I'm considering house ruling this option.
Monte Cook (original 3.0 and 3.5 designer) has some great thoughts on overcoming the the 'golf bag' syndrome and restoring the +5 sword to its once-fabled glory.
The rules (and eloquent explanation and design notes) are here.
I'm very close to house ruling this; I'm just giving players the chance to review it.
Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Wednesday, April 14, 2010
Wednesday, February 10, 2010
3.5 Sorcerer, Beta Playtest
The new 3.5 sorcerer is finished.
I don't know how to post a PDF file here, so let me know if you want to take a look at it. Here's a summary:
Unchanged: Base Attack, Saves, Hit Points, Skills, Spell List, Spells Known, Spells Per Day, Proficiencies
Removed: Summon Familiar
Added:
Native Spellcasting (+4 to Spellcraft DC to determine your spells)
Arcane Source (Bloodline or Awakened, bloodline traits or bonus feats)
Eschew Materials bonus feat at level 1
Pseudospell Powers
I don't know how to post a PDF file here, so let me know if you want to take a look at it. Here's a summary:
Unchanged: Base Attack, Saves, Hit Points, Skills, Spell List, Spells Known, Spells Per Day, Proficiencies
Removed: Summon Familiar
Added:
Native Spellcasting (+4 to Spellcraft DC to determine your spells)
Arcane Source (Bloodline or Awakened, bloodline traits or bonus feats)
Eschew Materials bonus feat at level 1
Pseudospell Powers
Thursday, January 7, 2010
3.5 Sorcerer: Bloodlines
I'm taking a little inspiration from some existing 3.5 books and the Pathfinder RPG on the last leg of my quest to revamp the 3.5 sorcerer. This time I'm talking bloodlines. For those not familiar with the idea, here goes:
The sorcerer, unlike the wizard, has inborn magical ability. When they cast a spell, they pour out innate energy that they shape into tangible effects. A wizard is simply an individual who studies the effects that sorcerers and their ilk (elementals, djinn, dragons, outsiders, etc.) and emulate them through study and ritual.
So, how does a sorcerer end up with the ability to cast spells? They have the magic of one of the aforementioned creatures in their blood.
I'm not quite sure how these bloodlines are going to manifest themselves in game terms, but I'm leaning towards periodic (ever few levels) powers or so.
Here are the bloodlines (and their sources) I'm going to allow:
Abyssal - demons
Celestial - good outsiders
Draconic
Elemental
Fey
Infernal - devils
I'm either going to give the sorcerer decent bloodline powers every 4 levels, or I'm going to give them the option to select from a slightly more powerful bloodline power or a bonus feat (from the Complete Mage reserve feats) every 5 levels.
Any suggestions?
Wednesday, January 6, 2010
3.5 Sorcerer: Pseudospell Powers
As sorcerers are simply conduits of raw magical power, it stands to reason that a limited number of spells is not the only way a sorcerer can manifest such power. These casters likely didn't first realize their prowess by casting a spell with verbal, somatic, and material components (that seems extremely silly, actually). Most sorcerers discover their talents as adolescents, as their desires or frustrations begin to shape the world around them (an angry boy accidentally sets his house on fire with his burning hands while throwing a tantrum, a scared girl magically illuminates her bedroom to ensure there are no monsters under her bed, etc). I think most people understand this idea and even subscribe to it (even the game developers), but it seems as though all of those 'pseudospell powers' go by the wayside once the first game session begins.
Not in my games, anymore.
Sorcerers now have the ability to evoke minor effects (less powerful than level 1 spells, but potentially as powerful as 0-level spells) as long as they have magic coursing through their veins.
The effects they have available rely largely upon the spells he/she has chosen as Spells Known. For every different type of spell known, more options are available.
The sorcerer must have at least one spell per day left uncast of the same level from which the pseudospell ability derives.
Examples:
If the sorcerer has light (a 0-level spell) in her Spells Known, and has at least one 0-level spell per day remaining, she may produce a light in her hand equivalent to candelight as long as she concentrates.
A sorcerer who knows alter self and hasn't cast all her level 2 spells may transmute a minor portion of herself for various effects (e.g., add/remove a tail or hair).
A sorcerer with burning hands (a level 1 spell) in his Spells Known, and has at least one level 1 spell per day remaining, he may set a torch or kindling (or similar highly flammable material) afire as a standard action.
Perhaps the same sorcerer above also has fireball known, and a remaining 3rd level spell per day uncast, he may also light a torch or kindling as a standard action, even if he has no 1st level spells available.
The sorcerer essentially draws upon the power that he uses for spells. As he become more powerful (i.e., gains more Spells Known), he will have more and more pseudospell powers available to him.
It is up to the DM and the player to police the use of these powers, but they exist for freedom and creativity.
Notes on balance: The sorcerer must maintain concentration for any non-instant effect (a minor altering of one's appearance, or a light, etc). Also, at no time may a pseudospell power damage a creature or object (not even unintentionally).
What are your thoughts? Do you have any examples of pseudospell powers?
Thursday, December 10, 2009
Retooling the 3.5 Sorcerer
I think most people agree that the 3.5 sorcerer needs retooling in order to keep up with the wizard. I want to make it a class people want to play.
I like the bloodlines introduced by Unearthed Arcana and championed by Pathfinder. I think these and their powers should be standard and not require feats or class feature substitutions (but perhaps feats to enhance the bloodlines would work).
One thing I think a sorcerer should have in her repertoire is the ability to produce quasi-spell effects. Variations on traditional spells should come as a standard power for sorcerors.
Example: a sorcerer with burning hands should be able to light a fire similar to the effect of a match without expending a spell slot.
I need to think about this more.
I like the bloodlines introduced by Unearthed Arcana and championed by Pathfinder. I think these and their powers should be standard and not require feats or class feature substitutions (but perhaps feats to enhance the bloodlines would work).
One thing I think a sorcerer should have in her repertoire is the ability to produce quasi-spell effects. Variations on traditional spells should come as a standard power for sorcerors.
Example: a sorcerer with burning hands should be able to light a fire similar to the effect of a match without expending a spell slot.
I need to think about this more.
Labels:
homebrew,
house rules,
magic,
sorcerer,
variant
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