Kae'Yoss
First Post
There is an Archwizard PrC that covers those that go beyond the usual study of spellcraft. That's great for wizards, but what about sorcerers, whose magic originates from their bloodline, not some books and studies? For them, I’m making an Archsorcerer PrC, also called Warlock, especially for those that are good at spontaneous spellcasting (Sorcerers, but a Shugenja should be able to qualify, too). But I don't know if the requisites and the powers are right, or are to strong/ to weak, the spell slots you have to sacrifice for them (just like Archwizards' High Arcana) are to high/low. That's what I worked out so far, with explanations here and there.
Description
The highest art is magic – often referred to as the Art. There are those who study it to an extent that enables them to bend the art in ways unavailable to other spellcasters. But, as every other art, magic knows some natural prodigies. Sorcerers have an intuitive way to use magic, backed up by a bloodline infused with magical power. While most sorcerers simply accept that bloodline as given and concentrate their efforts on improving their power through meditation and adventure, there are those that explore the secrets of their bloodline and look what powers they grant when unravelled. Not all succeed in their venture, but those that do gain powers that normal sorcerers (and even some archmages) can only dream of. These are the warlocks. But this focus takes it’s toll: Every power gained will rob the warlock of a little of his spell capability
Prerequisites
Spellcasting: Ability to cast 7th-level spells without preparation.
Skills: Spellcraft 15+ Ranks, Concentration 15+ Ranks
//You have to have a knack on recognizing spells, and you must be able to cast spells under unfriendly conditions
Feats: Spellcasting Prodigy (Sorcerer) (has to be taken at 1st level!), Extra Spell, Skill Focus (Concentration)
//You have to be good at spellcasting!
HD/Skills
d4, Skills 2+Int per level
//If you are using Monte's alternate Sorcerer, these would be d6 and 4+Int
Alchemy (Int) //nice way to add to your destructive power
Concentration (Con)
Intuit Direction (Wis) //you have a more intuitive approach to magic, so you are good at this
Knowledge (arcana) (Int)
Profession (Wis)
Scry (Int)
Search (Int) //you are searching for power that lies in your blood, you better be good at searching!
Spellcraft (Int)
Armor/Weapons, BAB, Saves, Spells per day/Spells known
Just like the Archwizard. The High Arcana are replaced with "Ancestral Powers"
Spells
The Warlock no longer needs material components to cast his spells. Components with no given cost can be ignored altogether, and even costly material components can be eschewed if the warlock pays 1/25 of the GP value in XP.
//If your sorcerer wasn't able to do this until now (in case you use Monte's sorcerer or rule-0-ed it so), he now is!
Ancestral Powers
Warlocks focus their efforts on exploring the powers their ancestors passed on to them with their blood. Because they have to eschew their usual training to do so, they partially lose their ability to cast spells: for every Ancestral Power gained, they permanently lose the use of one of their spell slots (the level of which is determined by the Ancestral Power).
Note: Some of the Ancestral Powers are matching with the Archmage’s High Arcana of the same name. These are marked with an asterisk (*) and only differ from the original as noted.
//They're High Arcana for sorcerers, basically, but less with the "great scholar of the Art"-image in mind, but rather with the "natural spellcaster"-concept
[/i]Ancestral Fire (Su):[/i] * See Arcane Fire
Ancestral Reach: * See Arcane Reach
Imitate spell: The warlock can imitate spells others cast. Upon seeing another spellcaster (which must be within 60ft of the warlock) casting a spell and succeeding in the spellcraft check to identify the spell (unless the spellcaster has said what spell it is, in which case the first spellcraft check is unnecessary), the warlock immediately makes another spellcraft check (DC 20 + the spell’s level, when the caster is more than 30 ft away, the DC increases by +5) as a free action. Success means that warlock now knows the spell (as if he had chosen it when he gained a spellcaster level) and can cast it until he gets his daily allotment of spells the next time. Also, the warlock could cast the spell himself from a scroll or other magic source, what makes the first spellcraft check (to identify the spell) unnecessary. The warlock can learn a number of spells this way that equals his CHA modifier, and all the spells have to be spells the warlock could cast (no cleric spells, no water spells for a fire shugenja and so on). This power costs one 8th level slot.
