Showing posts with label Sorcerers. Show all posts
Showing posts with label Sorcerers. Show all posts

19 January 2021

Fae Spell Lists


So after making new set of houserules for OSE I decided I wanted to make the elf spell list different from the magic user and more nature oriented. I took some druid spells and some of the spells in gaz 5. I also decided to update the gnome(from the advanced fantasy genre rules, this would be the forest gnome in my campaign) spell list on similar principles.


Elf Spells



Level 1

  1. Detect Magic
  2. Detect Danger
  3. Enchant Missile(as magic missile but on missiles already in hand)
  4. Faerie Lights
  5. Fellowship
  6. Light
  7. Longstride
  8. Precipitation
  9. Shield
  10. Sleep
  11. Ventriloquism
  12. Faerie Fire
  13. Locate plant or animal
  14. Predict Weather
  15. Watcher

Level 2

  1. Continual Light
  2. Detect Invisible
  3. Entangle
  4. ESP
  5. Heat Metal
  6. Invisibility
  7. Levitate
  8. Locate Object
  9. Mirror Image
  10. Obscure
  11. Phantasmal Force
  12. Produce Fire
  13. Silence(single target)
  14. Warp Wood
  15. Web

Level 3

  1. Call Lightning
  2. Clairvoyance
  3. Cure Disease
  4. Cure Light Wounds
  5. Dispel Magic
  6. Fireball
  7. Fly
  8. Haste
  9. Hold(Person or Animal)
  10. Infravision
  11. Invisibility 10' radius
  12. Protection from normal missiles
  13. Protection from Poison
  14. Speak with Animals
  15. Water Breathing

Level 4

  1. Charm Monster
  2. Confusion
  3. Control Temp 10' radius
  4. Enchant Weapon
  5. Fear
  6. Growth of Nature
  7. Hallucinatory Terrain
  8. Ice Storm/Wall
  9. Plant Door
  10. Protection from Lightning
  11. Remove Curse
  12. Speak with Plants
  13. Summon Animals
  14. Transform(may massmorph, polymorph self, or polymorph others)
  15. Wall of Fire

Level 5

  1. Anti-Plant Shell
  2. Cloudkill
  3. Commune with Nature
  4. Conjure Elemental
  5. Control Winds
  6. Dissolve(Transmute Rock to Mud)
  7. Feeblemind
  8. Hold Monster
  9. Insect Plague
  10. Neutralize Poison
  11. Pass Plant
  12. Telekinesis
  13. Teleport
  14. Wall of Stone
  15. Wall of Thorns

Forest Gnome Spells

Level 1

  1. Animal Friendship
  2. Auditory Illusion
  3. Chromatic Orb
  4. Color Spray
  5. Detect Danger
  6. Detect Illusion
  7. Entangle
  8. Faerie Fire
  9. Faerie Lights
  10. Glamour
  11. Hypnotism
  12. Light
  13. Phantasmal Force
  14. Spook
  15. Wall of Fog

Level 2

  1. Barkskin
  2. Blindness/Deafness
  3. Blur
  4. Detect Magic
  5. False Aura
  6. Fascinate
  7. Hypnotic Pattern
  8. Improved Phantasmal Force
  9. Invisibility
  10. Magic Mouth
  11. Mirror Image
  12. Produce Fire
  13. Quasimorph
  14. Warp Wood
  15. Whispering Wind

Level 3

  1. Blacklight
  2. Dispel Illusion
  3. Fear
  4. Growth of Nature
  5. Hallucinatory Terrain
  6. Hold Animal
  7. Invisibility 10' radius
  8. Nondetection
  9. Paralysation
  10. Phantom Steed
  11. Rope Trick
  12. Spectral Force
  13. Suggestion
  14. Treeshape
  15. Wraithfrom

Level 4

  1. Charm(Monster, person , or animal)
  2. Confusion
  3. Dispel Magic
  4. Emotion
  5. Illusory Stamina
  6. Improved Invisibility
  7. Massmorph
  8. Minor Creation
  9. Phantasmal Killer
  10. Polymorph(other or self)
  11. Rainbow Pattern
  12. Shadow Monsters
  13. Solid Fog
  14. Summon Animals
  15. Veil of Abandonment

18 May 2019

Rethinking Sorcerers

I'm thinking of changing the rules for both elves and sorcerers. Keep the rules as they are for spells known, but change the spellcasting method. Why can sorcerers only cast so many per day? I'm thinking of changing it from spell 'casting' to more of a spell like ability. Whenever a spell is cast it fatigues the caster in some way, maybe spell level increases the fatigue potential.

Going off of the rules I already have for casting those 'extra' spells; every spell requires a saving throw against spells to be cast with a penalty equal to the spell level. Maybe the INT modifier, or whatever ability score being associated with sorcery, allows the caster to not have to make this check for spell levels equal to the modifier. Also rolls that are equal to the saving throw would result in some wild magic effect, maybe reuse wild magic effects from 3e or 5e. A failure just has the spell fizzle out, and a success has the spell work normally. The hp penalty, or maybe some other fatiguing effect, would apply to every spell cast whether successful or not. So the sorcerer would be limited to spells per day not by an arbitrary number, since they no longer have to 'memorize' them. but by their hp. HP damage could also be tied to spell level.

I'm also thinking making the sorcerer have less spells known than elves. Maybe have sorcerers with an innate number of known spells determined at the beginning of character creation. This could also apply to elves. Elves are naturally born with certain spell like abilities, and some can gain more spells through study and meditation. The standard elf would be more like a ranger, a fighter with a few magic abilities. The standard elf class could still exist following the standard spell progression, but these would be the elves who pursued the study of magic. I also want to update the elven, and sorcerer, spell list to differentiate it more from the wizard. maybe look at some of the spells in the Alfheim gazetteer.

