BluWolf
Explorer
I have posted peices of this before but it has been awhile and I wanted see if anyone had some additional thoughts??
STORMWORLD-SORCERER
GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell?s level. A sorcerer gets bonus spells cast per day based on Charisma. The Difficulty Class of a saving throw against a sorcerer?s spell is 10 + the spell?s level + the sorcerer?s Charisma modifier. Sorcerors gain additional spells known per level from Intelligence modifier (both positive and negative).
Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4.
Class Skills
The sorcerer?s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (All) (Int), Literacy (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) ??4.
Skill Points at Each Additional Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and no armor.
Eschew Materials: At first level Sorcerers gain the eschew materials feat for free. This feat operates as per the feat described in T&B pg. 40.
Spells: Unchanged.
Perilous Casting: Sorcerers have the ability to cast arcane spells they have witnessed. Being creatures with the ability to directly tap magical energies they have the ability to empower magical constructs (or weaves) much easier than a mundane creature that uses magical formulae to evoke magical power. Thus they can witness how someone has accessed a certain iteration of arcane effect and then attempt the same exercise. However, due to their imperfect understanding of the formula they are attempting an imperfect and unstable release of magical energy. This is a perilous endeavor.
In order to cast a spell using the perilous casting ability, the sorcerer must make a spell craft check at the time of the spell casting to identify that the spell is a) arcane and b) identify the level of the spell. This is a free action per the spell craft skill and counter spelling.
In order to attempt a spellcraft check the spell being cast must have either a verbal or somantic component.
If the Sorcerer than has an unused spell slot of the same level as the spell being cast he can attempt to reflexively cast that spell with in the next three rounds.
The DC to attempt the casting is 20 + the spell level.
The check is a D20 + the sorcerer's CHA modifier + ½ his Sorcerer level.
In addition, the DC is modified by +2 for each Metamagic feat used in the original casting of the spell that the sorcerer himself does not have. Example; a sorcerer attempting to perilously cast a maximized fireball without actually having the maximize spell feat would need to roll against a DC of 28. (fireball 3rd level, maximized +3 lvls, +2 for not having the feat).
The sorcerer cannot use his own metamagic feats too alter the spell, unless those feats were used in the original casting. Example, if a sorcerer attempts perilously cast a fireball he has just witnessed, that was not maximized, he could not then attempt to alter that spell. Even though he may have the maximize spell feat.
If the Sorcerer does not cast the spell in the next three rounds he loses the ability to cast it. The fleeting insight into that particular magical construct has vanished.
The sorcerer cannot cast any other spell prior to casting this one. If he does he loses the ability to cast that spell. He has lost the insight he gained into that magical construct (weave).
For purposes of resisting, the DC of the spell cast is based on the sorcerer's spell DC. While metamagic feats are used to determine the level of the spell slot needed to cast, the spell recast by the sorcerer does not benefit from those feats unless he has those feats. Thus, a sorcerer attempting to cast a maximized fireball he just witnessed would need a 6th level spell slot to cast the spell. However, the resulting fireball would not be maximized.
Exception, if the sorcerer has the metamagic feats used in the original casting of the spell, he can gain the benefits of those feats.
If the sorcerer fails the DC this means he has just released magic in an unintended and uncontrolled manor. The spell goes wild. This results in a roll on the wild surge table and loss of that spell slot for the day.
The Sorcerer does not retain the ability to cast spells cast in this fashion and never gets any better at casting spells in this manor. However, if the sorcerer has an open known spell slot he may make a second spell craft roll (per the standard skill rules) to permanently know that spell.
Sorcerers cannot perilously cast arcane spells cast as an innate ability.
While sorcerers benefit from the eschew materials feat, they may not perilously cast spells with material components that are not covered by this feat. So while the eschew materials feat allows a sorcerer to perilously cast a fireball spell, it would not allow him to perilously cast the simulacrum spell. Unless he just happened to have the prescribed material components handy.
A Sorcerer can attempt to counter spell using the perilous casting ability. Per the Counter Spelling rules he must first ready an action too counter spell. If he knows the spell he is attempting to cast, resolve normally per the counter spelling rules.
If he does not know the spell he can then follow the procedure to cast perilously, as per above. If he succeeds in his perilous casting DC, the spell is countered. If he fails a wild surge will occur and the opponents spell goes off normally.
Summon Familiar: At first level a sorcerer may choose to forgo EVER summoning a familiar and aquire a Meta magic feat instead. This feat can be used for general or meta magic feats. However, any level requireemnts for meta-magic feats still apply. Once forgone, the sorcerer may NEVER obtain a familiar.
