Vorastrix

Stalker0

Legend
Vorastrix – “Sorcerer”
HP: d6
Everything else: As sorc.

This sorc is a bit more powerful than a normal one, but some of the abilities have some drawbacks of their own to help balance it a bit more. Also, the class is bottom heavy to encourage straight sorc levels instead of prcs, which starts to happen about level 6. All of the cool names are draconic, taken from the draconomican.

1 Eschew Materials, Irthos Ixen 1/day
2 Hesjing Ir
3
4
5 Irthos Ixen 2/day
6
7
8 Thrae Irlym
9 Vorastrix
10 Irthos Ixen 3/day
11 Aussir Ixen
12
13 Edar Ukris 1/day
14
15 Irthos Ixen 4/day
16 Edar Ukris 2/day
17
18
19 Edar Ukris 3/day
20 Irthos Ixen 5/day, Vyth Molik

Eschew Materials – as the bonus feat

Irthos Ixen – “Secret Fire”: All sorcerers draw their strength from an inborn power. On occasion they can release a great amount of this energy, creating what is called “flaring”. Flaring is a free action. You gain a +2 to cha and +1 to caster levels for 3 + your new cha mod in rounds, although you may end flaring earlier if you wish. Due to the strong currents of power during flaring, spells cast during this time has a DC equal to 1d20 + spell level + cha mod. After flaring ends, you cannot cast spells for one minute. Flaring has a noticeable visual effect on the sorcerer, examples are skin color changes, a change in voice, or a strong glow. During flaring, sorcerers are often known to say incoherent words, even in languages they don’t know.

Hesjing Ir – “Water One”: You become attuned to one of the four elements, and with a subtype associated with that element. The elements are Air (Electricity), Fire (Fire), Water (Cold), Earth (Acid). You gain energy resistance to that subtype equal to your sorcerer level. This overlaps, and does not stack with other spells that grant elemental protection. However, it does stack with natural racial resistances.

Thrae Irlym – “Air Enemy”: Your attunement to one element grants you a resistance to another. You gain a +2 to saving throws and AC against the attacks and abilities of elementals opposite your own. The opposites are as follows: Earth – Air: Fire – Water.

Vorastrix – “Sorcerer”: By this level, the sorcerer soul is so infused with magic it creates a great effect when released. Should the sorcerer ever die, every creature within 10 feet per level of sorcerer receives an intense wave of energy as the sorcerer’s soul departs. All creatures in this area now know the sorcerer’s name, relative power (ie level), and get a very strong feeling of a sorcerer’s alignment. Allies within the area receive a +4 morale bonus to attack rolls, saves, and checks. Flavor text: It has been said that the death of a holy sorcerer can cause repentance in damned men, and the death of the most vile sorcerer’s to cause deceit in the purest souls.

Aussir Ixen – “White Fire”: By consuming inner energies you can enhance the power of your secret fire. White Fire grants you either an additional +4 to cha and +2 to caster levels which stacks with the bonus from secret fire. However, white fire consumes 2 con per round of its use. You can choose to use white fire as a free action whenever secret fire is used. However, once white fire is engaged, it cannot be turned off until secret fire is stopped. Creatures with no con scores cannot use white fire.

Edar Ukris – “Earth Talk”: You have formed a connection to your element that allows you to speak to it. Once per day for 1 minute, you may communicate with your element as the spell stone tell. The target must be an embodiment of your element: a pool of water, a fire, blowing wind, rock formations, etc. It cannot be the water in a person’s body for instance.

Vyth Molik – “Steel Hide”: A sorcerer of this caliber has become one with his element. He becomes immune to the effects of that element, and his bonuses for air enemy are doubled.
 
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Stalker0 said:
Vorastrix – “Sorcerer”

Hey Stalker. Here is my "impression" and take it with a grain of salt as the opinion that is.

