alternative sorcerer
Posted: Wed Jul 13, 2005 11:40 am
Alternative Sorcerer
Here are rules for an alternative Sorcerer. The sorcerer is still a spellcaster that shapes the energies of magic within his ability limits according to training and knowledge. However, instead of being far more limited in the effects he can produce, the sorcerer can achieve many more effects than the wizard, but his spells are not guaranteed to succeed.
In essence, the wizards study magic and prepare their spells in a way that makes the spells safe to cast and guarantees success. The sorcerers on the other hand use their innate abilities at a whim, producing effects as they see fit in a given situation, but their approach on magic is not always successful and sometimes, not even safe.
Changes to the Sorcerer core class general info:
Skill points/ level: 4 +int
Skills: Add 8 class skills: Abjuration (wis), conjuration (int), divination (wis), enchantment (cha), evocation (int), illusion (int), necromancy (cha), transmutation (int).
Class abilities:
Eschew Materials: At 1st level, the sorcerer gains this feat for free. It lets sorcerers cast the spells they decide without carrying a huge load of components that may be usefull. For more expensive materials, well . . . the sorcerer has to prepare or improvise.
Bonus Feats: At 5th, 10th, 20th level the sorcerer gains a bonus feat. This feat must be a metamagic feat, the spell focus feat (and follow-ups), the spell penetration feat or one of the school focus feats.
School focus: At 15th level the sorcerer gains this feat for free in one of the schools he or she doesn’t have it.
Spellcasting: To cast a spell, the sorcerer must choose a spell from the PHB wizard/ sorcerer list and any other spell list the DM approves for wizards and sorcerers (Complete arcane, VRArsenal etc) according to the maximum spell level the character can cast, spell slots remaining etc.
Then the character makes a skill check of the selected spell’s school usually against a DC of 15 + 2/ spell level (15 for cantrips, 17 for 1st level, etc.). If the check succeeds, then the spell takes effect normally. If it fails, the character still uses the spell slot, but the spell fizzles without effect.
If the check fails by 10 or more, then the spell backfires . A harmful spell (like ray of enfeeblement, fireball, etc) targets the character. A not harmful spell, like levitate, does 1d6 points of damage/spell level without save. A ray spell always succeeds at the range touch attack against the spell caster if the spell backfires. The DM is free to improvise backlashes different than those. A badly failed alter self for example may make a partial transformation etc.
The school skills can be used untrained, but this is usually dangerous.
To cast a spell of a given spell level, the caster must have charisma = the usual 10 +1/spell level. The DC of the spells is charisma based.
NOTE: More unusual spells may have greater DC to be successfully cast at the DM’s discretion.
Spells known: A sorcerer still gets spells known. These are effects the caster is most familiar with and can use them more safely. A sorcerer gains a +4 competence bonus to cast a known spell. However, the sorcerer can choose spells only from schools at which he or she has at least one rank. So unless a sorcerer has at least one rank in conjuration, he cannot select mage armor as a known spell.
The number of spells a sorcerer has known is as shown in the PHB.
Spells/day: A sorcerer can cast a certain number of spells per day as shown in the PHB. He or she gains bonus spells from high charisma.
New Feat:
School focus. This feat gives a +4 competence bonus to one school skill. The bonus stacks with the bonus of the skill focus skill. To get this feat, the caster must have at least one rank at the school skill to be augmented.
Here are rules for an alternative Sorcerer. The sorcerer is still a spellcaster that shapes the energies of magic within his ability limits according to training and knowledge. However, instead of being far more limited in the effects he can produce, the sorcerer can achieve many more effects than the wizard, but his spells are not guaranteed to succeed.
In essence, the wizards study magic and prepare their spells in a way that makes the spells safe to cast and guarantees success. The sorcerers on the other hand use their innate abilities at a whim, producing effects as they see fit in a given situation, but their approach on magic is not always successful and sometimes, not even safe.
Changes to the Sorcerer core class general info:
Skill points/ level: 4 +int
Skills: Add 8 class skills: Abjuration (wis), conjuration (int), divination (wis), enchantment (cha), evocation (int), illusion (int), necromancy (cha), transmutation (int).
Class abilities:
Eschew Materials: At 1st level, the sorcerer gains this feat for free. It lets sorcerers cast the spells they decide without carrying a huge load of components that may be usefull. For more expensive materials, well . . . the sorcerer has to prepare or improvise.
Bonus Feats: At 5th, 10th, 20th level the sorcerer gains a bonus feat. This feat must be a metamagic feat, the spell focus feat (and follow-ups), the spell penetration feat or one of the school focus feats.
School focus: At 15th level the sorcerer gains this feat for free in one of the schools he or she doesn’t have it.
Spellcasting: To cast a spell, the sorcerer must choose a spell from the PHB wizard/ sorcerer list and any other spell list the DM approves for wizards and sorcerers (Complete arcane, VRArsenal etc) according to the maximum spell level the character can cast, spell slots remaining etc.
Then the character makes a skill check of the selected spell’s school usually against a DC of 15 + 2/ spell level (15 for cantrips, 17 for 1st level, etc.). If the check succeeds, then the spell takes effect normally. If it fails, the character still uses the spell slot, but the spell fizzles without effect.
If the check fails by 10 or more, then the spell backfires . A harmful spell (like ray of enfeeblement, fireball, etc) targets the character. A not harmful spell, like levitate, does 1d6 points of damage/spell level without save. A ray spell always succeeds at the range touch attack against the spell caster if the spell backfires. The DM is free to improvise backlashes different than those. A badly failed alter self for example may make a partial transformation etc.
The school skills can be used untrained, but this is usually dangerous.
To cast a spell of a given spell level, the caster must have charisma = the usual 10 +1/spell level. The DC of the spells is charisma based.
NOTE: More unusual spells may have greater DC to be successfully cast at the DM’s discretion.
Spells known: A sorcerer still gets spells known. These are effects the caster is most familiar with and can use them more safely. A sorcerer gains a +4 competence bonus to cast a known spell. However, the sorcerer can choose spells only from schools at which he or she has at least one rank. So unless a sorcerer has at least one rank in conjuration, he cannot select mage armor as a known spell.
The number of spells a sorcerer has known is as shown in the PHB.
Spells/day: A sorcerer can cast a certain number of spells per day as shown in the PHB. He or she gains bonus spells from high charisma.
New Feat:
School focus. This feat gives a +4 competence bonus to one school skill. The bonus stacks with the bonus of the skill focus skill. To get this feat, the caster must have at least one rank at the school skill to be augmented.