this before (of course they have, but is there a link or a thread about it here)?
 

I'm personally doing something similar for a campaign I hope to run sometime in the future (Here's hoping for summer!!). I just use the elements/para-elements however (personal preference, plus lots less paperwork since I don't have to make custom spell lists for EVERY sorcerous ancestry source). I know there used to be a few threads on sorting spells by elemental philosophy, but I think that was way back when the boards were hosted elsewhere and I don't think the threads came over in that transfer.
If you want to drop me an e-mail at msisden@mail.com I can e-mail you the threads I have saved and some of my own/compiled from other sources work.
 

Don't get me wrong here, I think it's a very nice idea. But, it just seems a little too close to the Cleric Domain system for me. Also, restricting the Sorcerer to picking only certain groups of spells is really going to hurt. As it is, it's tough for them to cover all the bases (attack spells for each save, multiple elements, etc.), and if you only let them pick certain types of spells it can really get ugly (it's like Psionics if you don't add the secondary discipline rules).

What I'd suggest is this:
> Keep the Spell Thematics part.
> Instead of having each source provide a restriction, have each give a different bonus, usually a metamagic-based thing. For example:
Elemental Fire: get Elemental Substitution: Fire for free, and can apply it to any spell without increasing casting time. Also, gain Resist Elements(fire) as a known spell.
Fey: can metamagic any Enchantment spell without increasing its casting time. Gain Charm Person and Charm Monster as known spells.
Draconic: +1 skill point per level, and add the following to your spells known: Endure Elements (to the dragon's element only), Fly (self only), Breath of the Dragon (see PsiHB, convert it to an arcane spell and substitute the dragon's breath element)

(To balance, you'd have to drop the HD back to a d4 and skill points back to 2+INT)

and so on. It needs plenty of balance work, I'm sure, but you see my point.

Also, I'd suggest keeping it simple. Don't mess around with Paraelemental plane sources, just say that someone who had an ancestor from the plane of Ooze taps into either its Water or Earth aspect as if they were from the appropriate Elemental Plane.
 

I've actually previously run games with elemental sorcerers with restricted spell lists, and found my players liked them and the flavor they provided. I also gave them appropriate spells from other spell lists, made up some spells for the appropriate elements (as well as 'liberating' some really good ones from these boards) and made most of the new spells exclusive to the specific elemental domain (so wizards can't normally cast them). I say do up a rough draft of your idea, do a small expansion on one or two of the sources, and then run it by the players. If they like it, then its good, if not, then not.
 

For elements and positive (light) and negative (dark) energy, I saved this spell list from the boards, which could be usefull. I don't remember the original source, whoever it was, feel free to announce yourself and take the appreciation.

Air: Air, Dexterity, Force, Holding, Lightning, Manipuation, Messages, Sound (non-illusory), Speed, Travel, Weather
0th - Mage Hand, Open/Close
1st - Endure Elements (Lightning or Sonic), Expeditious Retreat, Feather Fall, Jump, Magic Missile, Message, Shocking Grasp
2nd - Cat's Grace, Levitate, Magic Mouth, Resist Elements (Lightning or Sonic), Shatter, Sound Burst, Whispering Wind
3rd - Blink, Fly, Gasesous Form, Gust of Wind, Haste, Hold Person, Lightning Bolt, Protection from Elements (Lightning or Sonic), Wind Wall
4th - Dimension Door, Otiluke's Resilient Sphere, Shout
5th - Control Winds, Hold Monster, Sending, Telekinesis, Teleport, Wall of Force
6th - Chain Lightning, Control Weather, Mass Haste
7th - Ethereal Jaunt, Forecage, Mordenkainen's Sword, Teleport Without Error
8th - Etherealness, Otiluke's Telekinetic Sphere, Whirlwind
9th - Storm of Vengeance, Teleportation Circle