This sorc is a bit more powerful than a normal one, but some of the abilities have some drawbacks of their own to help balance it a bit more. Also, the class is bottom heavy to encourage straight sorc levels instead of prcs, which starts to happen about level 6. All of the cool names are draconic, taken from the draconomican.

The names are cool if a bit cumbersome. Its goint to take a big learning curve for people to learn what they are because unlike most D&D powers they arent remotely self explanetory. Thats not bad, just a learning curve.

I agree with back-end weighted classes. There needs to be more incentive to stay with a core class beyond 5th or 6th level. PrC's have become far too much of a focus, and in my opinion, a burden on the system. The DMG states they are supposed to be niche specific and rare, yet we have thousands of the damn things around that serve no other purpose than to Munch a character.

Now onto the nitty-gritty.

As for the power level: yes it is more powerful. But only slightly more-so. I see that you are a fan of the Eschew Materials. I agree with this as it makes it feel like the spells are more innate rather than an arcane "Formulae" as the wizard uses.

If you are really afraid the class is too powerful, you could always give the spell list the slight bump down and use the progression as in "Generic Spellcaster" from Unearthed Arcana.

On the number of abilities: You might, or might not, want to trim the number.
My analysis from my own building project was thus.

CLASS ABILITIES
(Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.)

Cleric = 5 abilities (including spontaneous swapping)
Druid = 25 abilities (including spontaneous swapping; 17 without iterations)
Core Sorcerer = 2 abilities
Wizard = 7 abilities
Barbarian = 24 abilities (9 without iterations)
Bard = 15 abilities (12 without iterations)
Fighter = 11 abilities
Monk = 33 abilities (includes AC increase and speed; 25 without iterations)
Paladin = 19 abilities (11 without iterations)
Ranger = 18 abilities
Rogue = 24 abilities (10 without iterations)

The average number of class abilities:
Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations).
Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations)
Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations)

You currently have 15 abilities (9 w/o iteration). Not too far off the mark in my opinion. I would however possibly suggest evening out the progression of abilities a bit more, maybe thusly?

1 Spells, Eschew Materials, Irthos Ixen 1/day
2
3 Hesjing Ir
4
5 Irthos Ixen 2/day
6
7 Thrae Irlym
8
9 Vorastrix
10 Irthos Ixen 3/day
11
12 Aussir Ixen
13 Edar Ukris 1/day
14
15 Irthos Ixen 4/day
16 Edar Ukris 2/day
17
18 Vyth Molik
19 Edar Ukris 3/day
20 Irthos Ixen 5/day

Eschew Materials – as the bonus feat
To keep the innate feeling, I would like to offer 2 possible suggestions here. Since you are making them use this “as the feat” which means with the typical Sorcerer penalty to casting, I would make it more appealing and more fitting of their innate style.
From the “Spontaneous Metamagic” section of Unearthed Arcana:
1) Daily Uses: Gain 3 daily uses of the feat that can be used on-the-fly without previous preparation, increased spell level, or extended casting time. The maximum level of the spell to which a caster can apply a metamagic feat is equal to the maximum spell level the caster can cast, minus the spell level adjustment of the metamagic feat. If the calculation is less than 0, the caster cannot apply the metamagic feat to any of their spells.
2) Possible Alteration: Grant this at 3+Charisma Modifier uses per day similar to a Cleric’s Turn Undead. This makes it similar to an existing class ability and makes a stronger link to the weak primary sorcerer stat.

On a personal note, I am leaning toward giving Eschew Material as a permanent ability along with its associated penalty which is the banning of all spells from the sorcerer’s spell list that require a material cost over 1gp in value.

