The best thing about DnD 3.5 is the sorcerer, a slightly dumber, better fighting wizard who doesn't use vancian magic. No books, no mucking about. Makes sense and fits in with cults, humanoids or creepy folk magicians. Tend to use combat and summoning powers. By reducing choices the sorcerer is a easier play for noobs who wanna zap stuff and get to do a bit more. Also can give the wizard less competition for spells to split loot with.
Some later classes i have may choose sorcery or wizardry or druidry or priest spell casting. So elves or bards for example might use any spell casting types - letting some benefit from wizard studies or pick others lazier systems. Sorcerers may look similar but they have some things in common with priests. They often form their own cult where members serve their sorcerers increasingly bad whims in hopes of being illuminated. Having truck with otherworldly forces can make sorcerers unpopular. Wizards think them lazy, spoiled and waste of power. Priests and druids may also be suspicious. Most peasants dont really get the difference.
A sorcerer may be illiterate and save his limited languages for esoteric other worldly and cult tongues. It is a very small change to even a basic game to add these guys. Some say Wizards systematized and studied sorcery to develop their craft. A wizard might translate ancient texts and study how to do something systematically. A sorcerer will mess around with some relics on a historical site and call otherworldly beings till something happens. In between they enjoy vices like drug abuse and sex and, while silly old wizards are reading dusty old books.
Sorcerer
Blood tainted mages who channel other worldly power
HD: 1d6
Prime Stat: Cha
WP: 2 (+1/3rd Lv)
NWP: 4 (+1/2nd Lv)
No-WP mod: -3
Languages: 1d6 (+1/3rd lv) S=spoken and W=written
Spells: Wizard
NWP: Wizard, Priest
Shield: Buckler
Armour: None
Weapon: Club, Staff, Dart, Dagger, any Crossbow, Sling, Hatchet, Club, Sickle, Scythe, any Gun, Hand Axe, Short Sword, Short bow, Javelin, Shuriken, Chain, Lasso, Blowpipe, Trident, Net, Bolo, Sabre
Fight as: Wizard
Save as: Wizard
Sorcerers are made and born, you cant just decide to become one. Either a being of power imbues the power onto your blood or you have a extra planar bloodline already. Borne or chosen they are natural magicians who cast spells without study and can fight a bit better. Some are descended from otherworldly beings and divine bloodlines or others have made a blood pact and been bonded to a otherworldly life force. Others have been touched by divine visitors. They often are more folk magician than the haughty schooled wizard. They may know cult or other worldly tongues or dead language which like their spells they learn in dreams. They do not require teaching or study and tend to be a bit lazy being so gifted. They are more willing to fight however out of self-preservation at least. Sorcerers assemble, more like cults than respectable wizards.
-Merely rest 8hrs to regain spell levels and can spend spell levels on any known spells of appropriate lv. Can spend spell energy levels as you please – no need to memorize specific spells during rest period, but limited choices of spells or abilityto gain new spells.
-Get 4 x 0 and 4 x 1st lv spells you may cast when your blood is woken +1 spell per new lv, cant
-Spells materials require 1gp/lv squared in gold 1st = 1x1=1gp, 2nd = 2x2=4, etclearn from other casters, books or scrolls only dreams
-Can use wands, scrolls, wizard devices
-Various supernatural bloodlines types to choose from or can be unaligned
-first spells: 4 x 0lv spells and 1 x 1st lv spell at first then one new spell per lv
-At 5th, 10th, 15th and 20th you get to swap one spell already in list if you wish
-At 6th lv and each lv after the sorcerer can have 1d4 cultist of zero lv or one 1st lv of any class
10th he may establish a folly and attract 6x the normal followers as next lv up
-Non allied sorcerers of no bloodline get these abilities instead:
3rd Don't need material components
6th Dont need gestural components
12th Dont need verbal components
Specialist Sorcerer Bloodlines
name
brief description
