Kerrick
First Post
I've always thought that sorcerer needed to be something other than "a wizard who can spontaneously cast arcane spells". I loved the idea of being able to channel raw magical power, rather than taming it through the use of rituals and signs, or drawing it from a deity. I've long held a thing for the elements; I've made a couple PrCs that are designed for sorcerers that can channel raw elemental energy, but that wasn't enough. So, last year I sat down and remade the sorcerer - I cut down the spell list to refine its role as a blaster mage, and gave it some extra elemental abilities - an elemental bolt, a shield, and a few other goodies. We (our group) also ruled that sorcerers in our campaign world are more susceptible to arcane burn than wizards, due to their method of weilding arcane energy.
And there it sat. Now, after seeing some of the 4E bits, I started thinking again. The sorcerer still isn't quite where I'd like it to be - a class completely divorced from the "spontaneous arcane spellcaster" archetype. The sorcerer should have a role and origins that are completely unique, and I think I've found a way to do it. Ironically, it takes a couple things that I never really liked: the warlock and bloodlines.
Now, I've never liked the warlock. I think it's a one-trick pony that would be better served as a (sorcerer) PrC. But, for my purposes, I'm more than happy to scavenge a few concepts from it - namely, the offensive (eldritch bolt) and defensive (shield) powers (Oh yeah, I've already got those. Silly me.).
Bloodlines always struck me as odd - I didn't really care where my sorcerer's magic came from, just that he has it. I hated the implications that all sorcerers get their magic from draconic blood, too. In our world, humans carry the spark of Chaos (it comes from slaying the Elder Gods), so they're just as likely to have sorcery from that as they are from draconic blood, or fey blood, or whatever. As I was turning things over in my head recently, though, I realized that bloodlines could be useful for defining the sorcerer as its own class.
So. What I've got now is a class that can draw upon the Weave (or the Vortex, the Web, the Source, or whatever you call the source of magic) and shape it, through sheer force of will, to do what he wants. Oftentimes, the end result is still chaotic and unrefined - they're more likely to blast a door down with an energy bolt than open it with a knock spell - but no less spectacular than a wizard's, or a cleric's, or a druid's spell.
Sorcerers can learn some spells, though it is difficult for them to focus their thoughts into patterns of words and gestures and use those to control the magic. A major change here is that the type of blood that flows through your veins determines what kind of magics you can use - for example, a fey-blooded sorcerer can learn some druidic and ranger spells; a celestial- or fiend-blooded sorcerer can learn some clerical prayers; etc. The spells they are capable of learning would be chosen from a limited list. This would comprise about half of their power base.
The other half would be innate abilities - like I mentioned above, offensive, defensive, and miscellaneous powers, usable a set number of times per day. I'm thinking of possibly doing major and minor powers (though they wouldn't be labeled as such), with different uses/day of each - so you'd gain a major power at L1 and L10, and they'd be usable 3/day, and minor powers at 5 and 15, usable 3+Cha/day. Or something. In any case, they would likely scale with level. Major powers would be most closely tied to the bloodline - fey, for example, could use a charm power, while fiends would have the ability to call upon demonic allies. Lesser powers would be tied to the source of the power - ley energy, godly power, infernal might, elemental energy (while a draconic bloodline could be doable, I think they gain their power from the elements, which accounts for their breath weapons), or simply Chaos (for those who don't wish to be constrained to a bloodline). Also, the sorcerer would gain additional minor abilities depending on his bloodline, which would manifest as minor physical changes as he gains levels (or, alternately, that he could "unlock" via rituals at certain points - I'm leaning toward the latter, so that the player can choose whether or not he wants his sorcerer to be identifiable as fey-blood or elemental-blood or whatever in exchange for increased power. I realize that unlocking powers is kind of metagamey, but I value choice and flexibility over simply being assigned abilities). By 20th level, a sorcerer who has undergone all the changes would be akin to a half-whatever (like a Dragon Disciple, but without as much power) - he would have aspects of the alternate bloodline, but still be recognizable as a member of his base race.
So what I'm looking at here are 6 bloodlines: Fey, celestial, Chaos, draconic, elemental, and fiendish. As I said before, the bloodline affects what kind of magic you can channel and learn:
Fey: Ley energy, druid spells
Celestial: Godly might, cleric/paladin spells (mostly healing, light, summoning, and turning undead - no negative energy)
Chaos: Pure magical energy; wizard spells
Draconic: Elemental energy; wizard spells
Elemental: Elemental energy; druid (energy only)/wizard spells
Fiendish: Godly (infernal) might; cleric/wizard spells (more focused toward inflicting wounds, evil spells, and summoning).
Yes, some sorcerers will be able to cast healing spells. Cure wounds is, essentially, just channeling positive energy, and let's face it - clerics could use some help, eh? Sorcerers as a whole will have fewer spells/day and spells known to reflect the cut-down list of available spells - I'm thinking something akin to what wizards get.
Now, to balance all this cool stuff out, sorcerers have a major drawback - channeling raw magical energy is dangerous. Using greater and lesser powers (firing off a bolt of hellfire, for instance) is relatively harmless, as you're not attempting to shape or constrain the energy, but casting a spell is - as mentioned before, sorcerers aren't used to using forms and gestures to control the energy, which means there's a chance of something going wrong. If it does, the magic goes awry, which results in magical backlash (aka arcane burn).
