Your favorite explanations for a sorcerer's magical abilties?

Bugaboo

First Post
The "dragon's bloodline" excuse is decent enough, but I'd like some other reasons why a sorcerer should be able to cast spells without formal training under a wizard.

Like maybe if the sorcerer picks illusion spells at first level, it implies he had a gnome somewhere in the family tree? Or all the sorcerers in your campaign world are direct decendants of someone who was exposed to a weird meteor many years ago?

Your best ideas would be appreciated.
 

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It may seem a little bland, but one of the main reasons I give for the sorcerer's innate abilities are the same as people who demonstrate some degree of psychic talent today (or wild talent, for D&D purposes).

Sometimes, people are just born different, and perhaps something in their brain or soul is more attuned to the magic that pervades the land, allowed by the gods, or however one handles magic in their game. Basically, the sorcerer's being is attached to a "magical funnel" of sorts and can tap it at will.

Possibly lame, but I like it better than "sorcerers are descendents of those with the blood of dragons/elves/gnomes/what-have-you" mentality.
 
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Kamikaze Midget said:
This thread has the potential to turn into something interesting.

Never assume someone who has been labeled can't contribute in any other way.

I really want to see some good sorcerer examples.
 

Bugaboo said:

I really want to see some good sorcerer examples.

I guess my explanation sucked?

/me runs away weeping

:p

Actually, it is rather bland, but I found it often works better when I'm explaining to new players the origins of the sorcerer's abilities. When I used to go with the dragon method, I would be asked why sorcerers don't have little wings, sharp teeth, or a breath weapon. ;)
 

I form the backgrounds and reasons on a case-by-case basis.
Sometimes, it's dragon blood. Sometimes, it's because the sorcerer comes from a long line of wizards. Sometimes, he's got outsider's blood.

He may be blessed or cursed by the gods. He may be touched by the fey. He may have been born in a wild magic zone.

Perhaps he was stillborn, and was resurrected by a cleric of the god of magic. Heck, make it a recessive gene, like albinism!

In short, I regard a sorcerer's background as an excuse to let my imagination run amok for a while. Actually, that goes for all characters I create. Nevermind. :D
 


I like to use an explanation sort of akin to radiation and all the superheroes who owe their ability to it. Except instead of it happening as an accident, the socerer is born with this quality. So, I have a region that is high in natural occuring magic so many of the people born there have sorcerer potential.

I've read the ideas of dragon blood, fey blood, demon blood, giant blood, etc, and that can really work well to give depth to a character.

On a related note, do people explain the Bard's magic in similiar ways or is it just his musical ability?
 

IMC, sorcerers pick their spells but at each level, i get to pick a spell they get (to resemble bloodline herrtiedge). Most of the sorcerers never have a decent background so thts when i start introducing them to the wonders of Infernal blood =)
 

I didn't want sorcerers to be psions in my campaign. Here's the excerpt from my campaign book:



Sorcerers

Sorcerers are not just innate magicians. They may have a natural talent for spellcraft, but it doesn’t run in the blood. A wizard is just as likely to be a “natural” at what he does as a sorcerer. No, sorcery is the art of dealing with entities more powerful than oneself, striking bargains in exchange for power. A sorcerer is actually very much like the classic D&D cleric, but instead of divine power from deities (after all, there’s only one Deity in the Relative Entropy setting), sorcerers learn arcane spells from ancient magical beings.

Powerful arcane creatures will never take on an apprentice sorcerer whose alignment differs greatly from their own; therefore, a sorcerer must choose a patron within one step of his own alignment. This choice will often affect which spells a sorcerer may learn, particularly elemental or alignment spells, and it may have other ramifications as well. Some patrons will teach sorcerers spells in exchange for a small tribute of treasure (dragons are nefarious for this); others, especially fey and outsiders, may require services in the form of quests or retrieved artifacts (though some fey, nymphs and sirines in particular, have been known to make even more drastic requests).

Of course, the sorcerer is not limited to one teacher. A sorcerer who wishes to learn a variety of elemental spells may find himself seeking out a number of spirit masters. There is nothing (apart from possible alignment conflicts) keeping sorcerers from learning all they can from anyone they can… provided they are willing to pay the right price to each teacher.

Code:
[color=silver][b]
Table 3-6: Sorcerer Spirit Patrons
Spirit Patron   Title                      Element  Align.  Summoning Stone[/b]
Atlas           Titan who Bears the World  Earth    LN      Amethyst
Bahamut         The Platinum Dragon        Air      LG      Diamond
Feng-Huang      The Great Phoenix          Fire     CG      Jade
Gaia            Angel of the Earth         Earth    LG      Emerald
Leviathan       Serpent of the Sea         Water    TN      Turquoise
Loki            Trickster of the Giants    Fire     CN      Topaz
Lorelei         Sirine of the Streams      Water    CE      Sapphire
Quetzalcoultal  The Feathered Serpent      Air      CN      Zircon
Roquat          Rugged Ruler of the Rocks  Earth    NE      Garnet
Shai’tan        Sultan of the Efreet       Fire     LE      Ruby
Tiamat          The Chromatic Dragon       Air      CE      Opal
Undine          Nymph of the Rivers        Water    NG      Aquamarine
[/color]

Game Rule Information
  • Sorcerers are changed from the Player’s Handbook as follows:
  • Spirit Patron: A sorcerer must choose a spirit patron from whom he learns his spells. As sorcerers cannot learn spells that oppose their spirit patron’s element or alignment, they may seek out multiple teachers, as long as each patron is within one alignment step of the sorcerer.
  • Sorcery: Sorcerers are granted the power to summon eidolons, phantom images of their spirit patrons who fight for the sorcerer. By taking his spirit patron’s favored gemstone and imbuing it with a small amount of ethereal energy, the sorcerer can give up unused spell castings to call forth these phantoms. The eidolon exists to fight for one round per level of the spell channeled; a cantrip so channeled calls a phantom that takes a single partial action and vanishes. The eidolon’s level depends on how much energy the sorcerer is willing to expend. A sorcerer may sacrifice a number of hit points up to his own level in summoning the eidolon, and this number is the phantom’s level. At the end of the summoning (which takes a full round) the gem is expended and vanishes, whisked away to the plane (and personal treasure cache) of the spirit whose avatar will fight for the sorcerer. Eidolons are described in appendix B: Aliens and Monsters.
 
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