I'm A Banana
Potassium-Rich
So, before we worry about the mechanics of the Wiz/Sor/Wlk, I think it's important to anchor these things in the goals for the classes -- what they represent and what their archetypes are. If we can anchor those a little more solidly, we can get a good idea of what each kind of spellcaster should look like in an ideal world.
I think this is something that has had some problems. When the wizard/magic-user was the only game in town, it represented EVERY kind of magic, just like the fighter represented EVERY kind of warrior. But I don't think that's quite as true any more as it once was. I think now, these once-generic classes represent something quite specific.
[sblock=Wizard]
What A Wizard Is To Me
To me, a Wizard is a student of magic. A wizard struggles to understand and manifest magic by ripping reality a new wormhole via complex formulas and bizarre implements. Wizards are mad scientists, with spellbooks halfway between mad ramblings and bizarre secrets. A combination of Nikola Tesla, The Mythbusters, and Einstein, they uncover the secrets of reality, and use these secrets to unleash colossal amounts of energy.
Because of this, wizard magic is academic and ritualistic, but with often dramatic effects. Wizards are smartypants scholars and sages, people of this world who are interested in the Otherworld.
Wizard magic is based in writing, and based in energy and forces. Bigby's Hand isn't just a magical talent, it's a theoretical framework for the functioning of the multiverse, more akin to a theorem or a dissertation than a magical superpower. Sure, it is magic, and it gives you some awesome powers, but a wizard tries to understand magic, to define the indefinite, to comprehend the incomprehensible.
Given the pseudo-medieval setting of D&D, this takes the form of scholarship, guilds, and clubs, of jealously guarded secrets, of weird guys doing weird experiments in their weird towers. This lends magic its mystery, though to the initiated wizard, magic is more of a fascinating series of questions that they are trying to discover the answers to.
Mechanics That Support That:
[sblock=sorcerer]
What A Sorcerer Is To Me
To me, a sorcerer is a "touched" individual. Their magic is innate and natural to them, a product of their own bodies rather than of some outside force. Their otherworldly nature manifests as a high charisma, and the more otherworldly they become, the more powerfully their magic resonates. Sorcerers are people with one foot in the real world, and another foot in the world of the supernatural, foundlings and blood-taints and mutants.
Because of this, sorcerers are spontaneous, but limited. They discover their magic within themselves. When they use Fireball, it isn't a studied principle of the multiverse, but something within themselves, and expression of their personality or their nature (perhaps they are aggressive and quick-tempered! Perhaps they have bright red hair and are always very warm!) They don't research others, they research themselves, mastering the magic that is a part of them.
Thus, sorcerers are inherently magical creatures that happen to otherwise be fairly normal people. This leads to mystery and mistrust around them, as they are inherently out of the control of others. They twist reality to their whims naturally, simply by being who they are. They don't understand the principle behind it necessarily, but they do understand how to call it out of themselves.
Mechanics that Support That:
[sblock=Warlock]
What A Warlock Is To Me
All magical ability comes with some cost. Wizards study for aeons, clerics beseech deities, and sorcerers surrender their humanity. For a warlock, magic is very nearly free. All they must surrender is a small piece of their very soul.
Souls in D&D are a powerful source of energy. The gods tap this energy to govern their own significant power: the souls of their faithful, given to them out of love, respect, and honor, power their immense might. And the clerics of the gods would have you believe that this is right and proper, that a soul should be given willingly, in the hopes that the gods will use this power to help the faithful. Even evil and untrustworthy gods have those who love them or what they stand for, and who will gladly sacrifice themselves for the glory of this greater being.
That's typical of how a cleric works: they are given gifts based on their sacrifice, on their display of loyalty and love.
A warlock, however, is not so selfless. Rather than debase herself at the foot of some divinity, she seeks a more equitable arrangement. If her soul has value, then she won't simply give it up willingly. Rather, she will trade it, for services rendered.