Irthos Ixen – “Secret Fire”: All sorcerers draw their strength from an inborn power. On occasion they can release a great amount of this energy, creating what is called “flaring”. Flaring is a free action. You gain a +2 to cha and +1 to caster levels for 3 + your new cha mod in rounds, although you may end flaring earlier if you wish. Due to the strong currents of power during flaring, spells cast during this time has a DC equal to 1d20 + spell level + cha mod. After flaring ends, you cannot cast spells for one minute. Flaring has a noticeable visual effect on the sorcerer, examples are skin color changes, a change in voice, or a strong glow. During flaring, sorcerers are often known to say incoherent words, even in languages they don’t know.
This is a bit cumbersome in the rules I think. I see the ideas and the logic, but it just doesn’t seem to flow well.
* What do you mean by “+1 Caster Level” – do you mean you gain spells cast and spells known as if one level higher or do you mean that you cast your spells as if you were one level higher for determining spell results?
* I’m not sure I like the “random” aspect to the Spell DC. You state that the “flare” is supposed to be a release of great power, yet with the d20 base DC instead of 10 you could, 50% of the time, actually be casting spells that are weaker than normal. If you want the power to be “chaotic” I would clarify the text. If you want it to grant a Spell Focus style effect and make the spells tougher to resist, I would simply add +1 or +2 to all spell DC’s cast while this is in effect (in addition to the +1 gained from the +2 CHA).
* The mechanic is similar to Rage but nowhere near as powerful, however, the associated costs seem a bit steep. Instead of not being able to cast for one minute (10 rounds) I would use the standard Rage penalty = Fatigued for the duration of the current encounter.

Hesjing Ir – “Water One”: You become attuned to one of the four elements, and with a subtype associated with that element. The elements are Air (Electricity), Fire (Fire), Water (Cold), Earth (Acid). You gain energy resistance to that subtype equal to your sorcerer level. This overlaps, and does not stack with other spells that grant elemental protection. However, it does stack with natural racial resistances.
* 2 Small semantics things: Instead of calling it a subtype, I would refer to them as Energy types. And why is this “Water One” if it can be any element?
* The bonus is not bad, but I am not sure on the stacking/not-stacking. Do other types of Energy Resistance stack?
* If you want to link more power to the sorcerer’s primary stat, make this ER = sorcerer level + Charisma mod.

Thrae Irlym – “Air Enemy”: Your attunement to one element grants you a resistance to another. You gain a +2 to saving throws and AC against the attacks and abilities of elementals opposite your own. The opposites are as follows: Earth – Air: Fire – Water.
* Natural progression from the last ability. As previously, if you want to link more power to the sorcerer’s primary stat, make this Bonus = Charisma mod. Rather than flat +2.

Vorastrix – “Sorcerer”: By this level, the sorcerer soul is so infused with magic it creates a great effect when released. Should the sorcerer ever die, every creature within 10 feet per level of sorcerer receives an intense wave of energy as the sorcerer’s soul departs. All creatures in this area now know the sorcerer’s name, relative power (ie level), and get a very strong feeling of a sorcerer’s alignment. Allies within the area receive a +4 morale bonus to attack rolls, saves, and checks. Flavor text: It has been said that the death of a holy sorcerer can cause repentance in damned men, and the death of the most vile sorcerer’s to cause deceit in the purest souls.
Kind of a retributive strike deal? Not sure how I feel on this one. Just doesn’t sit right with me. If I had to work with it I would drop all reference to knowledge being spread and make the enemies suffer the reverse morale. This is a very campaign specific type of ability, not something I would consider for a generic sorcerer. Sorry I cant help much on this one.

Aussir Ixen – “White Fire”: By consuming inner energies you can enhance the power of your secret fire. White Fire grants you either an additional +4 to cha and +2 to caster levels which stacks with the bonus from secret fire. However, white fire consumes 2 con per round of its use. You can choose to use white fire as a free action whenever secret fire is used. However, once white fire is engaged, it cannot be turned off until secret fire is stopped. Creatures with no con scores cannot use white fire.
* An improved version of the 1st ability making it even more Rage-like. Not sure I like the general “consumption” of a stat. I would assign it the same specified number of rounds as Rage, but give the associated penalty that while it is in effect you suffer the -2 CON. I would simply say when this is gained that “Secret Fire” becomes this, not that they stack.

