Possible new class for my setting
Mar 29, 2016 12:40:29 GMT -5
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Post by bestialwarlust on Mar 29, 2016 12:40:29 GMT -5
So I've always like the idea of sorcerers --- casters that invoke dark powers for a shortcut to power. I've not seen any sorcerer style class for any edition of D&D that's really grabbed me. They've never felt dark. So kicking around some ideas I came up with this. Now I may never use this it's a rough...rough draft. It's longer for a class description that what I usually write in the spirit of OD&D I try to keep it short and simple. The idea of the class combines some elements of cleric and magic user with my own twist. I'm sure it's horribly broken at this point, but then I did just hammer this out in ten minutes. So feel free to comment and criticize on it.
The Sorcerer
The sorcerer is a type of magic user that calls on dread powers for spells. Unlike a conventional magic user the sorcerer doesn’t memorize spells. The sorcerer instead can store a spell ahead of time for casting. Once a sorcerers spells are depleted he must then perform a ritual to restore his depleted spells. The sorcerer can perform this at anytime he does not have to rest over night like a magic user.
A sorcerer can store up one spell per level and cannot cast a spell level that’s higher than his sorcerer level. Renewing spells takes one game turn and at the end of this turn the sorcerer rolls a normal reaction roll modified by charisma and the following modifiers:
Action Modifier
ritual involves a blood sacrifice +2
rolled a 12 on a previous reaction roll that
day patron is highly pleased +2
sorcerer sacrifices 100gp/spell lev +1
taking an additional turn for the ritual +1
minor sacrifice less than 100p 0
failed petition that day -1
no sacrifice of any type -2
result of 2 on a previous reaction roll
that day angering the patron -4
The modifiers can be cumulative
the ritual involves chanting from within a drawn magic circle and during this time the sorcerer cannot be interrupted. If interrupted for any reason the ritual is spoiled and has to be started again, but before that the sorcerer must make a save vs spells to prevent the dark energies from being released out of his control. Failure to save means the sorcerer suffers damage equal to 1d6 per level of the spell.
At level 4 the sorcerer can attempt to control undead. This is done a 1/3 the sorcerers current level.
Picking a Patron— the patron can be anything short of a god the player desires. Some suggestions are; Arioch, Baalphegor, Unseelie King/Queen, Glasya, Lilith, Moloch, the Thing from Beyond the Stars, Ningubel of a Thousand Eyes,etc…
Sorcerers start with access to 4 first level spells. After this the sorcerer must request new spells from his patron. This can only be done when the sorcerer levels up and requires 500gp/level per spell requested at the end of this time an unmodified reaction roll must be made. If successful the spell(s) knowledge is granted and in the future that spell can be requested as part of the sorcerer spell repitoire. Failure means the sorcerer must wait until the next level to request access to the specified spell. Any details of the ritual are left up to the referee.
Sorcerers can use magic items as a magic user, however learning spells from scrolls is not possible. HD/EXP will be as MU
Sorcerer Spell List (partial)
1st 2nd 3rd
Alter Self Darkvision Dispel Magic
Animate Dead Levitate Hold Person
Choking Grip Mirror Image Lightning Bolt
Detect Magic ESP Remove Curse/Curse
Protection From Evil Web Slow
Sleep
New spell
Choking Grip (affects: one target; Range 3”, duration: concentration)This spell creates an invisible hand around the targets throat. The target must save vs. paralyzation each round or suffer 1d6 damage.
The Sorcerer
The sorcerer is a type of magic user that calls on dread powers for spells. Unlike a conventional magic user the sorcerer doesn’t memorize spells. The sorcerer instead can store a spell ahead of time for casting. Once a sorcerers spells are depleted he must then perform a ritual to restore his depleted spells. The sorcerer can perform this at anytime he does not have to rest over night like a magic user.
A sorcerer can store up one spell per level and cannot cast a spell level that’s higher than his sorcerer level. Renewing spells takes one game turn and at the end of this turn the sorcerer rolls a normal reaction roll modified by charisma and the following modifiers:
Action Modifier
ritual involves a blood sacrifice +2
rolled a 12 on a previous reaction roll that
day patron is highly pleased +2
sorcerer sacrifices 100gp/spell lev +1
taking an additional turn for the ritual +1
minor sacrifice less than 100p 0
failed petition that day -1
no sacrifice of any type -2
result of 2 on a previous reaction roll
that day angering the patron -4
The modifiers can be cumulative
the ritual involves chanting from within a drawn magic circle and during this time the sorcerer cannot be interrupted. If interrupted for any reason the ritual is spoiled and has to be started again, but before that the sorcerer must make a save vs spells to prevent the dark energies from being released out of his control. Failure to save means the sorcerer suffers damage equal to 1d6 per level of the spell.
At level 4 the sorcerer can attempt to control undead. This is done a 1/3 the sorcerers current level.
Picking a Patron— the patron can be anything short of a god the player desires. Some suggestions are; Arioch, Baalphegor, Unseelie King/Queen, Glasya, Lilith, Moloch, the Thing from Beyond the Stars, Ningubel of a Thousand Eyes,etc…
Sorcerers start with access to 4 first level spells. After this the sorcerer must request new spells from his patron. This can only be done when the sorcerer levels up and requires 500gp/level per spell requested at the end of this time an unmodified reaction roll must be made. If successful the spell(s) knowledge is granted and in the future that spell can be requested as part of the sorcerer spell repitoire. Failure means the sorcerer must wait until the next level to request access to the specified spell. Any details of the ritual are left up to the referee.
Sorcerers can use magic items as a magic user, however learning spells from scrolls is not possible. HD/EXP will be as MU
Sorcerer Spell List (partial)
1st 2nd 3rd
Alter Self Darkvision Dispel Magic
Animate Dead Levitate Hold Person
Choking Grip Mirror Image Lightning Bolt
Detect Magic ESP Remove Curse/Curse
Protection From Evil Web Slow
Sleep
New spell
Choking Grip (affects: one target; Range 3”, duration: concentration)This spell creates an invisible hand around the targets throat. The target must save vs. paralyzation each round or suffer 1d6 damage.