The gods, of course, condemn this as heresy. But there are many entities in the D&D world who are willing to give someone power for their soul, powerful beings who may not be gods, and may not even desire to be gods, but who want the power a soul offers all the same. Demon princes and slaad lords and faerie queens and vanished ideas might all impart some of their power onto a warlock, in exchange for the promise of a soul.
Warlocks rarely enter such a pact ignorant of its consequences. They know they will be bound to servitude of this entity long after their lives have passed on. Some see it as an acceptable price to pay: great power now, when it is needed, only to be paid back at some later point? Deal. Others might hope to change cicrumstances: if you pledge your soul to a demon, perhaps you hope to never surrender it, gaining immortality, or slaying that demon yourself before the bill comes due.
To live the life of a warlock is to live a life in hiding, however. Because your magic is sort of a perverted divine arrangement, churches -- even in evil areas -- aren't often your friends. Your deal for your soul represents a dangerous precedent.
Mechanics That Support That:
[sblock=How the current mechanics make me feel]
I don't like the fact that neither one of them are entirely at-will magic users. I want an at-will magic user who hurls around minor spells all the livelong day. I think a Sorcerer would be a perfect venue for that.
I do like the sorcerer's transformations, but I'm not sure about their trigger...rather than running out of spells, I see these transformations happening when they're FULL UP! As they use magic, they become more mundane, loosing that otherworldly quality until they're no more than an especially charismatic commoner.
I don't think Sorcerers and Warlocks need to truck about with spells, generally speaking. It's another layer of complexity and weirdness that removes what makes them feel special. Let their mechanics do the heavy lifting, I think.
I want Warlocks to have some alternate mechanic for powering their effects than "rest." Warlocks are good candidates, I feel, for "rising power"-style effects, where they start weak and gain strength as they do things (such as awarding a Boon when an enemy dies near them, or after an encounter in which something died). Magical secrets also don't seem to be a Warlock thing to me -- more Wizard.
[/sblock]
I think that there's a lot of potential for other spellcasters, too. I'd like to possibly see Specialties based around wizard schools or priest domains (so you could take Illusionist or Enchanter and gain magic while you stay a thief or fighter or generalist wizard or whatever).
Anyway, that's my overly long babble.
Lets hear yours! How are these classes actually different in archetype in your mind? And how do the mechanics help reinforce those archetypes -- or not?
I think this is something that has had some problems. When the wizard/magic-user was the only game in town, it represented EVERY kind of magic, just like the fighter represented EVERY kind of warrior. But I don't think that's quite as true any more as it once was. I think now, these once-generic classes represent something quite specific.
[sblock=Wizard]
What A Wizard Is To Me
To me, a Wizard is a student of magic. A wizard struggles to understand and manifest magic by ripping reality a new wormhole via complex formulas and bizarre implements. Wizards are mad scientists, with spellbooks halfway between mad ramblings and bizarre secrets. A combination of Nikola Tesla, The Mythbusters, and Einstein, they uncover the secrets of reality, and use these secrets to unleash colossal amounts of energy.
Because of this, wizard magic is academic and ritualistic, but with often dramatic effects. Wizards are smartypants scholars and sages, people of this world who are interested in the Otherworld.
Wizard magic is based in writing, and based in energy and forces. Bigby's Hand isn't just a magical talent, it's a theoretical framework for the functioning of the multiverse, more akin to a theorem or a dissertation than a magical superpower. Sure, it is magic, and it gives you some awesome powers, but a wizard tries to understand magic, to define the indefinite, to comprehend the incomprehensible.
Given the pseudo-medieval setting of D&D, this takes the form of scholarship, guilds, and clubs, of jealously guarded secrets, of weird guys doing weird experiments in their weird towers. This lends magic its mystery, though to the initiated wizard, magic is more of a fascinating series of questions that they are trying to discover the answers to.
Mechanics That Support That:
- Memorized, fire-and-forget daily magic. Limited effects performed only a few times per day help model the idea that magic is difficult and complex. The idea is that during spell preparation in the morning, you set up dominoes, you construct the Rube Goldberg device, you load the arequebus, you study for the exam. Then, once you fire the magic, it can't be easily set up again. The dominoes fall, the device is set in motion, the gun is fired, the test is over. To do it again, you'll need some prep time.