3rd, 6th,12th special abilities
WP
NWP
Beginners spell list
Languages
Draconic – Any alignment but may affect colourations fx
Treasure hoarders and dragon searchers
3rd Sense Dragon – can sense pure dragon at one mile rough direction, or recognize part dragon on sight
6th Dragon Sight – can sense invisible by concentrating for 1 round, eyes begin looking draconic
9th Dragon Claws – can inflict 1d6 claw damage, with 2 attacks, clawed discoloured fingernails
12th Dragon 1d6/Lv breath attack, extra at 15th & 18th
Short Sword, Short Bow
Dragon Lore, Elder Lore, Treasure Lore, Etiquette
Burning Hands, Fiery Eyes, Comprehend Languages, Cause Fear
Common SW, Draconic SW, Empire SW
Modronic LN
Hunters of chaos
3rd Sense Modron – can sense Modron at one mile rough direction, or recognize otherworldly Law on sight
6th Modronic Sight – can sense Chaos by concentrating for 1 round, a third alien eye of law opens in use
9th Law Strike – Automatically hit in combat once per day, hand covered in glowing runes in use
12th - Maximum damage one attack extra at 15th & 18th
Short Spear, short bow
Modronic Lore, Elder Lore, Civil Lore, Etiquette
Magic Missile, Fiery Eyes, Light, Floating Disc
Common SW, Modronic SW, Empire SW
Angelic LG
Foes of chaos and evil
3rd Sense Angelic – can sense angelic at one mile rough direction, or recognize otherworldly LG on sight
6th Angelic Sight – can sense Evil by concentrating for 1 round, a glowing halo forms while in use
9th Angel Touch – Lay Hands 2HPxLv per day, angelic tattoos on body glow in use
12th Heal amount = own HP once per day extra at 15th & 18th
Short Sword, Short Bow
Angelic Lore, First Aid, Civil Lore, Etiquette
Magic Missile, Light, Shield, Feather Fall
Common SW, Angelic SW, Empire SW
Demonic CE
Destoyers of order and decency
3rd Sense Evil – can sense evil at one mile rough direction, or recognize absence of good on sight
6th Demon Gaze – can demons by concentrating for 1 round, eyes develops demonic gleam
9th Demon Claw – can inflict 1d6 claw damage, with 2 attacks, clawed discoloured fingernails
12th Call a demon of HD = 1/2 Lv once per day extra at 15th & 18th
Short Sword, Chain
Demonic Lore, Necromantic Lore, Butchery, Monster Lore
Burning Hands, Cause Fear, Spider Climb, Fiery Eyes
Common SW, Empire SW, Demonic SW
Cthonic NE
Serve the hidden elder gods
3rd Sense Evil – can sense evil at one mile rough direction, or recognize absence of good on sight
6th Cthonic Gaze – can see in the dark, odd bulgy eyes
9th Cthonic Change – can breathe water, scaly blubbery fishy smelling appearance
12th eldrich beam 1d6/Lv once per day extra at 15th & 18th
Trident, dart
Cthonic Lore, Necromantic Lore, Elder Lore, Swim
Corpse Link, Swim, Feign Death, Cause Fear
Common SW, Empire SW, Cthonic SW
Slaanish CN
Ward primordial non sentient chaos from control of law
3rd Sense Slaan – can sense Slaan at one mile rough direction, or recognize otherworldly chaos on sight
6th Slaanish Sight – can sense Law by concentrating for 1 round, a third alien eye of chaos opens in use
9th Chaos Strike – One hit has 2xLv in poison once per day, develop a devolved, balding, bug eyed look
12th eldrich beam 1d6/Lv once per day extra at 15th & 18th
Short Spear, short bow
Modronic Lore, Elder Lore, Civil Lore, Etiquette
Jump, Elemental Burst, Fog Cloud, Chromatic Orb
Common SW, Slaanish SW, Empire SW
Fey – Any alignment
Deal with the worlds of faerie and elves
3rd Sense Life – can sense un-life at one mile rough direction, or recognize absence of life on sight
6th Natures Sight – can sense spirits by concentrating for 1 round, skin develops green tint
9th Natures Muse – Ignore charm fx from nature beings, hair and skin appear vegetable matter
12th teleport via elfland once per day extra at 15th & 18th
Hand Axe, Staff
Nature Lore, Herbalist, Plant Lore, Animal Lore
Charm Person, Monster Summoning 1, Spider climb, Mount
Common SW, Empire SW, Sylvan SW
Arcadian CG
Protect nature form order and evil
3rd Sense Animal – can sense an animal one mile rough direction, or recognize species on sight
6th Natures Sight – Can see life by concentrating for 1 round, hair grows incredibly fast
