D&D 5E The Sorcerer Fix

Yunru

Banned
Banned
Sorcerers don't have a spell list. Instead, at each level that they learn new spells they work with their DM to craft a spell that they want. Much like with improvised weapons, if a spell is close enough to an existing spell, just use the statistics for that.

Pros:
+ It makes the Sorcerer feel more unique
+ It fits with the idea of drawing from innate magic
+ It's fun

Cons:
- It's more work for the DM

Thoughts?
 

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If you said "make a table of effects and sorcerers can choose from them on the fly to create spells without having a spell list", I'd be fully onboard.


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I haven't really tinkered with an Elements of Magic system for 5e, but here are some ideas off the top of my head.

  • Spells cost more MP the higher level they are. Cantrips are 0, 1st level spells are 1, 2nd are 3, ... 9th are 17.
  • Your total MP pool is determined by taking the number of sorcerer spell slots you'd normally get, and adding up an equal amount of MP. So if you'd normally get three 1st and two 2nd level spell slots, now you get 9 MP per day.
  • You have an MP limit equal to your total number of levels in spellcasting classes (or half the level for Eldritch Knight and Arcane Trickster). That's the maximum MP you can spend on a single spell. So maybe you have some 4 sorcerer and 5 wizard levels. You only get 9 MP per day, plus your wizard spell slots. You could use that MP to cast a single 9 MP spell, equivalent to a 5th level spell.
  • There are 10 types of spells.
    1. Attack
    2. Charm
    3. Create
    4. Cure
    5. Defend
    6. Discern
    7. Illusion
    8. Move
    9. Summon
    10. Transform
  • Base range is touch for most spells. Increasing it to 30 feet or a small burst costs 1 MP, 60 feet costs 2 MP, 150 feet costs 3 MP.
  • . . . this is going to be complicated.
 

I haven't really tinkered with an Elements of Magic system for 5e, but here are some ideas off the top of my head.

  • Spells cost more MP the higher level they are. Cantrips are 0, 1st level spells are 1, 2nd are 3, ... 9th are 17.
  • Your total MP pool is determined by taking the number of sorcerer spell slots you'd normally get, and adding up an equal amount of MP. So if you'd normally get three 1st and two 2nd level spell slots, now you get 9 MP per day.

Is there a reason you're going with those MP instead of the DMG's spell points? I believe the DMG spell points reflect how damage scales a bit better, and it makes it so first level spells aren't essentially free at high levels.
 

Maybe something like 3e's epic spell rules but with 5e's numbers?

I'm thinking that an easier fix would be to create "Polymorphic" spells that have built-in metamagic-like hacks. Just make sure sorcery points are needed for them to work so bards cannot grab them?
 

If you said "make a table of effects and sorcerers can choose from them on the fly to create spells without having a spell list", I'd be fully onboard.


Sent from my iPhone using Tapatalk

You mean something like this?

It's still very much in the development/playtest stage.

You shape magic using sorcerous energies and forms. To start with you have 2 of each, and you can cast up to 1st level spells. At 20th level you'll have 6 forms and 8 energies. Even though you can cast 1st level spells, you roll on a Wild Magic Surge table to cast spells until you reach 3rd level. At that point you can safely cast 1st level spells, or up to 3rd level spells. You have about a 50% chance of a wild magic surge if the spell is not safe, with some modifiers. Sorceries only use somatic components. A spell focus reduces or eliminates the chance of wild magic.

You have spell points (in addition to sorcery points). A spell slot costs the same as the level of the spell slot (5th level spell = 5 spell points). Only 1 slot of 6th - 9th level daily when you get to that point. Regain spell points at short or long rest (11 points at 20th level).

I have the full chart, but don't know how to post that here.

Sorcery
Sorcery is a unique method to wield the Art. Instead of casting spells, a sorcerer shapes the Weave to their will.
All sorcery requires only somatic components, has a casting time of 1 action, and a duration of instantaneous.
Other sorcerous energies and forms may be possible, these are the ones available to sorcerer PCs at this time.

Energies are basically damage types. But I have a few other things.

I'm also working on things like conjurations, charm, etc. This gets far more complicated, and I also want to limit what sorcerers can do in regards to complex spells. Written spells, with more components stabilizes spellcasting and also allows for more complex effects.