Edar Ukris – “Earth Talk”: You have formed a connection to your element that allows you to speak to it. Once per day for 1 minute, you may communicate with your element as the spell stone tell. The target must be an embodiment of your element: a pool of water, a fire, blowing wind, rock formations, etc. It cannot be the water in a person’s body for instance.
This is an interesting ability. Think it’s a bit high on the level chain for the advantages gained by the ability though as its relatively weak. If you are going to make this an elemental sorcerer, I might also suggest at 1st level granting them the elemental language of their chosen element as a bonus language.

Vyth Molik – “Steel Hide”: A sorcerer of this caliber has become one with his element. He becomes immune to the effects of that element, and his bonuses for air enemy are doubled.[/QUOTE]
Makes sense. I would spell out the specifics for the “final” version though.

Well, I know its not the best answers in the world, but it’s the best I got. Again – take it with a grain of salt. I hope that it at least helps you better envision your ideas better and maybe gives you some ideas to work with.
 

Stalker0 said:
Vorastrix – “Sorcerer”

Hey Stalker. Here is my "impression" and take it with a grain of salt as the opinion that is.

This sorc is a bit more powerful than a normal one, but some of the abilities have some drawbacks of their own to help balance it a bit more. Also, the class is bottom heavy to encourage straight sorc levels instead of prcs, which starts to happen about level 6. All of the cool names are draconic, taken from the draconomican.

The names are cool if a bit cumbersome. Its goint to take a big learning curve for people to learn what they are because unlike most D&D powers they arent remotely self explanetory. Thats not bad, just a learning curve.

I agree with back-end weighted classes. There needs to be more incentive to stay with a core class beyond 5th or 6th level. PrC's have become far too much of a focus, and in my opinion, a burden on the system. The DMG states they are supposed to be niche specific and rare, yet we have thousands of the damn things around that serve no other purpose than to Munch a character.

Now onto the nitty-gritty.

As for the power level: yes it is more powerful. But only slightly more-so. I see that you are a fan of the Eschew Materials. I agree with this as it makes it feel like the spells are more innate rather than an arcane "Formulae" as the wizard uses.

If you are really afraid the class is too powerful, you could always give the spell list the slight bump down and use the progression as in "Generic Spellcaster" from Unearthed Arcana.

On the number of abilities: You might, or might not, want to trim the number.
My analysis from my own building project was thus.

CLASS ABILITIES
(Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.)

Cleric = 5 abilities (including spontaneous swapping)
Druid = 25 abilities (including spontaneous swapping; 17 without iterations)
Core Sorcerer = 2 abilities
Wizard = 7 abilities
Barbarian = 24 abilities (9 without iterations)
Bard = 15 abilities (12 without iterations)
Fighter = 11 abilities
Monk = 33 abilities (includes AC increase and speed; 25 without iterations)
Paladin = 19 abilities (11 without iterations)
Ranger = 18 abilities
Rogue = 24 abilities (10 without iterations)

The average number of class abilities:
Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations).
Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations)
Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations)

You currently have 15 abilities (9 w/o iteration). Not too far off the mark in my opinion. I would however possibly suggest evening out the progression of abilities a bit more, maybe thusly?

1 Spells, Eschew Materials, Irthos Ixen 1/day
2
3 Hesjing Ir
4
5 Irthos Ixen 2/day
6
7 Thrae Irlym
8
9 Vorastrix
10 Irthos Ixen 3/day
11
12 Aussir Ixen
13 Edar Ukris 1/day
14
15 Irthos Ixen 4/day
16 Edar Ukris 2/day
17
18 Vyth Molik
19 Edar Ukris 3/day
20 Irthos Ixen 5/day