- Spellbooks. In a psuedo-medieval world, the ownership of something written is a sign of status and power.
- Ritual mechanics (thanks 4e!). Because wizards cast spells via complex motions, rituals make great use of that.
- Fragility. Wizards are academics, not warriors, and while they may choose to adventure to uncover more secrets, they're never going to be able to take a punch as well as any given farmer or barkeep. The fragility of their spells also applies to this: wizard magic should be easy to disrupt.
- Big Booms and Written Runes. Physics is awesome, especially in a world where your willpower can alter it. Science is often dangerous and high-powered, and magic should be the same way. It should feel like handling a live grenade: there is potential disaster coming sooner or later, energy has been built up, and it is waiting to be released.
[sblock=sorcerer]
What A Sorcerer Is To Me
To me, a sorcerer is a "touched" individual. Their magic is innate and natural to them, a product of their own bodies rather than of some outside force. Their otherworldly nature manifests as a high charisma, and the more otherworldly they become, the more powerfully their magic resonates. Sorcerers are people with one foot in the real world, and another foot in the world of the supernatural, foundlings and blood-taints and mutants.
Because of this, sorcerers are spontaneous, but limited. They discover their magic within themselves. When they use Fireball, it isn't a studied principle of the multiverse, but something within themselves, and expression of their personality or their nature (perhaps they are aggressive and quick-tempered! Perhaps they have bright red hair and are always very warm!) They don't research others, they research themselves, mastering the magic that is a part of them.
Thus, sorcerers are inherently magical creatures that happen to otherwise be fairly normal people. This leads to mystery and mistrust around them, as they are inherently out of the control of others. They twist reality to their whims naturally, simply by being who they are. They don't understand the principle behind it necessarily, but they do understand how to call it out of themselves.
Mechanics that Support That:
- Small Spell List, Large Manna Pool: Sorcerers should only know a few tricks, but those they know, they can use like second nature. They don't have to carefully ration their magic. It flows from them easily. Sorcerers are good candidates for at-will magic being their ONLY magic.
- No-Hassle Magic: Sorcerers don't use components, don't need elaborate motions, and can't be interrupted easily. They can cast in armor, or in the roiling sea, or with a sword in their gut. Their magic is easy for them, not an elaborate arcane process. This makes it especially easy to combine with things like weapons, armor, and other training.
- Charms, Blasts, and Transformations: Being innate spellcasters, sorcerers easily master magic that flows from them, alters their bodies, and that just require a wink and a nod. They don't often have the patience for more detailed or planned-out magic.
- Themed Spell Lists: A sorcerer's magical aptitude follows a particular theme, not simply a generalized magical ability. A sorcerer with a draconic heritage will learn magic that manifests that heritage: wings and claws and scales and breath weapons and (depending on the type of dragon) unique spells like a Red Dragon's powerful divinations or a Green Dragon's powerful charms, or a Gold Dragon's luck and blessing.
- Metamagic and Flexible Magic: Sorcereries, unlike wizard spells, aren't discrete effects. A wizard sets up a spell to do one specific thing, but a sorcerer shapes and alters their spells on the fly. Thus, they can amplify a burst of fire to hit more than one creature, or switch up a charm to work on animals rather than people, and they don't need 50 unique spells for each case. Rather, they use one, and use it flexibly.
- Transformations: As a sorcerer gains levels and increases in power, they should become more like the source of their magical ability, surrendering their humanity in order to be a hybrid creature, rather than simply manifesting that briefly.
[sblock=Warlock]
What A Warlock Is To Me
All magical ability comes with some cost. Wizards study for aeons, clerics beseech deities, and sorcerers surrender their humanity. For a warlock, magic is very nearly free. All they must surrender is a small piece of their very soul.
