Ylianor Nimesin
Maestro Bladesinger


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Inviato: Sab Mar 11, 2006 12:33 am Oggetto: [HouseRule] Il Sorcerer Variant, versione definitiva. |
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Sorcerer variant
Sorcerers embody the raw power of magic. Sorcerous power wells within them from birth, often because of some mysterious aspect of their heritage.While some believe sorcerers have a demonic aspect in their family line, others trace their talents back to a more noble quality: They claim to be the descendants of the dragons themselves. Sorcerers use magic as a natural expression of their own wills. They do not study their spells in books, nor do they possess the other trappings of wizardry. Theirs is not a practice of obscure bits of lore supplemented by an eye of newt.
The way of the sorcerer is inherent, undeniable power. The innate magical power of sorcerers grants them a force of personality and natural charisma that draws people to them. Most have striking good looks, often with some exotic or unusual mark or trait, such as a particular birthmark, slightly pointed eyebrows, sparkling eyes, or some other aspect that betrays their supernatural heritage.
Adventures: While some take an interest in lore, most sorcerers do not seek out knowledge the way other spellcasters might. Honing and improving their power comes from within, not from without. Sorcerers instead enjoy interacting with the world. Rather than sequestering themselves in dustfilled libraries, they seek to live life to its fullest and interact with other creatures. They thrive on experiences, and—sometimes— on displaying their powers and testing their own limits.
Characteristics: A sorcerer grounds his magic in intuition instead of logic or science. These characters know fewer spells than wizards do and acquire spells from a different, smaller selection than wizards. However, they can cast them more often and need not select and prepare them ahead of time. Nor do they require material components. Sorcerers are hardier than wizards, and better able to devote attention to things other than magic, since they do not require the years of intensive study that wizards do. They are proficient with simple weapons.
Alignment: Sorcerers base their outlooks on the power within them—a free, chaotic spark of magic fueled by their own creative spirit. They have no need for discipline and structure, finding such things restrictive. Sorcerers tend toward chaos over law.
Religion: If a sorcerer pays any attention to religion at all, he most likely looks to a god of magic (such as Mystra or rarelly Azuth) for guidance and support. Some sorcerers, however, find their way into dragon cults or bind themselves to minor extraplanar entities on the promise of greater innate power.
Background: Sorcerers are born with magic flowing into and out of them. Rarely does the birth of a sorcerer go unnoticed. As they mature, they learn to harness the power within them to accomplish things. They must devote a great deal of inner will toward each channeling of their power; thus they can develop only a handful of applications, called spells.While sometimes they receive advice and guidance from a learned soul who understands the needs and challenges of sorcerers, more often they are on their own. Sometimes a sorcerer attends a school for wizardry, but they never last long at such places, having no patience for the endless study and tedious formulas.
Races: Most sorcerers are humans or half-elves. The innate power usually indicates a glimpse of elven, draconic or outsider blood in that person..
Other Classes: Sorcerers can get along with anyone, and most people find them compelling. They sometimes take umbrage at the structured outlook of paladins and monks, or feel the inherent competition between them and wizards. Sorcerers make excellent diplomats and negotiators due to their coupling of magical enchantments and a decent selection of skills. They also can become magical powerhouses, decimating their enemies with repetitive castings of potent spells.
Game Rule Information
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. (See “Spells” under “Class Features.”)
Alignment: Any
Hit Die: d6
The “Sorcerer Spells Known” on Players' Handbook table shows the total number of spells of each level that the sorcerer knows (regardless of his Charisma modifier).
Class Skills
The sorcerer’s class skills (and the key ability for each) are Alchemy (Int), Bluff (Con), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge [Arcana] (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha, exclusive skill). See the Player’s Handbook, Chapter Four: Skills, for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the sorcerer:
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. Armor of any type interferes with a sorcerer’s arcane gestures, which can cause his spells to fail (if those spells have somatic components).
Spells: A sorcerer casts arcane spells from his own spell list (see later). His selection of spells is extremely limited. Your sorcerer begins play knowing four 0-level spells (cantrips) and two 1st-level spells of your choice. At each level, the sorcerer gains one or more new spells, as indicated on the “Sorcerer Spells Known” table on Player's Handbook. These spells can be common spells chosen from the Variant Sorcerer Spells List (see later). Sorcerers gain their spells from innate, inborn power. Because of this, they have no need to worry about material components—they are, in essence, their own material components.
Spells with costly material components require a little extra personal power on the sorcerer’s part. He still does not need to obtain the material component, but he must instead pay a price in experience points for casting the spell. The sorcerer pays 1/25 of the gold-piece cost of the component in XP (minimum loss of 1 XP). Thus, if a sorcerer casts stoneskin, which requires 250 gp worth of diamond dust, the sorcerer instead pays 10 XP (250 divided by 25 is 10). Spells that already require an expenditure of experience points are handled normally.
A sorcerer is limited to casting a certain number of spells from each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the sorcerer Vabris can cast four 1st-level spells per day—three for being 1st level, plus one thanks to his high Charisma. However, he only knows two spells: magic missile and shield. In any given day, he can cast magic missile four times, cast shield four times, or cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he’ll cast.
A sorcerer may use a higher-level slot to cast a lowerlevel spell effect if he so chooses. For example, if an 8th-level sorcerer has used up all of his 3rd-level spells slots for the day but wants to cast another one, he could use an available 4th-level slot to do so. The spell is still treated as its actual level, not as the level of the slot used to cast it.
To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 plus the spell’s level. The DC for saving throws against sorcerer spells is 10 plus the spell’s level plus the sorcerer’s Charisma modifier.
Familiar: A sorcerer can spend a full day to call a familiar. A familiar is a magical, unusually tough, and intelligent version of a small animal such as a cat, ferret, crow, hawk, snake, owl, raven, spider, toad, weasel, or even a mouse. It is a magical beast, not an ordinary animal. The creature serves as a companion and servant.
The sorcerer chooses the type of familiar he gets. As the sorcerer increases in level, his familiar also increases in power, as shown in the Player’s Handbook for the standard sorcerer.
If the familiar dies, or the sorcerer chooses to dismiss it, he must attempt a Fortitude saving throw (DC 15).
Should the saving throw fail, the sorcerer loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a sorcerer’s experience can never go below zero as the result of a familiar’s demise. A slain or dismissed familiar cannot be replaced for a year and a day. Slain familiars can be raised from the dead just as characters can, but they do not lose a level or Constitution point when this happy event occurs.
Variant Sorcerer Spell List
The spell list has been rebalanced with the idea that the sorcerer can and will cast his spells over and over in a given day, rather than once or twice like a wizard. It contains more general, dramatic, call-up-the-power-right-now spells but fewer divinations, specific spells, or those requiring a lot of time to cast (like identify or clone). No effort was made to maintain balance among the schools, since sorcerers do not specialize.
Rules on sorcerer spellist:
- A sorcerer cannot reserch his own spell.
- A a sorcerer can have in his spell list any wizard spell of Casting Time equal to One Full Round (or lower).
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