Edit: I'm attaching the sorcerer and a couple bloodlines to this post, so people don't have to search for them. This thread's still getting a lot of views, so someone must be interested, even if they're not willing to post any feedback.
And there it sat. Now, after seeing some of the 4E bits, I started thinking again. The sorcerer still isn't quite where I'd like it to be - a class completely divorced from the "spontaneous arcane spellcaster" archetype. The sorcerer should have a role and origins that are completely unique, and I think I've found a way to do it. Ironically, it takes a couple things that I never really liked: the warlock and bloodlines.
Now, I've never liked the warlock. I think it's a one-trick pony that would be better served as a (sorcerer) PrC. But, for my purposes, I'm more than happy to scavenge a few concepts from it - namely, the offensive (eldritch bolt) and defensive (shield) powers (Oh yeah, I've already got those. Silly me.).
Bloodlines always struck me as odd - I didn't really care where my sorcerer's magic came from, just that he has it. I hated the implications that all sorcerers get their magic from draconic blood, too. In our world, humans carry the spark of Chaos (it comes from slaying the Elder Gods), so they're just as likely to have sorcery from that as they are from draconic blood, or fey blood, or whatever. As I was turning things over in my head recently, though, I realized that bloodlines could be useful for defining the sorcerer as its own class.
So. What I've got now is a class that can draw upon the Weave (or the Vortex, the Web, the Source, or whatever you call the source of magic) and shape it, through sheer force of will, to do what he wants. Oftentimes, the end result is still chaotic and unrefined - they're more likely to blast a door down with an energy bolt than open it with a knock spell - but no less spectacular than a wizard's, or a cleric's, or a druid's spell.
Sorcerers can learn some spells, though it is difficult for them to focus their thoughts into patterns of words and gestures and use those to control the magic. A major change here is that the type of blood that flows through your veins determines what kind of magics you can use - for example, a fey-blooded sorcerer can learn some druidic and ranger spells; a celestial- or fiend-blooded sorcerer can learn some clerical prayers; etc. The spells they are capable of learning would be chosen from a limited list. This would comprise about half of their power base.
The other half would be innate abilities - like I mentioned above, offensive, defensive, and miscellaneous powers, usable a set number of times per day. I'm thinking of possibly doing major and minor powers (though they wouldn't be labeled as such), with different uses/day of each - so you'd gain a major power at L1 and L10, and they'd be usable 3/day, and minor powers at 5 and 15, usable 3+Cha/day. Or something. In any case, they would likely scale with level. Major powers would be most closely tied to the bloodline - fey, for example, could use a charm power, while fiends would have the ability to call upon demonic allies. Lesser powers would be tied to the source of the power - ley energy, godly power, infernal might, elemental energy (while a draconic bloodline could be doable, I think they gain their power from the elements, which accounts for their breath weapons), or simply Chaos (for those who don't wish to be constrained to a bloodline). Also, the sorcerer would gain additional minor abilities depending on his bloodline, which would manifest as minor physical changes as he gains levels (or, alternately, that he could "unlock" via rituals at certain points - I'm leaning toward the latter, so that the player can choose whether or not he wants his sorcerer to be identifiable as fey-blood or elemental-blood or whatever in exchange for increased power. I realize that unlocking powers is kind of metagamey, but I value choice and flexibility over simply being assigned abilities). By 20th level, a sorcerer who has undergone all the changes would be akin to a half-whatever (like a Dragon Disciple, but without as much power) - he would have aspects of the alternate bloodline, but still be recognizable as a member of his base race.
So what I'm looking at here are 6 bloodlines: Fey, celestial, Chaos, draconic, elemental, and fiendish. As I said before, the bloodline affects what kind of magic you can channel and learn:
Fey: Ley energy, druid spells
Celestial: Godly might, cleric/paladin spells (mostly healing, light, summoning, and turning undead - no negative energy)
Chaos: Pure magical energy; wizard spells
Draconic: Elemental energy; wizard spells
Elemental: Elemental energy; druid (energy only)/wizard spells
Fiendish: Godly (infernal) might; cleric/wizard spells (more focused toward inflicting wounds, evil spells, and summoning).
Yes, some sorcerers will be able to cast healing spells. Cure wounds is, essentially, just channeling positive energy, and let's face it - clerics could use some help, eh? Sorcerers as a whole will have fewer spells/day and spells known to reflect the cut-down list of available spells - I'm thinking something akin to what wizards get.
Now, to balance all this cool stuff out, sorcerers have a major drawback - channeling raw magical energy is dangerous. Using greater and lesser powers (firing off a bolt of hellfire, for instance) is relatively harmless, as you're not attempting to shape or constrain the energy, but casting a spell is - as mentioned before, sorcerers aren't used to using forms and gestures to control the energy, which means there's a chance of something going wrong. If it does, the magic goes awry, which results in magical backlash (aka arcane burn).
Edit: I'm attaching the sorcerer and a couple bloodlines to this post, so people don't have to search for them. This thread's still getting a lot of views, so someone must be interested, even if they're not willing to post any feedback.
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