Souls in D&D are a powerful source of energy. The gods tap this energy to govern their own significant power: the souls of their faithful, given to them out of love, respect, and honor, power their immense might. And the clerics of the gods would have you believe that this is right and proper, that a soul should be given willingly, in the hopes that the gods will use this power to help the faithful. Even evil and untrustworthy gods have those who love them or what they stand for, and who will gladly sacrifice themselves for the glory of this greater being.
That's typical of how a cleric works: they are given gifts based on their sacrifice, on their display of loyalty and love.
A warlock, however, is not so selfless. Rather than debase herself at the foot of some divinity, she seeks a more equitable arrangement. If her soul has value, then she won't simply give it up willingly. Rather, she will trade it, for services rendered.
The gods, of course, condemn this as heresy. But there are many entities in the D&D world who are willing to give someone power for their soul, powerful beings who may not be gods, and may not even desire to be gods, but who want the power a soul offers all the same. Demon princes and slaad lords and faerie queens and vanished ideas might all impart some of their power onto a warlock, in exchange for the promise of a soul.
Warlocks rarely enter such a pact ignorant of its consequences. They know they will be bound to servitude of this entity long after their lives have passed on. Some see it as an acceptable price to pay: great power now, when it is needed, only to be paid back at some later point? Deal. Others might hope to change cicrumstances: if you pledge your soul to a demon, perhaps you hope to never surrender it, gaining immortality, or slaying that demon yourself before the bill comes due.
To live the life of a warlock is to live a life in hiding, however. Because your magic is sort of a perverted divine arrangement, churches -- even in evil areas -- aren't often your friends. Your deal for your soul represents a dangerous precedent.
Mechanics That Support That:
- Warlock Magic Is Divine: It functions like that of a cleric, not like that of a wizard. It comes as you request it from your chosen entity, not as you memorize and master it. Because of this, it is less subject to disruption and warlocks get to choose from a large pool of magic which talents to master.
- Selfishness: A big theme in warlock magic is that it is selfish -- the warlock and their chosen entity are using each other, at the very least. Warlock magic often has unintended consequences or high prices to pay, might only affect or benefit the user, or may actively hinder his allies. A warlock contributes a lot, but weighs the party she is part of down.
- There Is A Cost (someone else usually pays...): Warlock magic must be powered somehow. Typically, it is powered by the death or blood of others, or by that of the caster. Warlocks gain power as their enemies fall, and can also give power from their allies or themselves. Defiling is a great idea for warlocks: it ups the power at a cost. There is always a trade-off in warlock magic.
- Themed Spell List: Something like domains could work well for a warlock, with a "channel divinity" thing replaced by a "sacrifice": when the warlock can power his spells, he gains that special ability.
- Summoning: As creatures bound to the Otherworld, warlocks make perfect sense for specialized summoners, calling up angels and demons and elementals to do their bidding based on the commands of their masters.
[sblock=How the current mechanics make me feel]
I don't like the fact that neither one of them are entirely at-will magic users. I want an at-will magic user who hurls around minor spells all the livelong day. I think a Sorcerer would be a perfect venue for that.
I do like the sorcerer's transformations, but I'm not sure about their trigger...rather than running out of spells, I see these transformations happening when they're FULL UP! As they use magic, they become more mundane, loosing that otherworldly quality until they're no more than an especially charismatic commoner.
I don't think Sorcerers and Warlocks need to truck about with spells, generally speaking. It's another layer of complexity and weirdness that removes what makes them feel special. Let their mechanics do the heavy lifting, I think.
I want Warlocks to have some alternate mechanic for powering their effects than "rest." Warlocks are good candidates, I feel, for "rising power"-style effects, where they start weak and gain strength as they do things (such as awarding a Boon when an enemy dies near them, or after an encounter in which something died). Magical secrets also don't seem to be a Warlock thing to me -- more Wizard.
[/sblock]
I think that there's a lot of potential for other spellcasters, too. I'd like to possibly see Specialties based around wizard schools or priest domains (so you could take Illusionist or Enchanter and gain magic while you stay a thief or fighter or generalist wizard or whatever).
Anyway, that's my overly long babble.

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