Thursday, March 21, 2013

CLASSES: The Sorcerer

SORCERER

HP: 1d6 (minimum 4) until level 12, +1 HP/level after 12
Attack Bonus: +0 at level 1 -> Low progression
Attack Rate:     Level 1        1/1 turn

Weapon Proficiencies:    1 at level 1 + 1 every 5 levels (6, 11, 16)
    Non-Proficient Weapon Penalty: -5
Weapon Proficiencies: Sorcerers may choose from any Simple weapons.

Talent Proficiencies:     3 at level 1 + 1 every 3 levels (4, 7, 10, 13, 16, 19)
    Non-Proficient Talent Penalty: -4
Sorcerer Talents: A Sorcerer has an innate understanding of magic. A Sorcerer starts the game with the Spellcraft Talent and uses Charisma as their Ability for it instead of Intelligence.

Fortitude Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)
Reflex Save: +1 at level 1 + 1 every 2.5 levels (4, 6, 9, 11, 14, 16, 19)
Will Save: +3 at level 1 + 1 every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19)

Versatility: A Sorcerer does not recognize any School of magic as a favorite.

Spells: A Sorcerer casts Arcane spells which are drawn from the Arcane spell list. A Sorcerer knows a limited amount of spells but gains them automatically (see chart).

The Sorcerer receives more spells per day and higher levels of spells as they increase in level (see chart). When a Sorcerer gains a level they may choose one spell to switch for a different spell, in effect forgeting one spell and replacing it with another. Sorcerers use Charisma as their primary ability score for casting purposes and to cast a spell they must have a Charisma of at least 10+Spell Level (for example a Sorcerer could only cast a level 3 spell if they had a Charisma of 13 or higher).

Sorcerers must rest for at least 4 hours of sleep to restore the innate power that fuels their spells. A Sorcerer may not restore their spells in this way more than once in a 24 hour period. Sorcerers do not study or pray to regain their spells. A Sorcerer need not pick what spells they know for the day and can cast any spell they know.

Sorcerers also have access to spells of level 0 called Cantrips. A Sorcerer knows a certain amount as shown on their chart and can cast them without a per day limitation.

A Sorcerer suffers a Spell Failure chance when wearing Armor of any kind.

Born With Magic [Use: Additional Effect on Cantrips] - Sorcerers have known and felt magic their entire lives. A Sorcerer steps up the damage die on any Cantrips they cast by 1.

Effortless Magicks [Use: Additional Effect on Spells] - At 2nd level and higher, a Sorcerer casts certain spells effortlessly. Once per round, a Sorcerer may cast a Cantrip as a Free action.

Natural Magicks: [Use: Swift] - At 3rd level and higher, Sorcerers can twist spells to better suit them. When a Sorcerer casts a spell, they may take a Swift action to make an Ability roll vs. Charisma. If successful, the Sorcerer may change any element type of the spell to a different element of their choice. For example, when casting Magic Missile, a Sorcerer could change it's element type from Force to Fire.
Spell Speaker [Use: Swift] - At 6th level and higher, a Sorcerer casts spells with ease. When a Sorcerer casts a spell, they may take a Swift action to make an Ability roll vs. (Charisma - Spell level). If successful, the Sorcerer is not Flat-Footed while casting that spell.

Spell Speaker [Use: Swift] - At 6th level and higher, a Sorcerer can invoke a wider range of magic. When a Sorcerer casts a spell, they may take a Swift action to make an Ability roll vs. (Charisma - Spell level) and take damage equal to the spell level times 3 (3 points of damage for a Cantrip). If the check is successful, they may use any Arcane spell of the same level in place of the one they were casting and the Sorcerer is Fatigued for a number of hours equal to the amount of damage they suffered from this ability. If the check fails, the spell is lost without effect.

Spell Blooded [Use: Free] - At 9th level and higher, a Sorcerer can call on the magic in their very blood. When casting a spell, a Sorcerer may choose to take damage equal to four times the spell level (2 points of damage for a Cantrip).  If they do, they can choose to have all dice of that spell stepped up 1 step, to increase any DCs of the spell by +2, or increase the duration of the spell by 50%.  If the spell has an option to Extend, the extended rounds of the spell are not affected by this ability.
Inner Magicks [Use: Additional Effect on Spells] - At 15th level and higher, a Sorcerer can fuel greater spells with his own life force. When casting a spell with an Extend option, the Sorcerer may use the standard casting time of the spell. If they do, the Sorcerer takes damage equal to the extended casting time of the spell.

Sorcerer Supreme [Use: Additional Effects on Spells] – At level 20, a Sorcerer is a conduit for magical energy. When a Sorcerer casts or is the target of an Arcane spell, the Sorcerer may make an Ability roll vs. (Charisma - Spell level). If successful, the Sorcerer heals HP equal to the level of the spell.

Sorcerer LevelAbilityAttack BonusCMBBase Armor ClassFortRefWill
Cleric Level












1Wps, Tps, Born With Magic
+0

+0

10
+1+1+3
2Effortless Magicks
+1

+1

10
+1+1+3
3Natural Magicks
+1

+2

10
+1+1+4
4TP
+2

+3

11
+2+2+4
5WP
+2

+3

11
+2+2+5
6Spell Speaker
+3

+4

11
+3+3+5
7TP
+3

+5

11
+3+3+6
8

+4

+6

12
+3+3+6
9Spell Blooded
+4

+6

12
+4+4+7
10TP
+5

+7

12
+4+4+7
11WP
+5

+8

12
+5+5+8
12

+6

+9

13
+5+5+8
13TP
+6

+9

13
+5+5+9
14

+7

+10

13
+6+6+9
15Inner Magicks
+7

+11

13
+6+6+10
16WP, TP
+8

+12

14
+7+7+10
17

+8

+12

14
+7+7+11
18

+9

+13

14
+7+7+11
19TP
+9

+14

14
+8+8+12
20Sorcerer Supreme
+10

+15

15
+8+8+12

Spell Level
123456789
3







4







5







53






54






553





554





5553




5554




55553



55554



555553


555554


5555551

5555551

55555511
55555511
555555111
555555111
555555111

Spells Known Per Level
0123456789
41







42







42







531






532






5421





6431





65321




65421




764321



765321



7754321


8764321


88654321

88754321

997654321
998654321
9987654321
10997654321
10998765432

***

And here is the Sorcerer! I tried to get as different a feel from Wizard as I could because, honestly, other editions have done a really poor job of making them feel unique. Usually the Sorcerer just ends up feeling like a dumber Wizard.

No chance of Arcane Spell failure with an outfit like that!


I focused here on the innate nature of a Sorcerer's magic, letting them tweak and warp it a bit more than what a Wizard is usually capable of. A minor focus on Cantrip magic also gives Sorcerers a niche all their own.

Spell Speaker also gives the Sorcerer a bit of versatility...in truth, it is MORE versatility than even a Wizard has but it comes with a steep cost. They don't have the dependability of a Wizard, nor their knack for utility, but, in a pinch, they can pull out amazing stuff.

Let me know what you think.

2 comments:

  1. I think your wording on Spell Speaker needs to be rewritten. Right now it seems like I could start casting a 0-level cantrip, take 0 x 3 = 0 damage, and replace it with "wish" at 6th level. Does the replacement spell have to be the same level as the sacrificed spell? Do I have to know the replacement spell or is it literally ANY arcane spell?

    Also, there are two different Spell Speaker abilities. I assume the first one is supposed to have a different name.

    ReplyDelete
  2. Thanks much, Giordanisti! I have edited for clarity!

    ReplyDelete