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I have always had problems with sorcerers. The problems do not
lie in the nature of the class, or the availability of the magic;
rather annoyingly the problems are all my own making. I have always
used a spell point system in D&D, which was all well and good
until Wizards of the Coast introduced the concept of the "spontaneous
arcane caster" and players could choose between the sorcerer
and the wizard. Suddenly I had to bend over backward to create some
difference between the two.
The exercise in differentiating between sorcerer and wizard has
led me to create two very different spell systems that seemed to
have worked reasonably well in play. The Blood
and Water campaign sported a PC sorcerer and a PC wizard, and
neither seemed to step on the other's toes too much. However, in
this revamp of the website I am conscious that although the wizard
has an identity the sorcerer is still a little adrift. There is
no incentive to remain in the sorcerer class instead of joining
a prestige class. Hence some of the following changes.
With Marc's input I considered what it was that made a sorcerer
different from a wizard. It is not only the way they go about casting
spells but also their lifestyle. Wizards are cloistered academicians
- they are scholars and students in the science of magic. Sorcerers
are none of these things. Sorcerers are instinctive spell-casters.
They are loners living on the edge, they are seen as threatening
by the general populace and as loose cannons by governments, churches
and wizards' guilds. They don't study so they don't have the support
of a teaching body. Very few will even have mentors.
There are many changes to the class to those published in the core
rulebooks. There are also some fundamental changes since the first
version of this website, but change is in the spirit of 3.5, and
I think change is for the better in this case. This version of the
sorcerer must choose between two life paths (urban or wilderness)
that reflects the life the sorcerer has led before becoming an adventurer.
Each path gives the sorcerer different class skills and bonus abilities
at levels 5, 9 and 13.
Game Rule Information
The following changes have been made to the powers and abilities
of the Sorcerer. Any published rules for the sorcerer that do not
directly contradict the contents of this page still apply.
Class Features
Hit Die: d6
Skill Points at first level: (4 + Int mod) × 4
Skill Points at Each Additional Level: 4 + Int Mod
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UA p94). At 1st level the sorcerer gains
the Basic Weapons feat plus either Weapon Group (Spear and Lances)
or Weapon Group (crossbows) feat. This replaces the weapon proficiencies
listed for the class. They are not proficient with armour or any
type of shield.
Class Skills: At first level the sorcerer must select one
of two life paths to pursue. He must decide if he has grown-up in
an urban envirnoment or in the wilderness. Once made this choice
cannot be altered at later levels. The choice grants the sorcerer
one of two different lists of class skills. These class skills (and
the key ability for each skill) are listed below:
Urban Path: Bluff (Cha), Concentration (Con), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate
(Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen
(Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight
of Hand (Dex), Spot (Wis), Spellcraft (Wis), Use Magic Device (Cha)
Wilderness Path: Bluff (Cha), Climb (Str), Concentration
(Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int),
Listen (Wis), Profession (Wis), Spot (Wis), Sense Motive (Wis),
Spellcraft (Wis), Survival (Wis), Use Magic Device (Cha).
Spellcasting: Sorcerers cast a form of arcane magic known
as sorcery. They take their spells exclusively from the sorcerer/wizard
spell list and do not have to be prepare them in advance. Full details
of sorcery can be found in the section on arcane magic. Sorcerers
gain access to cantrips and 1st level spells at level one, 2nd level
spells at level four and to each successive spell level at even
numbered levels thereafter to a maximum of 9th level spells at level
eighteen. The caster level of the sorcerer is equal to his class
level.
Summon Familiar: At 1st level the sorcerer can forego the
right to a familiar. If he does so he receives a bonus metamagic
or item creation feat. If the sorcerer wants to summon a familiar
later in his career he will need to spend a feat to be able to do
so. Familiars are generally unchanged from the PHB p52 and
DMG p200, except to say that the base creature is not typical
for its type. Familiars should be generated using the same rules
as player characters. Attributes should be rolled on 4d6 (drop the
lowest die) and hit points should also be rolled rather than taking
the average.
Eschew Materials: The sorcerer is an instinctive spell-caster
with none of the trappings of the wizards - including the need for
material components. From first level the sorcerer gains the eschew
materials ability. This ability functions as the metamagic feat
of the same name, except the casting time and level of the spell
does not change. Usually when a sorcerer applies a metamagic feat
to a spell it is cast as a full round action.
Life Path Advantage I: From fifth level the sorcerer gains
the first advantage from his chosen life path. If he chose the urban
path he gains Persuasive (PHB p98) as a bonus feat. If he
chose the wilderness path he gains Self Sufficient (PHB p100)
as a bonus feat.
Life Path Advantage II: From ninth level the sorcerer gains
the second advantage from his chosen life path. If he chose the
urban path he gains the special ability Slippery Mind. If he chooses
the wilderness path he gains the special ability Mettle. See below
for details.
Slippery Mind (Ex): This ability represents the urban sorcerer's
ability to wriggle free from magical effects that would otherwise
control or compel her. If a sorcerer with slippery mind is affected
by an enchantment spell or effect and fails her saving throw, she
can attempt it again 1 round later at the same DC. She gets only
this one extra chance to succeed on her saving throw.
Mettle (Ex): The wilderness sorcerer's reliance on herself
to the exclusion of others allow him to shrug off magical effects
that would otherwise harm her. If a sorcerer makes a successful
Will or Fortitude saving throw that would normally reduce the spell's
effect, she suffers no effect from the spell at all. Only those
spells with a saving throw entry of "Will partial", "Fortitude
half" or similar entries can be negated by this ability.
Life Path Advantage III: From thirteenth level the sorcerer
gains the third advantage gained from his chosen life path. The
sorcerer selects one school of magic. When casting spells through
this chosen school he receives a +2 bonus to his caster level and
to the DC of his spells. This bonus stacks with the Spell Focus
feat. An urban sorcerer applies the bonus to spells of the Enchantment
school, while a wilderness sorcerer applies this bonus to spells
of the Abjuration school.
Ignore Material Components: At 20th level, the sorcerer's
eschew materials ability reaches new heights. The character gains
the epic feat Ignore Material Components as a bonus feat even though
the sorcerer has not reached epic levels.
Variants
The following sorcerer variant appears in the offical rules. Players
shouldn't feel obligued to adopt it instead of the standard class.
Variants don't make the character any more powerful, they simply
make it different. "Official" variants are found in a
variety of sources, for a complete list of all the variants I use
in my campaigns follow this
link.
Planar Substituion Levels: Sorcerers who make the prerequisites
may swap out certain class abilities in favour of planar-related
ones. These rules are slightly changed from those published in the
Planar Handbook p27 and 35. At 1st level sorcerers add Knowledge
(the planes) to their list of class skills. At 5th level they may
swap Life Path Advantage I for Force-charged Energy. At 9th level
they may swap Life Path Advantage II for Extraplanar Spell Penetration.
At 11th level they may swap Life Path Advantage III for Spontaneous
Planar Summoning.
Spontaneous Planar Summoning is slightly altered in the house rules.
A sorcerer with this ability does not count any of the nine Summon
Monster... spells against his maximum spell levels. He automatically
acquires all such spells he can cast at 13th level (Summon Monster
I to VI) and to the more powerful versions as he becomes
capable of casting them. If the sorcerer has already selected these
spells then he gets the spell-levels back to spend on other spells.
See Also:
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