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.
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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