Sorcerous Forms
Burst
Casting Time: 1 action
Range: Self (5-foot radius sphere)
Components: S
Duration: Instantaneous
You release a burst of energy in all directions, forming a sphere with you at the center. The burst does not go around corners.
Creatures within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d6 damage, and a creature that succeeds on their saving throw takes half that.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the radius is increased by 5-feet and the damage is increased by 1d6 per slot level above 1st.

Blast
Casting Time: 1 action
Range: 5 feet
Components: S
Duration: Instantaneous
You release a blast of magical energy from your hand in the direction you indicate. The blast does not go around corners.
A creature within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d8 damage, and a creature that succeeds on their saving throw takes half that.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the damage is increased by 1d8 per slot level above 1st.

Bolt
Prerequisite: Blast
Casting Time: 1 action
Range: 120 feet (ranged attack)
Components: S
Duration: Instantaneous
You hurl a blast of energy at your target. Make a ranged spell attack at a creature within range. On a hit, the target takes 1d8 damage.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the range is increased by 10-feet and the damage is increased by 1d8 per slot level above 1st.

Cone
Prerequisite: Blast
Casting Time: 1 action
Range: Self (20-foot cone)
Components: S
Duration: Instantaneous
You release a cone of magical energy from your hand in the direction you indicate.
Creatures within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d6 damage, and a creature that succeeds on their saving throw takes half that.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the cone is increased by 10-feet and the damage is increased by 1d6 per slot level above 1st.

Cube
Prerequisite: Burst
Casting Time: 1 action
Range: Self (15-foot cube)
Components: S
Duration: Instantaneous
You release a burst of magical energy in the shape of a cube. You can center the cube around you, or the cube can extend from your hands in the direction you desire.
Creatures within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d6 damage, and a creature that succeeds on their saving throw takes half that.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the cube is increased by 10-feet and the damage is increased by 1d6 per slot level above 1st.

Cylinder
Prerequisite: Burst
Casting Time: 1 action
Range: Self (5-foot radius, 40-foot high cylinder)
Components: S
Duration: Instantaneous
You release a burst of magical energy in the shape of a cylinder. You can center the cylinder around you, or the cylinder can extend from your hands in the direction you desire.
Creatures within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d6 damage, and a creature that succeeds on their saving throw takes half that.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the cylinder is increased by 5-feet in radius and the damage is increased by 1d6 per slot level above 1st.

Ranged Burst
Prerequisite: Burst
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
You release a burst of energy in all directions, forming a sphere with you at the center and centered on a point up to 30 feet away.
Creatures within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d6 damage, and a creature that succeeds on their saving throw takes half that.
If you have the Cube or Cylinder form, then the shape can be one of those forms instead of a sphere.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the range is increased by 5 feet, the radius is increased by 5-feet and the damage is increased by 1d6 per slot level above 1st.

Ray
Prerequisite: Bolt, and the ability to cast 3rd level sorceries
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
You hurl a sustained blast of energy at your target. Make a ranged spell attack at a creature within range. On a hit, the target takes 1d8 damage.
On each of your turns for the duration, you can use your action to deal 1d8 additional damage to the target automatically. You can expend additional spell points in each round to increase this damage by 1d8 per spell point spent.
The sorcery ends if you use your action to do anything else. The target creature can make a Dexterity saving throw at the start of each of its turns. A successful saving throw ends the sorcery.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the range is increased by 10-feet and the damage is increased by 1d8 per slot level above 1st.

Seeking Bolt
Prerequisite: Bolt
Casting Time: 1 action
Range: 120 feet (ranged attack)
Components: S
Duration: Instantaneous
You hurl a blast of energy at your target. Make a ranged spell attack at a creature within range, even around corners. On a hit, the target takes 1d8 damage.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the range is increased by 10-feet and the damage is increased by 1d8 per slot level above 1st.

Spread
Prerequisite: Burst
Casting Time: 1 action
Range: Self (5-foot radius sphere)
Components: S
Duration: Instantaneous
You release a burst of energy in all directions, forming a sphere with you at the center. The energy spreads to fill the region, including reaching around corners.
Creatures within the area must make a Dexterity saving throw. A creature that fails their saving throw takes 1d6 damage, and a creature that succeeds on their saving throw takes half that.
If you know the ranged burst form, then you can create a ranged spread.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the radius is increased by 5-feet and the damage is increased by 1d6 per slot level above 1st.

