Sources of Sorcerous power

I'd try to keep the list short; maybe come up with a sort of evolutionary model for D&D, where all arcane magic came from a half-dozen sources (Elemental Fire, Elemental Air, Elemental Earth, Elemental Water, Nature (Fey), and Dragons). So, a Sphinx may have arcane magic, but it's from a link to the Elemental Plane of Air in their distant past. Genies have a more recent link to the Elemetnal Plane of Fire, so that's their domain. The Couatl species has magic because it's an offshoot of Dragons. And so on.

So, while Cleric Domains are based around abstract concepts like "Good", "Evil", "Travel", and "Knowledge", the Sorcerer domains would be determined by the plane that was the source of your power.
 

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Well after reading this, msisden's system, and thinking about it, I am deciding on restricting the sorcerer in spells... but not by making them select from a certain list for all spells, but just for their first one for each level known. Also, I am banning the use of certain spells for each source of sorcerous power. White Dragons do not get fire spells, I am contemplating over Fey heritage gets Summon Nature's ally instead of Summon Monster, and some other clerical stuff... with Both books of Eldritch might and Tome and Blood I should have a few spells to work with.

I'll post again when I am done.
 


I feel..... touched..... knowing that someone is taking some inspiration from my work. *sniff* *sniff*. Seriously though, let me know how things work out. The only elementalist of mine that has been played so far was the electromancer, though I do know someone that is interested in aqua or cryomancy if I start up a campaign. I'm amazed with the people I know since none have mentioned pyromancy. Go figure.
 

Here is what I have so far in Word 2000 format.I'd like some feedback onthe spells I have selcted if possible. Especially the celestial heritage does nit sit well with me. Should I allow damaging spells?
 

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I'm not sure if forcing a character to take a specific spell is a good idea. Sorcerers get few spells as it is, and if every (fill in heritage type) based spellcaster has specific spells it doesn't seem as rich with flavor. About damaging spells, I think every list should have at least SOME damaging spells. The number doesn't have to be much, as long as some are there. If a player complains about how there are a lack of combat spells in a specific heritage, direct them to one that has more combat spells.
I really like the special and sample themes listed for each of the heritages. (I'm pretty sure the last entry is supposed to be Infernal though).
 

I think I'll grant force based damage spells to the Celestial heritage. You were right the last one is supposed to be "fiendish"... the horrors of Cut and Paste - I am actually quite surprised I got all the Dragons correctly ;)

I think you might be right about not having that much power... though if you really don't like the spell required for you to take, you could use a metamagiced version of a lower level spell. This makes empower spell a near necessity, but I don't think that is a real problem. Note also that because of the Spell thematics feat, all these required spells will be cast at +1 caster level.

The problem that I have with the current sorcerer is that his versatility gives him decent power, but also takes away all flavour. If I give him flavour by taking away the thing that makes him versatile, I automatically make him weaker - and I can't fix everything with skill points and a higher Hit Die. Any balancing suggestions? I am quite set on the required spell thing unless someone has a better suggestion...

What does everyone think about allowing the Celestial heritage healing spells, albeit at suboptimal levels? Interesting, or will it just allow them to use wands of Cure Light Wounds?

Rav
 

Right now, I'm considering giving out special abilities to the class at certain levels. The abilities aren't set, but chosen (since I like character customizability). Abilities include things like resistance to their chosen heritage (eg fire resistance 5 for fire or +1 Natural AC for earth), the ability to command a certain element type, the ability to turn a certain element type, etc.

For your heritages you could do certain things, either chosen from a list or specifically given at certain levels. For instance, you could give someone with celestial heritage the ability to lay on hands.

And about the Spell Themantics part, it's likely that all the characters spells will follow the theme, so ALL their spells will be cast at +1 level.
 

Well actually, only 1 spell designated per level gets +1 caster level as per the Spell Thematics feat.

Penalizing the caster level of certain spells could also be an idea, instead of just downright forbidding them... aargh... so many ideas, only 1 class to create... ;)

Rav
 

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