New world ideas What I'm toying with
#1
Posted 16 August 2005 - 05:43 PM
2. Forcing specialization sounds okay to me. You can do it with sorcs, too, using spheres (more like elemental specializations, really). I don't have the info right in front of me, but the suggestion was that sorcerers could specialize by choosing spheres such as fire, water, darkness, etc. with associated spells for them. It would require some work to compile what spells fall into which spheres, but it would work (just a suggestion, include something like AoW Cosmos sphere with a little of everything but lower high-level spells).
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#2
Posted 17 August 2005 - 12:12 AM
An idea I have for sorcerers is that theyre 'sphere' choices is that whatever they choose like say water or earth would have to be a reflection of their personality, since thier spellcasting comes from within. For example, an easygoing sorcerer might choose Air as his sphere, a very confidant sorcerer might choose Fire and a very stubborn sorcerer might choose Earth. Exactly what spheres there are to choose from will need some work though. Ideas are welcome
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#3
Posted 17 August 2005 - 02:23 AM
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#4
Posted 17 August 2005 - 06:30 AM
1) What you are describing here is basically what happens in the Amber novels by Roger Zelazny.
General:
1) What is the purpose of tossing out the Astral Plane? I see no real purpose to doing so.
2) Forced specialization is somewhat of a jip. I personally hate it because some specializations get off a little better than other ones.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
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#5
Posted 17 August 2005 - 12:21 PM
An esy way would be to do a direct translation. Earth=Necromancy+conjuration+whatever....Air=evocation+illusion+....
Thoguh i think that would only limit a few schools...anyhoo im not thinking clearly right now kinda sick and its going to be a long long month >
#6
Posted 17 August 2005 - 09:06 PM
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
_____________________________________
The ALLCALMA* Act
1. No more posts in Word Games
2. No more replies on On-Topic threads unless it contributes.
3. No more Off-Topic replies on On-Topic threads.
4. No more talking to @lice.
*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
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Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%
#7
Posted 18 August 2005 - 03:30 AM
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
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.< .\.
#8
Posted 18 August 2005 - 05:07 AM
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#9
Posted 18 August 2005 - 08:08 PM
It's under the Wizard variant but I could alawys use it for sorcerers instead. Example: Tim is a 1st level sorcerer. He want's to focus his inner magic strength on Cold spells so he chooses the Cold domain. As a 1st level sorcerer he can cast level 0 and level 1 spells. He will automatically learn Ray of Frost (lvl 0) and Chill Touch (lvl 1) as they are the domiain spells for those levels. He can cast these spells 1 extra time per day, like a cleric would use his domaion slot, though he can use these spells as part of his regular spells per day allowance too.
Also as house rule, when caster class like wizard, sorcerer, cleric or druid (not half casters like rangers or paladins) uses up all their spells for the day they become fatigued. Sounds reasonable?
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
_____________________________________
The ALLCALMA* Act
1. No more posts in Word Games
2. No more replies on On-Topic threads unless it contributes.
3. No more Off-Topic replies on On-Topic threads.
4. No more talking to @lice.
*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
_____________________________________
Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%
#10
Posted 27 August 2005 - 04:45 PM
Sorcerers gain their magical aptitude from some anscestor or another that is (in my world) either fey, dragon, giant, or an outsider. As a result, the sorcerer has a few interesting physical traits that do not impact game play and also a set of bloodline spells available to him. These are 10 spells, one of each level. The first of which is always prestidigitation. The others merely apply to the Creature Type of the progenitor. Additionally, the highest level spell from the chosen bloodline sphere available is not only limited by the character's Wisdom (yes, i altered it), but also by the number of generations that have passed sinse the union. This is equal to Generation - 1. So an 11th generation sorcerer can only cast cantrips from his bloodline sphere. No sorcerer can be more than 11 generations from a progenitor. In cases of multiple progenitors, the sorcerer must pick at first level which one applies. Only this one will apply for the rest of his life.
Sorcerers also choose a sphere of magic to gain spells from. This sphere is very narrow and pertains only to a group of related spells. The sorcerer can cast any spell from this sphere, but as there will likely be no more than 20 spells in a sphere, there is no limit to the number of possible spells known. These are in addition to the sorcerer's bloodline sphere. A given sphere also grants a related power to the sorcerer ranging from energy resistance, to turn/rebuke attempts, to flight, to special abilities. Generally, these are limited to multiple uses per day.
Sorcerers do not need material components to cast spells. Their magic is innate. That means that they automatically benefit from the Eschew Material feat. For any material components that cost more than 1 gp, the sorcerer must burn XP = GP Cost / 25, rounded up. This can drop a sorcerer to a lower level.
Sorcerers do not automatically gain a familiar, although the ability may be granted as a sphere of magic power (see above).
Every four levels, a sorcerer gains a bonus feat that can be either any metamagic feat or any of the following feats, so long as she meets all the perquisites: Arcane Mastery, Augment Summoning, Combat Casting, Extra Slot, Improved Counterspell, Innate Spell, Magical Aptitude, Practiced Spellcaster, Spell Penetration, and Greater Spell Penetration.
Because sorcerers are so specialized and their talent is natural, they get better at casting what they know as time goes on. At fifth level and every five levels thereafter, a sorcerer can ignore one level of spell level increase imposed by a metamagic feat. This can never lower the level of a spell below what it normally is. Thus at 20th level, a sorcerer can negate the level increase from a spell heightened four levels or a maximized silenced spell or a still silent enlarged extended spell. (I think I added that right...) Thus a sorcerer makes up for his lack of versatility in which spells he can cast by better manipulating the ones he can cast.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
`\ o _,
...)
.< .\.
#11
Posted 05 September 2005 - 04:16 PM
Also, just so you know, the bloodline thing can be found in either Unearthed Arcana or Complete Arcane.
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#12
Posted 08 September 2005 - 03:05 PM
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
_____________________________________
The ALLCALMA* Act
1. No more posts in Word Games
2. No more replies on On-Topic threads unless it contributes.
3. No more Off-Topic replies on On-Topic threads.
4. No more talking to @lice.
*A Little Less Conversation A Little More Action: A new act with the prospect of posting less useless posts and more helpful ones. Anyone is free to join as long as the rules and this part is included in sig. The rules can be modified and updated on agreement.
_____________________________________
Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%

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