Eschew Materials – as the bonus feat
To keep the innate feeling, I would like to offer 2 possible suggestions here. Since you are making them use this “as the feat” which means with the typical Sorcerer penalty to casting, I would make it more appealing and more fitting of their innate style.
From the “Spontaneous Metamagic” section of Unearthed Arcana:
1) Daily Uses: Gain 3 daily uses of the feat that can be used on-the-fly without previous preparation, increased spell level, or extended casting time. The maximum level of the spell to which a caster can apply a metamagic feat is equal to the maximum spell level the caster can cast, minus the spell level adjustment of the metamagic feat. If the calculation is less than 0, the caster cannot apply the metamagic feat to any of their spells.
2) Possible Alteration: Grant this at 3+Charisma Modifier uses per day similar to a Cleric’s Turn Undead. This makes it similar to an existing class ability and makes a stronger link to the weak primary sorcerer stat.

On a personal note, I am leaning toward giving Eschew Material as a permanent ability along with its associated penalty which is the banning of all spells from the sorcerer’s spell list that require a material cost over 1gp in value.

Irthos Ixen – “Secret Fire”: All sorcerers draw their strength from an inborn power. On occasion they can release a great amount of this energy, creating what is called “flaring”. Flaring is a free action. You gain a +2 to cha and +1 to caster levels for 3 + your new cha mod in rounds, although you may end flaring earlier if you wish. Due to the strong currents of power during flaring, spells cast during this time has a DC equal to 1d20 + spell level + cha mod. After flaring ends, you cannot cast spells for one minute. Flaring has a noticeable visual effect on the sorcerer, examples are skin color changes, a change in voice, or a strong glow. During flaring, sorcerers are often known to say incoherent words, even in languages they don’t know.
This is a bit cumbersome in the rules I think. I see the ideas and the logic, but it just doesn’t seem to flow well.
* What do you mean by “+1 Caster Level” – do you mean you gain spells cast and spells known as if one level higher or do you mean that you cast your spells as if you were one level higher for determining spell results?
* I’m not sure I like the “random” aspect to the Spell DC. You state that the “flare” is supposed to be a release of great power, yet with the d20 base DC instead of 10 you could, 50% of the time, actually be casting spells that are weaker than normal. If you want the power to be “chaotic” I would clarify the text. If you want it to grant a Spell Focus style effect and make the spells tougher to resist, I would simply add +1 or +2 to all spell DC’s cast while this is in effect (in addition to the +1 gained from the +2 CHA).
* The mechanic is similar to Rage but nowhere near as powerful, however, the associated costs seem a bit steep. Instead of not being able to cast for one minute (10 rounds) I would use the standard Rage penalty = Fatigued for the duration of the current encounter.

Hesjing Ir – “Water One”: You become attuned to one of the four elements, and with a subtype associated with that element. The elements are Air (Electricity), Fire (Fire), Water (Cold), Earth (Acid). You gain energy resistance to that subtype equal to your sorcerer level. This overlaps, and does not stack with other spells that grant elemental protection. However, it does stack with natural racial resistances.
* 2 Small semantics things: Instead of calling it a subtype, I would refer to them as Energy types. And why is this “Water One” if it can be any element?
* The bonus is not bad, but I am not sure on the stacking/not-stacking. Do other types of Energy Resistance stack?
* If you want to link more power to the sorcerer’s primary stat, make this ER = sorcerer level + Charisma mod.

Thrae Irlym – “Air Enemy”: Your attunement to one element grants you a resistance to another. You gain a +2 to saving throws and AC against the attacks and abilities of elementals opposite your own. The opposites are as follows: Earth – Air: Fire – Water.
* Natural progression from the last ability. As previously, if you want to link more power to the sorcerer’s primary stat, make this Bonus = Charisma mod. Rather than flat +2.

