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*Dungeons & Dragons
The Sorcerer's Spells OR Do we want another magic class?
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<blockquote data-quote="steeldragons" data-source="post: 6742142" data-attributes="member: 92511"><p>Well, that would all depend on what the base class has as features as well. I prefer to create the class/subclasses from the ground up. But [MENTION=57043]Vael[/MENTION] 's suggestions are good places to begin when we'd get to the subclass stages.</p><p></p><p>Off the top of my head, I'd think something like this...</p><p>For base class elements, since we'd be removing the spell list, I'd just use the cantrips (as is) from any list, spell points, metamagic, some kind of innate magic detection, innate counterspelling/dispelling, and magic resistance. </p><p></p><p>Subclass, any subclass, then gets you your special/theme spells that you gain like bonus/domain/circle spells at certain levels. Let's just say for this hypothetical, 2 at 1st/3rd/5th/7th/9th. </p><p></p><p>Ancestral: I would probably add in a second tier of player choice here, like the warlock's Pact Boon. So [let's just say] Dragon/Fey/Genie. Then the rest of the powers are tailored to that lineage. There'd probably be some kind of transformation (a la dragon wings, but more than that) that each ancestry can undertake. A resistance of some kind, some kind of thematic capstone (breath weapon for a dragon, maybe dominating minds for a fey, maybe minor creation/wish type thing for a genie),...annnd a feature, in there someplace, of something to do with bolstering abilities via spell points. I'm seeing characters here that could be very up close/physical to very magical focused and pretty much anything in between. It depends on the play/concept/what the player wants.</p><p></p><p>Fated: I'm thinking the "accidental/reluctant hero" type. Even a Favored Soul isn't necessarily happy about their lot in life/didn't ask to be a favored soul. So, here, how about we go more martial/magic multi-class, whereas the "Ancestry MU" could be martial and some magic or magic and some martial, the "Fated MU" is more of a mix. Maybe features that involve more utility, some movement, more directly martial application of your magic (enhancing attacks and whatnot), and this is where you can pick a different spell list and pull from there. And, again, ways to use your spell points for better stuff.</p><p></p><p>Savant: These are your especially focused casters. Here is where you get your Pyromancers/Elementalists, your Storm Sorcerers, your Morgan La Faye/uber-enchantress, and so on. You choose a damage type or spell school and your magic has to come from that area only, regardless of what list it appears on. Here you are getting features that are specifically make your magic more powerful and useful. Simple as that. You gain another resistance/bolster your base class resistance. Add spell points to make your attack/save DC tougher. Maybe a feature that allows more spell choices than other subclasses get, or something akin to the wizard's signature spells...or something. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For ease of use, we could add in that second tier choice point, like in Ancestry, and just list out the energy damage types and spell schools as possible/suggested themes.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6742142, member: 92511"] Well, that would all depend on what the base class has as features as well. I prefer to create the class/subclasses from the ground up. But [MENTION=57043]Vael[/MENTION] 's suggestions are good places to begin when we'd get to the subclass stages. Off the top of my head, I'd think something like this... For base class elements, since we'd be removing the spell list, I'd just use the cantrips (as is) from any list, spell points, metamagic, some kind of innate magic detection, innate counterspelling/dispelling, and magic resistance. Subclass, any subclass, then gets you your special/theme spells that you gain like bonus/domain/circle spells at certain levels. Let's just say for this hypothetical, 2 at 1st/3rd/5th/7th/9th. Ancestral: I would probably add in a second tier of player choice here, like the warlock's Pact Boon. So [let's just say] Dragon/Fey/Genie. Then the rest of the powers are tailored to that lineage. There'd probably be some kind of transformation (a la dragon wings, but more than that) that each ancestry can undertake. A resistance of some kind, some kind of thematic capstone (breath weapon for a dragon, maybe dominating minds for a fey, maybe minor creation/wish type thing for a genie),...annnd a feature, in there someplace, of something to do with bolstering abilities via spell points. I'm seeing characters here that could be very up close/physical to very magical focused and pretty much anything in between. It depends on the play/concept/what the player wants. Fated: I'm thinking the "accidental/reluctant hero" type. Even a Favored Soul isn't necessarily happy about their lot in life/didn't ask to be a favored soul. So, here, how about we go more martial/magic multi-class, whereas the "Ancestry MU" could be martial and some magic or magic and some martial, the "Fated MU" is more of a mix. Maybe features that involve more utility, some movement, more directly martial application of your magic (enhancing attacks and whatnot), and this is where you can pick a different spell list and pull from there. And, again, ways to use your spell points for better stuff. Savant: These are your especially focused casters. Here is where you get your Pyromancers/Elementalists, your Storm Sorcerers, your Morgan La Faye/uber-enchantress, and so on. You choose a damage type or spell school and your magic has to come from that area only, regardless of what list it appears on. Here you are getting features that are specifically make your magic more powerful and useful. Simple as that. You gain another resistance/bolster your base class resistance. Add spell points to make your attack/save DC tougher. Maybe a feature that allows more spell choices than other subclasses get, or something akin to the wizard's signature spells...or something. :) For ease of use, we could add in that second tier choice point, like in Ancestry, and just list out the energy damage types and spell schools as possible/suggested themes. [/QUOTE]
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