Languages: All modern languages are considered class skills for sorcerers.
STORMWORLD-SORCERER
GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell?s level. A sorcerer gets bonus spells cast per day based on Charisma. The Difficulty Class of a saving throw against a sorcerer?s spell is 10 + the spell?s level + the sorcerer?s Charisma modifier. Sorcerors gain additional spells known per level from Intelligence modifier (both positive and negative).
Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4.
Class Skills
The sorcerer?s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (All) (Int), Literacy (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) ??4.
Skill Points at Each Additional Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and no armor.
Eschew Materials: At first level Sorcerers gain the eschew materials feat for free. This feat operates as per the feat described in T&B pg. 40.
Spells: Unchanged.
Perilous Casting: Sorcerers have the ability to cast arcane spells they have witnessed. Being creatures with the ability to directly tap magical energies they have the ability to empower magical constructs (or weaves) much easier than a mundane creature that uses magical formulae to evoke magical power. Thus they can witness how someone has accessed a certain iteration of arcane effect and then attempt the same exercise. However, due to their imperfect understanding of the formula they are attempting an imperfect and unstable release of magical energy. This is a perilous endeavor.
In order to cast a spell using the perilous casting ability, the sorcerer must make a spell craft check at the time of the spell casting to identify that the spell is a) arcane and b) identify the level of the spell. This is a free action per the spell craft skill and counter spelling.
In order to attempt a spellcraft check the spell being cast must have either a verbal or somantic component.
If the Sorcerer than has an unused spell slot of the same level as the spell being cast he can attempt to reflexively cast that spell with in the next three rounds.
The DC to attempt the casting is 20 + the spell level.
The check is a D20 + the sorcerer's CHA modifier + ½ his Sorcerer level.
In addition, the DC is modified by +2 for each Metamagic feat used in the original casting of the spell that the sorcerer himself does not have. Example; a sorcerer attempting to perilously cast a maximized fireball without actually having the maximize spell feat would need to roll against a DC of 28. (fireball 3rd level, maximized +3 lvls, +2 for not having the feat).
The sorcerer cannot use his own metamagic feats too alter the spell, unless those feats were used in the original casting. Example, if a sorcerer attempts perilously cast a fireball he has just witnessed, that was not maximized, he could not then attempt to alter that spell. Even though he may have the maximize spell feat.
If the Sorcerer does not cast the spell in the next three rounds he loses the ability to cast it. The fleeting insight into that particular magical construct has vanished.
The sorcerer cannot cast any other spell prior to casting this one. If he does he loses the ability to cast that spell. He has lost the insight he gained into that magical construct (weave).
For purposes of resisting, the DC of the spell cast is based on the sorcerer's spell DC. While metamagic feats are used to determine the level of the spell slot needed to cast, the spell recast by the sorcerer does not benefit from those feats unless he has those feats. Thus, a sorcerer attempting to cast a maximized fireball he just witnessed would need a 6th level spell slot to cast the spell. However, the resulting fireball would not be maximized.
Exception, if the sorcerer has the metamagic feats used in the original casting of the spell, he can gain the benefits of those feats.
If the sorcerer fails the DC this means he has just released magic in an unintended and uncontrolled manor. The spell goes wild. This results in a roll on the wild surge table and loss of that spell slot for the day.
The Sorcerer does not retain the ability to cast spells cast in this fashion and never gets any better at casting spells in this manor. However, if the sorcerer has an open known spell slot he may make a second spell craft roll (per the standard skill rules) to permanently know that spell.
Sorcerers cannot perilously cast arcane spells cast as an innate ability.
While sorcerers benefit from the eschew materials feat, they may not perilously cast spells with material components that are not covered by this feat. So while the eschew materials feat allows a sorcerer to perilously cast a fireball spell, it would not allow him to perilously cast the simulacrum spell. Unless he just happened to have the prescribed material components handy.
A Sorcerer can attempt to counter spell using the perilous casting ability. Per the Counter Spelling rules he must first ready an action too counter spell. If he knows the spell he is attempting to cast, resolve normally per the counter spelling rules.
If he does not know the spell he can then follow the procedure to cast perilously, as per above. If he succeeds in his perilous casting DC, the spell is countered. If he fails a wild surge will occur and the opponents spell goes off normally.
Summon Familiar: At first level a sorcerer may choose to forgo EVER summoning a familiar and aquire a Meta magic feat instead. This feat can be used for general or meta magic feats. However, any level requireemnts for meta-magic feats still apply. Once forgone, the sorcerer may NEVER obtain a familiar.
Languages: All modern languages are considered class skills for sorcerers.
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