Vorastrix – “Sorcerer”: By this level, the sorcerer soul is so infused with magic it creates a great effect when released. Should the sorcerer ever die, every creature within 10 feet per level of sorcerer receives an intense wave of energy as the sorcerer’s soul departs. All creatures in this area now know the sorcerer’s name, relative power (ie level), and get a very strong feeling of a sorcerer’s alignment. Allies within the area receive a +4 morale bonus to attack rolls, saves, and checks. Flavor text: It has been said that the death of a holy sorcerer can cause repentance in damned men, and the death of the most vile sorcerer’s to cause deceit in the purest souls.
Kind of a retributive strike deal? Not sure how I feel on this one. Just doesn’t sit right with me. If I had to work with it I would drop all reference to knowledge being spread and make the enemies suffer the reverse morale. This is a very campaign specific type of ability, not something I would consider for a generic sorcerer. Sorry I cant help much on this one.

Aussir Ixen – “White Fire”: By consuming inner energies you can enhance the power of your secret fire. White Fire grants you either an additional +4 to cha and +2 to caster levels which stacks with the bonus from secret fire. However, white fire consumes 2 con per round of its use. You can choose to use white fire as a free action whenever secret fire is used. However, once white fire is engaged, it cannot be turned off until secret fire is stopped. Creatures with no con scores cannot use white fire.
* An improved version of the 1st ability making it even more Rage-like. Not sure I like the general “consumption” of a stat. I would assign it the same specified number of rounds as Rage, but give the associated penalty that while it is in effect you suffer the -2 CON. I would simply say when this is gained that “Secret Fire” becomes this, not that they stack.

Edar Ukris – “Earth Talk”: You have formed a connection to your element that allows you to speak to it. Once per day for 1 minute, you may communicate with your element as the spell stone tell. The target must be an embodiment of your element: a pool of water, a fire, blowing wind, rock formations, etc. It cannot be the water in a person’s body for instance.
This is an interesting ability. Think it’s a bit high on the level chain for the advantages gained by the ability though as its relatively weak. If you are going to make this an elemental sorcerer, I might also suggest at 1st level granting them the elemental language of their chosen element as a bonus language.

Vyth Molik – “Steel Hide”: A sorcerer of this caliber has become one with his element. He becomes immune to the effects of that element, and his bonuses for air enemy are doubled.[/QUOTE]
Makes sense. I would spell out the specifics for the “final” version though.

Well, I know its not the best answers in the world, but it’s the best I got. Again – take it with a grain of salt. I hope that it at least helps you better envision your ideas better and maybe gives you some ideas to work with.
 

Thanks for the reples Khaalis.

I agree, I probably shouldn't define the class abilities by draconic names, just include them as flavor text for easier understanding.

Let me clarify secret fire. Basically it grants a +2 to cha (which equates to a +1 to DC) and a +1 to caster level (this effects caster level based effects, SR penetration, dispel checks) it does not effect spells known or anything. Its the same as the good domain for clerics granting a +1 to caster level for goods spells.

As far as power goes, the +1 to dc alone is a temporary spell focus in every school of magic. That's about as powerful as one feat considering the limited duration. The +1 caster level is also big, it allows a sorc to cast spells more powerfully than an equally leveled wizard, gives the wizard a harder time counterspelling and dispelling the sorcs spells, and at times can give him other big advantages. The 9th level sorc using this on a fireball gets 1d6 more... not too much. A 10th level sorc using this on scorching ray gets another 4d6, definately nothing to sneeze at.

The reason I chose to not go with the end of encounter deal is its a bit harder to define for spellcasters. In battle its simple. But lets say a sorc flares in a town to gain a little more power on a shatter spell or just a summon monster to send a message or something. When does the encounter end for him?

With white fire, again note my points above. A net +3 to dc and +3 to caster level is a huge increase in power, that must be tied with a cost. So its offered as an option to sorcs when they need the power, but prevents abuse.

*I really like your idea of giving the sorc a -2 con during white fire. What I may do is just leave that as the base penalty for secret fire, and forgo the loss of spellcasting after the battle.


As for the earth talk ability, I agree its not very poweful.... its versatile!! (Flexibility is what we are looking for in our sorcs right?) Sure that 1/day talking to rocks may not mean much on most days. But hey when your tracking that guy and it gives you the info you need than the sorc player feels really cool.