Touch
Casting Time: 1 action
Range: Touch (melee attack)
Components: S
Duration: Instantaneous
You release a blast of magical energy from your hand or a weapon. Make a melee spell or weapon attack.
On a hit, the creature takes 1d8 damage in addition to any damage caused by the melee attack.
If an object, or a willing creature, no melee attack is required.
At Higher Levels. When you cast this sorcery using a spell slot of 2nd level or higher, the damage is increased by 1d8 per slot level above 1st.
 

Oh yeah -

All are instantaneous. No concentration sorceries, although I have some new meta magic options like:

Chain Sorcery
When you cast a sorcery that targets only one creature and doesn’t have a range of self, you can spend 1 sorcery point to target one or more additional creatures up to your Charisma modifier.
Roll the damage for the sorcery. The first creature you target makes their saving throw normally. If they fail on their saving throw, they take full damage. If they succeed on their saving throw, they take half damage, and you can target another creature within 30 feet. If they fail their saving throw, they take all of the remaining damage. If they succeed at their saving throw, they take half of the remaining damage and you can target an additional creature within 30 feet of that creature. This continues until all of the damage is used.

Combine Energy
You can spend 1 sorcery point to add a second energy type to your sorcery. You can spend additional sorcery points to add additional types of energy.
Any damage caused is divided equally amongst damage types.
 

Sorcerers don't have a spell list. Instead, at each level that they learn new spells they work with their DM to craft a spell that they want. Much like with improvised weapons, if a spell is close enough to an existing spell, just use the statistics for that.

Pros:
+ It makes the Sorcerer feel more unique
+ It fits with the idea of drawing from innate magic
+ It's fun

Cons:
- It's more work for the DM

Thoughts?

What I did is say that sorcerers are more like arcane mutants in my campaign world. They pick a theme, still have the sorcerer spell list, but from that theme they can pick from any classes spell list. I've used them mostly as NPC's as none of the players I've worked with really are into them. But for instance I have the child diviner who sees visions. Another is someone who can summon and bind spirits. Another is a psychic monster who reads minds, controls them, lures rich nobles to dinner parties, then seals them in and uses Weird to slay them all as the screams from the manor echo into the night. I've even got a posse of young sorcerers in the city that are trying to locate others of their kind and help them to control their powers, X-men like, that occasionally provide assistance to my PC's.

Coming up with scratch spells each time seems a) very time consuming and b) going to hard to balance game play. A lot of spells need a fair amount of play testing, but sounds like you guys are on the same page and having fun, so more power to ya and good luck!
 

Years ago I created a magic system using runes. Since sorcerers channel energy, it seemed a natural fit for them to channel that energy into runes for various effects. Then they'd combine those runes if they wanted into various magical abilities. Each rune costs certain spell points, depending on how powerful it was (basic, expert, master)

From the book (I modified it a bit just now to reflect 5e rules)

Example of Rune combinations:
A mage combines a spark, breeze, and burst rune to send a
burning rune out towards a target at a movement rate of 30, up
to 100 feet away. When the rune gets to its target, it explodes
in a 5’ radius of flame. All creatures in that radius will have to
make a DEX saving throw to avoid half of the 2d6 damage. Since
three basic runes were used, the final point cost is 3.

A hero caster wants to combine a spell focus rune (expert rune),
icicle (basic rune), and gust (expert) rune to create a spell that
would have a total cost of 5 (2+1+2). The icicle will travel towards
its target up to 100 yards away, shattering on impact inflicting
2d6 damage. Since focus was used, the attack has advantage.

An aspirant combines a heat rune with an illuminate rune
(both basic) that costs 2 points, and creates a rune
spell on the ground that emits both light and heat in a 10ft
radius, remaining until dispelled or disturbed.
 

If you said "make a table of effects and sorcerers can choose from them on the fly to create spells without having a spell list", I'd be fully onboard.
I can't say I agree with this. The more charts, tables, and calculations you put into the spell system, the less sorcerer-like it feels. You're making the player act like a wizard to have their character play more like a sorcerer.

I like the OP's concept better. The sorcerer has a theme, and every level they learn a new way to express it. Metamagic is just different tricks the sorcerer has to put a little extra oomph into their spells.
 

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