Darkness: Darkness, Deception, Domination, Fear, Illusion, Insanity, Intelligence
0th - Ghost Sound
1st - Cause Fear, Hypnotism, Silent Image, Ventriloquism
2nd - Blur, Darkness, Darkvision, Hypnotic Pattern, Invisibility, Minor Image, Mirror Image, Misdirection, Scare
3rd - Deeper Darkness, Displacement, Invisibility Sphere, Major Image, Nondetection, Suggestion
4th - Confusion, Fear, Hallucinatory Terrain, Illusory Wall, Improved Invisibility
5th - Dominate Person, False Vision, Feeblemind, Mirage Arcana, Nightmare, Persistent Image, Seeming
6th - Mass Suggestion, Mislead, Permanent Image, Programmed Image, Project Image, Veil
7th - Insanity, Mass Invisibility, Vanish
8th - Screen
9th - Dominate Monster

Earth: Animals, Constitution, Creation, Defense, Earth, Plants, Protection, Transformation
0th - Resistance, Virtue
1st - Change Self, Entangle, Mage Armor, Shield, Speak with Animals
2nd - Alter Self, Barkskin, Endurance, Protection from Arrows, Soften Earth and Stone, Wood Shape
3rd - Control Plants, Meld into Stone, Plant Growth, Spike Growth, Stone Shape
4th - Giant Vermin, Minor Creation, Polymorph Other, Polymorph Self, Spike Stones, Stoneskin
5th - Animal Growth, Major Creation, Passwall, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Iron, Wall of Stone, Wall of Thorns
6th - Antimagic Field, Flesh to Stone, Move Earth, Repel Wood, Stone to Flesh
7th - Creeing Doom, Earthquake, Phase Door, Reverse Gravity, Statue
8th - Animal Shapes, Command Plants, Iron Body, Polymorph Any Object
9th - Shapechange

Fire: Destruction, Fire, Offense, Physical Enhancement, Strength
0th - Flare, Inflict Minor Wounds
1st - Burning Hands, Endure Elements (Fire), Inflict Light Wounds, Magic Weapon
2nd - Bull's Strength, Flame Blade, Flaming Sphere, Heat Metal, Inflict Moderate Wounds, Produce Flame, Pyrotechnics, Resist Elements (Fire)
3rd - Fireball, Flame Arrow, Greater Magic Weapon, Inflict Serious Wounds, Keen Edge, Protection from Elements (Fire)
4th - Fire Shield, Inflict Critical Wounds, Wall of Fire
5th - Flame Strike, Slay Living
6th - Disintregrate, Fire Seeds, Harm
7th - Destruction, Fire Storm
8th - Incendiary Cloud
9th - Meteor Swarm

Light: Charisma, Charming, Dispelling, Healing, Light, Vision
0th - Cure Minor Wounds, Dancing Lights, Detect Poison, Light
1st - Charm Person, Cure Light Wounds, Faerie Fire, Remove Fear
2nd - Continual Flame, Cure Moderate Wounds, Daylight, Delay Poison, Lesser Restoration, Remove Paralysis, See Invisibility
3rd - Blindness, Cure Serious Wounds, Dispel Magic, Invisibility Purge, Remove Blindness/Deafness, Remove Disease, Searing Light
4th - Break Enchantment, Charm Monster, Cure Critical Wounds, Neutralize Poison, Remove Curse, Restoration
5th - Healing Circle, Raise Dead, True Seeing
6th - Banishment, Greater Dispelling, Heal
7th - Greater Restoration, Mass Charm, Regenerate, Resurrection, Sunbeam
8th - Mass Heal, Power Word Blind, Sunburst
9th - Freedom, True Resurrection

Water: Cold, Divination, Transmutation, Water, Wisdom
0th - Create Water, Guidance, Ray of Frost
1st - Comprehend Languages, Detect Secret Doors, Detect Undead, Endure Elements (Acid or Cold), Obscuring Mist
2nd - Augury, Detect Thoughts, Fog Cloud, Locate Object, Resist Elements (Acid or Cold)
3rd - Clairaudience/Clairvoyance, Protection from Elements (Acid or Cold), Sleet Storm, Tongues, Water Breathing
4th - Arcane Eye, Detect Scrying, Divination, Ice Storm, Locate Creature, Quench, Scrying (druidic), Solid Fog
5th - Contact Other Plane, Fabricate, Prying Eyes, Mind Fog
6th - Analyze Dweomer, Cone of Cold, Find the Path
7th - Acid Fog, Greater Scrying, Legend Lore, Otiluke's Freezing Sphere
8th - Discern Location, Horrid Wilting, Polymorph Any Object
9th - Foresight
 
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