//I got that idea from the way Galaeron in Troy Denning's Return of the Archwizards series casts his spells. Nice concept to describe sorcerers in novels. I'm not sure if the restrictions are right, or if I should change it to "number of spell levels equal to CHA score" (or perhaps both things at once).
Mastery of Metamagic: The Warlock further unlocks the secrets of magic, enabling him to use metamagic feats without the need to improve the casting time. He can now employ metamagic feats and still use the normal casting time (no full round/ additional round). He also can learn and use quicken spell now. This power costs one 5th level spell slot.
//I always felt that sorcerers should be able to use quicken spell, but I'm not sure if that makes the PrC to powerful. Maybe this is against the general Idea of spontaneous casting and metamagic and should not be changed at all (or maybe the power should cost a higher-level spell slot)
Mastery of Shaping: *
Spell Defence: When the warlock successfully makes a spellcraft check to counterspell a spell with the same spell (no dispel magic or spells with diametrically opposed effects), that has to be aimed at a target or targets, and that has been targeted at him, he can immediately make another spellcraft check (DC 25 + the spell’s level) as a free action. If he succeeds, he the counterspell works and the warlock doesn’t need to spend the spell to counter his enemy’s, as he just draws the power into his own bloodlines, where it dissipates without harm done. This power costs one 7th level slot.
//Sounds powerful but the check should prove none to easy. Maybe the DC of the additional spellcraft check could be tweaked.
[/i]Spell counter: A warlock that uses his spell defence ancestral power to absorb a spell, his improved insight into his bloodline lets him hold the energy for a while. He can release it as if he just cast the spell. It has the original caster’s caster level and Save DC (if appropriate), not the warlock’s. The spell’s energy remains in the warlock’s blood for 1 minute, then dissipates. If another spell is absorbed, the former one is lost, so the warlock can only have one spell in his blood at a time. This power can only be taken if the warlock has Spell Defence. It uses up one 8th level slot.
//Like a weakened version of spellfire.
Spell Power +1*
Spell Power +2*
Spell Power +3*
//I don't know if all (or any) of the High Arcana - abilities used here are appropriate for the warlock, too, or if I could even add some (or all) of the other ones.
Also, every new suggestion for new Ancestral Powers is welcome!
Description
The highest art is magic – often referred to as the Art. There are those who study it to an extent that enables them to bend the art in ways unavailable to other spellcasters. But, as every other art, magic knows some natural prodigies. Sorcerers have an intuitive way to use magic, backed up by a bloodline infused with magical power. While most sorcerers simply accept that bloodline as given and concentrate their efforts on improving their power through meditation and adventure, there are those that explore the secrets of their bloodline and look what powers they grant when unravelled. Not all succeed in their venture, but those that do gain powers that normal sorcerers (and even some archmages) can only dream of. These are the warlocks. But this focus takes it’s toll: Every power gained will rob the warlock of a little of his spell capability
Prerequisites
Spellcasting: Ability to cast 7th-level spells without preparation.
Skills: Spellcraft 15+ Ranks, Concentration 15+ Ranks
//You have to have a knack on recognizing spells, and you must be able to cast spells under unfriendly conditions
Feats: Spellcasting Prodigy (Sorcerer) (has to be taken at 1st level!), Extra Spell, Skill Focus (Concentration)
//You have to be good at spellcasting!
HD/Skills
d4, Skills 2+Int per level
//If you are using Monte's alternate Sorcerer, these would be d6 and 4+Int
Alchemy (Int) //nice way to add to your destructive power
Concentration (Con)
Intuit Direction (Wis) //you have a more intuitive approach to magic, so you are good at this
Knowledge (arcana) (Int)
Profession (Wis)
Scry (Int)
Search (Int) //you are searching for power that lies in your blood, you better be good at searching!
Spellcraft (Int)
Armor/Weapons, BAB, Saves, Spells per day/Spells known
Just like the Archwizard. The High Arcana are replaced with "Ancestral Powers"
Spells
The Warlock no longer needs material components to cast his spells. Components with no given cost can be ignored altogether, and even costly material components can be eschewed if the warlock pays 1/25 of the GP value in XP.
