What do YOU do with sorcerors?

In my most recent magic user I took a more Shannarrian approach. Generations past an ancestor had used a powerful magical item that ended up slightly altering the DNA giving birth to sorcery in the family.

I perceive sorcerers being able to see / feel the magical energies and therefore have the ability to freely manipulate them into spells. WIzards on the other hand have taught themselves to feel some of the energies and create spells that force that energy to their will. It does not come naturally, but they can be much more diverse in their casting than most sorcerers.
 

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Evolution

In my campaign, Sorcerers are a sort of step in the evolutionary ladder of humanoids in a magical environment. The way I figure it, the longer a humanoid race uses magic, the more attuned to magic they become. The end result is that over the last few hundred years the occasional humanoid with innate magical casting abilities has been born. This is becoming a more frequent occurance--although it is still rare. The next step in this evolution may well be Psions (who have the eqiuvalent of innate spell like abilities) who at current in my campaign are extremely rare and almost exclusively found in a few under-dark species.

Heroditis
 


I renamed them Battle Mages, as all they are really used for is
nuclear launch platforms...

I am using Psions as the intuitive, inherently magical casters...
 

IMC the only arcane magic that existed at the beginning of time was Sorcery, the spontaneous expression of magical power. Wizards came only later, as those without the 'gift' learned how to formularise and ritualise the sorceror's powers.

Each Sorceror, rather than gaining spells from the PHB, creates a new spell each time she would gain a Spell Known. This spell could be functionally identical to a PHB spell (but cosmetically unique,) a slight variant, or a completely new spell. Ideally, the spells will be themed in some way, to reflect that particular sorceror's expression of her power.

Spellcraft checks can be used to determine the general effects of a Sorceror spell, but not to determine the exact nature of the spell (as each is unique.)
 

Oni said:
I have a hard time trying to reconsile the supposed infused magical nature of the sorcerer with the fact that they are so formulaic in their casting. According the rules of the game if a wizard and a sorcerer both cast a spell you would have no way of telling which was wich as they both use the same gestures and verbal components down to the last detail. How does someone who powers lie in their innate magical abilities come to be part of and use such an orderly formulaic approach to magic. My only thought on this is that sorcerer is something that is taught just like magic. Simply a different tradition based around internalizing spell patterns permanantly rather than temporarily holding them in their mind. My problem with this is that it tends to make the sorcerer lest distinct from the wizard.

In some antedeluvian times, perhaps the Sorcerers were first. They instinctually knew how to do magic. Then Wizards were those who analyzed the actions of Sorcerers and made spellcasting formulaic.

Sorcerers then died out for awhile. Wizards became the norm. Only recently have Sorcerers returned to the world.

This scenario would mesh with the perceived timeline of Wizards being first, if everyone had forgotten about the Sorcerers.

Greg
 

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.
 

Yet another take:

IMC, all magic is due to the interference of spirits: small spirits grant arcane spells, and big spirits grant divine spells.

Clerics, druids, and paladins ally themselves with big spirits. Wizards find ways to bind or bargain with smaller spirits.

Sorcerers befriend smaller spirits; it is through this intimate bond that they cajole favors from their spiritual allies.

If I were more on top of my players, I'd force the sorcerer players to describe the spirits they've befriended. But I've been lax in that measure.

Daniel
 

Da Man said:
Sorcerors are actually able to feel the magic around them, starting at a young age. They learn, through trial and error (if it does not kill them first=) how to open portals to it and control the power that is unleashed.

Wizards, through many years of study and no small amount of natural brainpower, actually learn how to open the portals into the realm of Magic.

In my campaign, all arcane magical power comes from the flow, a magical aura that permeates the world. Both wizards and sorcerers draw this power (in a latent state) into their bodies.

Wizards usually cannot shape this power spontanously. They must carefully shape as they draw it into their bodies in order to organize it into a useful form.

Sorcerers, on the other hand, are under no such restriction. They can draw this energy into their body in a raw form, and owing to their more instinctual casting method, they can reflexively shape the energy as it is expelled. The catch -- the insticts occur at a gut level, and are harder to learn that a wizards formulae.

Psions are somewhat different. The never actively draw the flow into their body. By force of will, they shape the existing flow around and within them spontaneously, causing the desired effect. While this gives them a great degree of flexibility, it is very taxing to their spirit.
 

Pielorinho said:
Yet another take:

IMC, all magic is due to the interference of spirits: small spirits grant arcane spells, and big spirits grant divine spells.

I sort of do it that way. Lesser spirits have a natural communion with the flow, the magical force that permeates the world. Lesser spirits can assist sorcerers with their connection to the flow.

Greater spirits can eventually slip into a state of the divine, where their essence is shaped by the faith of their followers, and they can channel and shape this energy to grant it to the faithful, albeit it is affected by the connection with their essence.

In short, arcane spirts are closeley associated with this magical power, but divine spirts have become a font of their own magical power.
 

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