The ultimate flavor test of any class if you can make the player of that class feel really cool once in a while.
 
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Just a few notes.

I agree, I probably shouldn't define the class abilities by draconic names, just include them as flavor text for easier understanding.
That’s entirely up to you. Nothing says that they have to be named “Flare” (or whatever) instead of “Irthos Ixen”. Just have to remember it will take people a while to get the definition and associate it to the memorized names.

Let me clarify secret fire. Basically it grants a +2 to cha (which equates to a +1 to DC) and a +1 to caster level (this effects caster level based effects, SR penetration, dispel checks) it does not effect spells known or anything. Its the same as the good domain for clerics granting a +1 to caster level for goods spells.
Just wanted to clarify that it was cast spells as if one level higher for spell effects. Some people add +1 Caster Level in an ability like this as a whole Spellcasting level boost.

As far as power goes, the +1 to dc alone is a temporary spell focus in every school of magic. That's about as powerful as one feat considering the limited duration. The +1 caster level is also big, it allows a sorc to cast spells more powerfully than an equally leveled wizard, gives the wizard a harder time counterspelling and dispelling the sorcs spells, and at times can give him other big advantages. The 9th level sorc using this on a fireball gets 1d6 more... not too much. A 10th level sorc using this on scorching ray gets another 4d6, definately nothing to sneeze at.

No it isn’t anything to sneeze at. I am not suggesting changing it, but when compared to the bonuses gained from Rage it seems weaker. The +1 cast level is fine, but I might consider a higher CHA bonus to +4 as Rage does with STR. Since it IS for such a short time period a higher gain could be warranted.

The reason I chose to not go with the end of encounter deal is its a bit harder to define for spellcasters. In battle its simple. But lets say a sorc flares in a town to gain a little more power on a shatter spell or just a summon monster to send a message or something. When does the encounter end for him?
Good point. So instead, make it a set time but not so steep, and as you also stated I would change the penalty to something other than a ban on Spellcasting. If you stay with a minute, I would use the Fatigued rules (which are pretty steep in and of themselves).

With white fire, again note my points above. A net +3 to dc and +3 to caster level is a huge increase in power, that must be tied with a cost. So its offered as an option to sorcs when they need the power, but prevents abuse.
I think this could use a small tweak. I would increase the Stat gain like rage to +8 CHA for a +4 bonus, but I would only raise the caster level to +2. Maybe +3CL if you give the –2 CON. Maybe extend the Fatigue to 2 minutes after use.

As for the earth talk ability, I agree its not very poweful.... its versatile!! (Flexibility is what we are looking for in our sorcs right?) Sure that 1/day talking to rocks may not mean much on most days. But hey when your tracking that guy and it gives you the info you need than the sorc player feels really cool.
My only issue with this power is that I feel its too weak for the levels assigned. It doesn’t start until 13th level. That’s pretty steep for an ability like this. Personally I would start granting it much earlier and spread it out more. Maybe like this.
1 Spells, Eschew Materials, Irthos Ixen 1/day
2
3 Hesjing Ir
4 Edar Ukris 1/day
5 Irthos Ixen 2/day
6
7 Thrae Irlym
8
9 Vorastrix
10 Irthos Ixen 3/day
11 Edar Ukris 2/day
12
13 Aussir Ixen
14
15 Irthos Ixen 4/day
16
17 Vyth Molik
18 Edar Ukris 1/day
19
20 Irthos Ixen 5/day
 

I think the spacing works... but I still need something for 20th level. Secret fire 5/day isn't really worth going up 3 more levels for.

+1 to DC's is a lot more valuable than a +2 to str even a +4. That can be the difference between a spell doing everything and doing nothing... and you don't want to waste spells. Attacks come and go, and when you start getting 3 or 4 of them, one miss isn't so bad.
 
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