my sorcerer concept
I'll repost (i put it up on the old boards) my house rules about sorcerers. Its heavily dependent on my own world, and since the first posting I have playtested this concept quite extensivily. I think its broad enough to apply to almost any general 3rd ed. campaign, and also give that campaign a certain DM-perscribed flavour. IMC gnomes and elves are considered the "elder" races. Humans, Dwarves, and Orcs are the common races. Halflings don't aren't usually encountered in my campaign world.
Sorcerer: Characters of the following potential player races are automatically considered to have the Child of Magic template: aasimar, elves, gnomes, half-elves, tieflings. These races do not receive the actual benefits of the template, but they are able to take levels as a sorcerer and function as if they had it (i.e. not use material components to cast sorcerer spells). Other characters of the player character races, must take the Child of Magic template to become a sorcerer. This is usually only done during character creation, but some circumstances (like a pact with a fiend), might allow characters to make use of sorcery’s “dark gifts.” Ask me for more details on the Child of Magic template.
Sorcerers do not need to use extinguishable material components when casting spells (those that are consumed during the spells’ casting). A few spells use extinguishable material components that are costly or come from especially hard-to-come by items (i.e. teleportation circle). In these cases, usually involving ritualistic spells, the extinguishable material components are still necessary. Spells that require a non-extinguishable component or focus still require a sorcerer to find them. Spell selection is very important for a sorcerer, and in my campaign it also goes a long way towards giving the sorcerer a distinct identity. Create “themes” for a sorcerer’s known spells. Such themes could revolve around elemental, shape-changing, nature, or divination spells. In some cases I might allow a sorcerer to learn spells from other spell lists if it fits a character’s background. See the Starting Equipment section of this packet for information on familiars.
The Child of Magic (New Template)
The Child of Magic template represents a character’s ancestral birthright, and the lingering presence of ancient magic in the world. In ages past, the elder races like the elves and gnomes were naturally gifted with the ability to unlock this potent birthright. Their pride, ambition, and callousness brought the world to the brink of destruction, and perhaps as a result of this, or just dumb luck, humans and many of the other younger races don’t have magic in their blood. Sometimes however this birthright shows up among humans, especially (Tyradians). It is almost never found in orcs or dwarves. Dwarven sages know that their people lived during ancient times when magic was more common, but even then, the dwarves had little talent with arcane magic. Strangely enough, kobolds seem to have a fair number of Children of Magic in their the numbers. It is not known why.
Children of Magic often develop rudimentary powers at puberty. Their spells, if they can be called that, are incomplete, spontaneous, uncontrolled, and sometimes dangerous. A household with a budding Child in it may be troubled by strange sounds or lights, creating the impression that the place is haunted. Usually as the character grows up, these random magical effects end or else the character begins to understand their gift and begin practicing and improving his power.
This template could show up in one of the nonmagical races in a variety of ways. The usual reason for being considered a Child of Magic is that ancestor of the character was some sort of outsider or magical creature like a dragon or elf. Or maybe the child is just “blessed” with the power of Luck or by some spirit. It is commonly believed that Braga, the Fatespinner, was one such lucky individual.
This template must be taken during character generation, or at a time that makes sense for character development (perhaps a realization about the character’s past through some epic quest). It can be taken by any character, but keep in mind the rarity of a Child of Magic among the common races. It is up to DM discretion as to which characters can take this template. Sometimes this template could be given to individuals by some outsider or powerful being as a payment or gift for services rendered. This is usually the only method that characters without the Child of Magic template, become sorcerers if they weren’t born like this.
Requirements: A character must have at least a Charisma of 12 to be a Child of Magic. If a character’s charisma goes lower than 12, they are still considered to be a Child of Magic and have all the benefits of this template. Any race, even those already considered a Child of Magic for purposes of access to the sorcerer class like tieflings or elves, can take this template for various reasons . The benefits of this template are not very noticeable for such races however. If it is taken by an already magical race, this template can be known as the Honed Potential.
Cost: During character creation (usually for 1st level characters): a character must give up a feat to gain this template. This “loss” of a feat represents the Child’s distance from members of his own race and his budding magical potential. Characters who gain the Child of Magic template not during initial character creation can only take on this template as per the stipulated price of whoever or whatever will give the character this template. Sometimes its as simple as taking a feat, other times it may involve a more sinister or lengthy act.
Inherent Traits: Children of Magic have the following benefits and penalties:
– Magic’s Gift: +1 to Will saves against one of the following categories of magical effect: Air, Chaos, Cold, Dragon (against a certain spells they can cast or their frightful presence), Earth, Electricity, Enchantment (for ancestors of elves only), Evil, Fey, Fire, Good, or Law. This benefit reflects the Child of Magic’s ancestral ties with the magic of the ancient world or the blessings of some spirit or outsider.
– Budding Powers: Children of Magic are able natural cast spontaneous arcane spells (i.e. allowed to take levels in the sorcerers class at some point in their career). Honing their skills and practice lets a Child of Magic tap into their existing power, as well as learn to increase it.
– Mark of the Ancients: +1 to either Diplomacy or Intimidate checks. The character decides which skill gains the bonus during character creation. After that point it cannot be changed. A Child of Magic, like sorcerers or the planetouched races, usually have something about them, whether it be striking good looks, a strange birthmark, a strange hair or skin color, a strange presence, or even a slight sheen in their eyes that denotes their heritage or blessing. This is never anything beyond cosmetic, and it is often too subtle for most people to notice. Whatever it is, Children of Magic are attractive or striking to most people of their race.
Penalties: There are few penalties for a Child of Magic rule wise. Unlike true outsiders or other magical creatures, a Child’s potential is so weak that they are still considered to be a normal member of their race (more or less), and are still affected normally by spells that affect their own race. There are however some spells (of my own creation), designed specifically to discern a person’s potential.
Roleplaying penalties abound however. Many organizations are aware that some people have the potential for sorcery from ancestry or the service of outsiders. Commoners also fear Children of Magic, much like they fear sorcerers, if they are ever revealed as such. Having this template is a burden as much as it is an opportunity.
C.I.D.