Ilbranteloth
Explorer
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.
OK, I think I've figured out how I'll handle the non-energy/damage dealing sorceries. Haven't worked out all of the details yet but:
I'll leverage the Spells Known column combined with the levels that sorcerers usually gain abilities.
Spells
Starting at 1st level, your experimentation with casting spells allows you to emulate some wizard spells. Select a school of magic. You can choose a number of spells up to the number in the "Spells Known" column and cantrips column. You cast these spells as sorceries, meaning they only require somatic components, but you run the risk of a Wild Magic Surge. This risk is always present when attempting to cast spells in this way.
At 6th level, 14th level, and 18th level you can select an additional school of magic to learn spells when selecting them.
You can use concentration with these spells that allow it, including damage-causing spells, although you can only choose spells that utilize energies that you can cast. You can also use your metamagic on such spells.
This combination creates a very flexible spellcaster in regards to energy-based spells, with a narrow focus on certain schools. I might reduce the number of spells known (perhaps half).