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JohnLynch
Learned Scribe
 
Australia
243 Posts |
Posted - 10 Sep 2013 : 07:14:24
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Howdy all.
I was flying yesterday and stuck on a plane when I thought of a way to try to get the flavor of 3.5e/Pathfinder sorcerers into the AD&D Forgotten Reams without trying to balance spontaneous casters in AD&D. Here's what I came up with.
Sorcerers in the Forgotten Realms
Many mages come from a long line of mages all with a rather strong talent for the same magic. Now in some cases it's simply the father teaching his son the family trade but in others it's a case of the family being natural sorcerers.
Most sorcerers hide this by learning arcane magic through some other mean. The most common method among noble families is simply to become mages. However among the common people who can't afford this, they most commonly learn it through becoming a bard.
If they do not learn to master their innate powers, sorcerers will be able to inconsistently cast spells sooner or later. Most often it's a minor cantrip however sometimes it can be a much more powerful spell. It is inconsistent and can have disastrous results. normally this provides the required impetus for the individual to seek a way of learning magic.
Normally Through a ritual, a powerful race imbues someone with their innate magic. Below are the different types of bloodlines that can exist: * Dragons - the most common sorcerer is one whose lineage has been tampered by dragons. Most often a noble family will seek out a dragon or in some rare cases the dragon will seek out the nobles. An arrangement is normally made in return for the ritual. In rare cases it's granted for regular tithe payments for the dragon to add to it's hoarde. More commonly it is for political benefits. Upon the Dragon's death it's likely for it's young to try to keep the arrangement going. These attempts are met with mixed results. * Abberant - this bloodline among sorcerers is most common among commoners. People are abducted from the wilderness or late at night from their homes. They often return days or even years later with no memory of where they've been. What powers Abberant creatures gain from doing this are unknown. Although sages who are aware of this phenomena speculate that they may be able to see through the eyes of these poor souls and even take control of them. * Abyssal - Wizards who want a shortcut to power and not take years of study will often summon a demon with whom they make a pact. What depravities the demon requires of these individuals is best left unmentioned. * Celestial - When a parishioner attracts the attention of an angel through years of devout and selfless service to their god, the angel will sometimes visit the person in the guise of a human. They bless the person so that their offspring will have powers beyond that of mere mundane mortals. * Elemental - Through a failed binding or gate attempt, someone may be exposed to an open rent into an elemental plane. This will most often burn from their mind any ability to cast magics and they'll be forced to live a life of being a mere mundane human. However their offspring, should they have any, are likely to become elemental sorcerers. * Fey: The powerful creator race known today merely as Fey are thought long gone from the face of Toril. However their effect continues to be felt to this day among humans whom exhibit a natural inclination to fey magic. What purpose the fey had for tampering with the bloodlines of certain humans is unknown. It is sometimes thought there was no overarching purpose behind it all. * Infernal: Deals with devils are quite common in folk tales, and the reality is they're actually more common then initially thought. Devils barter in souls and so are equally affordable by commoners as well as nobles. The trick is to somehow contact a devil.
Sorcerers who learn wizardry are unable to specialize in a traditional school. Instead they gain additional benefits through their bloodline. They will spend most of their days thinking they're a generalist Mage. Or at least trying to pretend to be.
REQUIREMENTS Ability score pre-requisites: Charisma 14 Races allowed: Human, Half-elf
FEATURES * All sorcerers gain a bonus spell known. This spell is pre picked for the sorcerer and comes from their bloodline. No percentage roll is required to learn this spell, but it does contribute to their maximum for that level.
Draconic Bloodline * Bonus Spells: armour (1st), alter self (3rd), fly (5th), fear (7th), advanced illusion (9th), true seeing (11th), spell turning (13th), demand (15th), shape change (17th)
(other bloodlines to be detailed).
---- I'd be curious to hear what people think. I'm largely focusing on the flavor. Although balancing effects would be that this is basically granting a free spell known at the cost of requiring 14 charisma (when that 14 could instead go into con or dex).
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DM of the Realms: A blog for my Forgotten Realms adventures. |
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Dalor Darden
Great Reader
    
USA
4216 Posts |
Posted - 10 Sep 2013 : 18:00:29
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I think this is an awesome idea! I'm going to use it myself! Thanks mate!
I'll keep eye on this scroll certainly. |
The Old Grey Box and AD&D for me! |
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Drustan Dwnhaedan
Learned Scribe
 
USA
324 Posts |
Posted - 10 Sep 2013 : 21:41:33
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I think this is very interesting, but I'm a little confused by the race restrictions (human and half-elf only ?). Still, I look forward to seeing what else you come up with. It would be interesting to see what you cook up for a 'Plant' bloodline (although I think that particular bloodline was only done up for an article in Dragon magazine, and probably wasn't done in Pathfinder), as well as an 'Undead' bloodline. |
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Ayrik
Great Reader
    
Canada
7989 Posts |
Posted - 11 Sep 2013 : 01:15:15
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Sorcerers fit very well within the Realms, Ed/THO has commented on this many times. But not so well within traditional Vancian-magic AD&D game rules, where sorcerers would need to be carefully balanced against other spellcasters.
The 2E Player‘s Option: Spells & Magic sourcebook offered a sorcerer-like system which might be a good compromise. Volo's Guide to All Things Magical also outlined ways for characters to operate spells in something of a sorcerer-like fashion.
The OP's ideas for sorcerers with natural-born talents are good ... they seem (in name, at least) almost like 4E Warlock pacts in terms of flavour, or perhaps like the various 3E-styled "bloodline" feat options.
Don't forget about gnome illusionists! |
[/Ayrik] |
Edited by - Ayrik on 11 Sep 2013 04:02:58 |
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TBeholder
Great Reader
    
2482 Posts |
Posted - 11 Sep 2013 : 17:00:58
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Aye. As a bonus, Player‘s Option: Spells & Magic also didn't have the whole "cuteness is magic!" shoe ponyhorn. It also had something very close to the "magic-in-the-blood" type - Channeler, running on spellpoints and fatigue points, with primary requisites Wisdom (Wis/Willpower matters, obviously) and Constitution (which makes it "magic in the blood" rather than "magic in the cute smile" ). Same goes for the spell point system in Netheril rules, for that matter, and Net Wizards Handbook, if you're willing to go non-"official". |
People never wonder How the world goes round -Helloween And even I make no pretense Of having more than common sense -R.W.Wood It's not good, Eric. It's a gazebo. -Ed Whitchurch |
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