//If your sorcerer wasn't able to do this until now (in case you use Monte's sorcerer or rule-0-ed it so), he now is!
Ancestral Powers
Warlocks focus their efforts on exploring the powers their ancestors passed on to them with their blood. Because they have to eschew their usual training to do so, they partially lose their ability to cast spells: for every Ancestral Power gained, they permanently lose the use of one of their spell slots (the level of which is determined by the Ancestral Power).
Note: Some of the Ancestral Powers are matching with the Archmage’s High Arcana of the same name. These are marked with an asterisk (*) and only differ from the original as noted.
//They're High Arcana for sorcerers, basically, but less with the "great scholar of the Art"-image in mind, but rather with the "natural spellcaster"-concept
[/i]Ancestral Fire (Su):[/i] * See Arcane Fire
Ancestral Reach: * See Arcane Reach
Imitate spell: The warlock can imitate spells others cast. Upon seeing another spellcaster (which must be within 60ft of the warlock) casting a spell and succeeding in the spellcraft check to identify the spell (unless the spellcaster has said what spell it is, in which case the first spellcraft check is unnecessary), the warlock immediately makes another spellcraft check (DC 20 + the spell’s level, when the caster is more than 30 ft away, the DC increases by +5) as a free action. Success means that warlock now knows the spell (as if he had chosen it when he gained a spellcaster level) and can cast it until he gets his daily allotment of spells the next time. Also, the warlock could cast the spell himself from a scroll or other magic source, what makes the first spellcraft check (to identify the spell) unnecessary. The warlock can learn a number of spells this way that equals his CHA modifier, and all the spells have to be spells the warlock could cast (no cleric spells, no water spells for a fire shugenja and so on). This power costs one 8th level slot.
//I got that idea from the way Galaeron in Troy Denning's Return of the Archwizards series casts his spells. Nice concept to describe sorcerers in novels. I'm not sure if the restrictions are right, or if I should change it to "number of spell levels equal to CHA score" (or perhaps both things at once).
Mastery of Metamagic: The Warlock further unlocks the secrets of magic, enabling him to use metamagic feats without the need to improve the casting time. He can now employ metamagic feats and still use the normal casting time (no full round/ additional round). He also can learn and use quicken spell now. This power costs one 5th level spell slot.
//I always felt that sorcerers should be able to use quicken spell, but I'm not sure if that makes the PrC to powerful. Maybe this is against the general Idea of spontaneous casting and metamagic and should not be changed at all (or maybe the power should cost a higher-level spell slot)
Mastery of Shaping: *
Spell Defence: When the warlock successfully makes a spellcraft check to counterspell a spell with the same spell (no dispel magic or spells with diametrically opposed effects), that has to be aimed at a target or targets, and that has been targeted at him, he can immediately make another spellcraft check (DC 25 + the spell’s level) as a free action. If he succeeds, he the counterspell works and the warlock doesn’t need to spend the spell to counter his enemy’s, as he just draws the power into his own bloodlines, where it dissipates without harm done. This power costs one 7th level slot.
//Sounds powerful but the check should prove none to easy. Maybe the DC of the additional spellcraft check could be tweaked.
[/i]Spell counter: A warlock that uses his spell defence ancestral power to absorb a spell, his improved insight into his bloodline lets him hold the energy for a while. He can release it as if he just cast the spell. It has the original caster’s caster level and Save DC (if appropriate), not the warlock’s. The spell’s energy remains in the warlock’s blood for 1 minute, then dissipates. If another spell is absorbed, the former one is lost, so the warlock can only have one spell in his blood at a time. This power can only be taken if the warlock has Spell Defence. It uses up one 8th level slot.
//Like a weakened version of spellfire.
Spell Power +1*
Spell Power +2*
Spell Power +3*
//I don't know if all (or any) of the High Arcana - abilities used here are appropriate for the warlock, too, or if I could even add some (or all) of the other ones.
Also, every new suggestion for new Ancestral Powers is welcome!