9th Natures Feast – Can summon otherworldly feast for 1 person/lv, increasingly impulsively hedonistic
12th conjure 1HD of animals once per day extra at 15th & 18th
Short bow, Staff
Nature Lore, Animal Handling, Arcadian Lore, Carousing
Charm Person, Monster Summoning 1, Spider climb, Mount
Common SW, Empire SW, Arcadian SW
Diabolic LE
Spread influence of the netherhells
3rd Sense Diabolic – can sense devils one mile rough direction, or recognize devil tainted on sight
6th Devil Sight – Can see good by concentrating for 1 round, diabolic laughter
9th Devils Grace – Automatically hit in combat once per day, start growing horns, eyes gleam like cats
12th Call a demon of HD = 1/2 Lv once per day extra at 15th & 18th
Short sword, whip or trident
Kingdom Lore, Legal Lore, Diabolic Lore, Etiquette
Charm Person, Monster Summoning 1, Mount, Burning Hands
Common SW, Empire SW, Diabolic SW
Death - Any
Kin to beings of the underworld
3rd Sense Undead – can sense un-life at one mile rough direction, or recognize absence of life on sight
6th Deaths Gaze – can sense undead by concentrating for 1 round, skin develops pale tint
9th Deaths Claw – Drain 2hp/lv from someone else to heal yourself/daily, emaciated lean pale appearance
12th become undead one hour per day, full day at 15th & become a lich forever at 18th
Scythe, Sickle
Undead Lore, Necromantic Lore, Anatomy, Mortician
Corpse Link, Ghost Light, Feign Death, Cause Fear
Common SW, Empire SW, Death Lord SW
Fire Elemental – Any
Kin of the fire plane
3rd Sense Fire – can sense elemental flame at one mile rough direction, or recognize elemental taint on sight
6th Fires Gaze – can sense any elemental by concentrating for 1 round, skin develops red tint
9th Fires Cloak – 1pt/Lv reduce fire damage, scaled skin red black or orange skin, hair like fire, lizard eyes
12th Call a elemental of HD Lv once per day extra at 15th & 18th
Short Sword, Short Bow
Fire Lore, Blacksmith, Alchemy Lore, Etiquette
Elemental Burst, Taunt, Burning Hands, Monster Summoning 1
Common SW, Empire SW, Fire Elemental SW
Air Elemental – Any
Kin of the Air plane
3rd Sense Air – can sense elemental air at one mile rough direction, or recognize elemental taint on sight
6th Air Gaze – can sense any elemental by concentrating for 1 round, skin develops white tint
9th Air Cloak – 1pt/Lv reduce cold or lightning damage, feathered hair, white skin, bird eyes
12th Call a elemental of HD Lv once per day extra at 15th & 18th
Short Spear, Short Bow
Air Lore, Sing, Rope Use, Etiquette
Monster Summoning 1, Whispering Wind, Elemental Burst, Featherfall
Common SW, Empire SW, Air Elemental SW
Earth Elemental – Any
Kin of the earth plane
3rd Sense Earth – can sense elemental Earth at one mile rough direction, or recognize elemental taint on sight
6th Earth Gaze – can sense any elemental by concentrating for 1 round, skin develops stony tint
9th Earth Cloak – +2AC, mineralized skin and hair
12th Call a elemental of HD Lv once per day extra at 15th & 18th
Staff, sling
Earth Lore, Miner, Mineral Lore, Etiquette
Shield, Elemental Burst Monster, Summoning 1, Mount
Common SW, Empire SW, Earth Elemental SW
Water Elemental – Any
Kin of the water plane
3rd Sense Water – can sense elemental Water at one mile rough direction, or recognize elemental taint on sight
6th Water Gaze – can sense any elemental by concentrating for 1 round, skin develops blue tint
9th Earth Cloak – breathe water – scaled, blue green shiny skin with gill slits, green hair
12th Call a elemental of HD Lv once per day extra at 15th & 18th
trident, net
Water Lore, Boating, Swim, Etiquette
Fog Cloud, Elemental Burst, Monster Summoning 1, Swim
Common SW, Empire SW, Water Elemental SW
SORCERER XP
+1 per 1gp spent on ritual paraphernalia pleasing to your bloodline, collecting relics of past ages, restore lost monuments, seeking esoteric lore, supporting your cult, ceremonies, magical implements, artifacts, ritual orgies, taking drugs, ritualized waste and sacrifice
+100/lv casting spells to win
+100 xp for indulging in ritual sacrifice pleasing to your bloodline
Double XP for dueling another spell caster
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