I'm also looking at ways to revamp the spellcasting methods of the standard magic-user to make it more vancian/in line with the fiction. A post about that should be coming soon.

15 May 2018

Sorcerous Abilitiies

As mentioned in a previous post, I have been thinking about including sorcerers in my D&D game. The sorcerer gets magic as an innate ability because one of their ancestors was an elf. In Classic D&D there are no half-elves; a child born to a human and an elf parent appear as either an elf or a human with all the accompanying traits. So a human could have some elven blood, but show no outward signs of it. This hidden elven blood will manifest itself as sorcery from time to time.

Any human with elven ancestry may be a sorcerer is if 2d6 are rolled and the resulting sum is a 12. The character may be of any of the normal human classes, fighter, thief, or cleric. If the character is a Magic-User their sorcerous ability is suppressed and they may only use wizardly magic. The Magic of a sorcerer works exactly like that of an elf of equal level. In short, Sorcerers do not need to decide which spells to memorize each day. They have a limited number of spells which are known equal to the number and level of spells they can cast in a day +1 for each intelligence adjustment. An sorcerer may attempt to cast those extra spells known after exhausting their normal repertoire of spells. To do this the sorcerer must first make a saving throw vs spells, and if successful the sorcerer
successfully casts the spell, if not the spell fizzled out, or caused a bizarre and benign effect. In either case the casting of these extra spells costs the sorcerer a number of hp equal to a d6. If a sorcerer were to reach 0hp in this manner they would take the effect of a wound including the chance for death. Sorcerers also have access to the druid spell list. Sorcerers learn their spells by meditating in a natural environment for one week equal to the spell level, at the end of the meditation the spell learned is determined randomly.

XP charts for sorcerers of each class:

Cleric Fighter Fighter
Lvl XP Required Lvl XP Required Lvl XP Required
1 0 1 0 1 0
2 2,500 2 3,000 2 2,200
3 5,000 3 6,000 3 4,400
4 10,000 4 12,000 4 8,800
5 20,000 5 24,000 5 17,600
6 40,000 6 50,000 6 35,000
7 80,000 7 100,000 7 70,000
8 160,000 8 200,000 8 140,000
9 320,000 9 400,000 9 280,000
10 420,000 10 520,000 10 400,000
11 520,000 11 640,000 11 520,000
12 620,000 12 760,000 12 640,000
13 720,000 13 880,000 13 760,000
14 820,000 14 1,000,000 14 880,000
15 920,000 15 1,120,000 15 1,000,000
16 1,020,000 16 1,240,000 16 1,120,000
17 1,120,000 17 1,360,000 17 1,240,000
18 1,220,000 18 1,480,000 18 1,360,000
19 1,320,000 19 1,600,000 19 1,480,000
20 1,420,000 20 1,720,000 20 1,600,000
21 1,520,000 21 1,840,000 21 1,720,000
22 1,620,000 22 1,960,000 22 1,840,000
23 1,720,000 23 2,080,000 23 1,960,000
24 1,820,000 24 2,200,000 24 2,080,000
25 1,920,000 25 2,320,000 25 2,200,000
26 2,020,000 26 2,440,000 26 2,320,000
27 2,120,000 27 2,560,000 27 2,440,000
28 2,220,000 28 2,680,000 28 2,560,000
29 2,320,000 29 2,800,000 29 2,680,000
30 2,420,000 30 2,920,000 30 2,800,000
31 2,520,000 31 3,040,000 31 2,920,000
32 2,620,000 32 3,160,000 32 3,040,000
33 2,720,000 33 3,280,000 33 3,160,000
34 2,820,000 34 3,400,000 34 3,280,000
35 2,920,000 35 3,520,000 35 3,400,000
36 3,020,000 36 3,640,000 36 3,520,000

22 July 2017

The Sorcerer

I haven't posted all week because I just started working at a new job, and have been getting used to my new schedule.

I have been thinking about adding a new class to my games, the sorcerer. They would use magic in a similar way to my houserules for elves. No spellbooks or rituals; magic is simply an innate ability of certain people. The source of their power might be elvish or draconic blood, or they might be 'chosen' by the gods, or made a pact with some otherworldly force. What's important is how they use magic in the game. Sorcerers wouldn't have to memorize spells from books like magic users, but would have a limited number they could know. The spell progression of the sorcerer will be slightly slower than an elf, but also go all the way up to the ninth spell level. I would also make the sorcerer be able to fight better than a magic user, maybe equivalent to the cleric with different weapon allowances. I am thinking of letting the sorcerer have access to the full spell list, magic-user, cleric and druid. It is possible I will limit the spells available to active spells like magic missile, fireball, healing, etc.

I am also envisioning the sorcerer in a similar capacity to the wise men/magi of the east in biblical times. Given that Religion is going to dictate the religious class of certain areas, the sorcerer could fit into one of the religions. I'm not sure which region/religion they would fit into right now. Clerics are associated with Thyatis and Darokin, Druids with Glantri, I know there is variant on the cleric or druid in GAZ 2 for Ylaruam, there is also another variant for the clerics of the northern reaches from the gazetteer(maybe I should have a runic caster as their cleric). So that leaves maybe Atruaghin or Sind or Alphatia as the area where sorcerers reign. It might fit well with Alphatia and their ruling body of 1000 wizards. It might make more sense if they were just sorcerers, and a large percent of Alphatians had an affinity for magic.

Just some thoughts on how I might make sorcerers fit into my current game.