What flavor are sorcerers in your campaign?

Jon Potter said:
I haven't actually played this way, but I've been toying with the idea of letting Sorcerers choose Draconic feats (from CA) at the same levels that Wizards get bonus feats.

To further differentiate them I'm considering keeping familiars for Sorcerers and replacing that feature for Wizards with the magic staves from a recent Dragon magazine issue. In my mind it fits with the image of the Gandalf-archetype and also plays on the idea of a witch's familiar whispering the secrets of magic to her.

Not sure how it'll play out, but I'm thinking of implementing it in my next campaign.

Ooh! That's interesting. I think I like that. I will have to give it a little more thought, but this is a good idea for certain types of flavor.
 

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Somewhere on ENWorld, I think in the House Rules forum, is a stickied thread about Races and Classes on ENWorld, with links. You can find my Bloodline Sorcerer there. Essentially I added some of the bloodline abilities from Unearthed Arcana and one bonus spell per spell level fitting to the bloodline in question. Did that for eight bloodlines (e.g. elemental, dragon, fey, celestial, fiendish, etc...). On the other hand, a bloodline forbids a sorcerer from using specific kinds of spells (celestial bloodline forbids [Evil] spells, fey bloodline forbids magic that creates or controls undead, etc...). Haven't seen it in play, though, as none of my players is playinga sorcerer.
 

RangerWickett said:
Mint.

I'm amazed no one had made this joke yet.

The other alternative was, "Flavor? They taste like chicken."

That's because I already made the joke in my original post. ;)
 

Wizards, Adepts, and Sorcerer's all have distinct versions.

Wizards eventually gain "Read Magic" as a class ability, can have spellbooks crammed with a variety of spells, have less of a chance of Arcane Burn, can imbue thier staff with 1 spell level per class level, gain the ability to swap out energy types when memorizing the spell, and may pick one spell per spell level that they can "hot swap" a memorized spell with at any time.

Sorcerers gain "Detect Magic" eventually as a class ability, have to choose a bloodlline (but gain bonuses to the spells that have a subtype equal to the dragon/demon they got the blood from), can use Arcane Burn feats with more power, and can use ANY spell of equal level to counterspell a spell, and gain eschew materials.

Adepts use both clerical and arcane spells, gain brew potion as a free feat (with no XP cost), can sense spirits and often speak with them, as well as get to use the augury spell 1x a week for free.

Specialist spell casts gain an additional spell slot for the specialization school per spell level (Adept gains both 1 clerical and 1 arcane, Sorcerers gain 1 for both known and per day, and wizards gain 1 per memorization, and can have one spell of increased power per spell level)

In our campaign, the spell casters are all MUCH different.
 

In Dragonlance, sorcerers are practitioners of the ambient or primal "wild" magic of the world, which was originally made available to mortals when the Graygem was released. Because it was wild and uncontrolled, the gods of magic taught three of them how to use the power of wizardry and eventually, sorcery faded from the world (both as a result of the rise of wizards, and because the Graygem's energies faded).

When Chaos was released from the Graygem, his energies flooded the world again, this time with more potency. Sorcery was once more able to be learned, and wild magic was once again available. Thus, in the Age of Mortals, the current period of Dragonlance, you have both wizards and sorcerers (and bards and assassins, which are also ambient spellcasters).

Characters can't have levels in both an ambient spellcasting class, like sorcerer, bard, or mystic (an ambient divine spellcaster) and a focused spellcasting class like druid, cleric, wizard, ranger, or paladin. The exception is if you have innate sorcerer levels, because those aren't made available by virtue of Chaos' power, they draw on ambient magic in a "pure" untainted sense. Thus, dragons, fey, araneas, etc have always been able to use their magic, and can also take levels in focused classes. It's the Chaos element that screws it up for mortals.

Cheers,
Cam
 

In my campaign, people respect and revere wizards as men and women of learning. They hate and fear sorcerers as dangerous uncontrolled engines of destruction. Wizards occassionally manifest magical ability spontaneously before they begin their training (it's one of the ways people know they are wizards), but it will almost always be something small: they accidentaly turn the cow blue or pour an entire inn full cups of ale from a single pitcher. Sorcerers come into their power all at once and can't handle it. They burn down the barn, wither the crops in the field, cause monstrous illusions, etc. Depending on the nation, a sorcerer is either forcibly taken to a place where they can learn to control their gifts, lynched, or burned at the stake.

Sorcerers generally have some 'other' blood: most commonly dragon, fae, or outsider. People exposed to large amounts of raw magic can become sorcerers, or their kids might manifest the ability. They can gain the ability from eating highly magical things, such as drinking dragon's blood or munching on beholder eyes (one reason wizards keep a tight lock on the spell component cabinet...). Wizards can make a person a sorcerer by imbuing them with their life's blood and passing on their raw power to them (via a spell in Book of Eldritch Magic). Their initial manifestation is always violent and frequently bloody.

If something isn't done for the person soon, they'll destroy themselves with their uncontrolled magic and burn into nothingness.
 

IMC, sorcerers have ties to outsiders or a magical family, instead of dragons. I dont like half dragons and draconic/humanoid ancestry and the default dragon ancestor background info for sorcerers.
 


mattcolville said:
There are no sorcerers in my game. I think it was a mistake of WotC to make them a core class, I think they belong in the DMG as an alternate wizard.

I agree.

The class, as written, has always struck me as very poorly thought out.
 

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