The Dragonlance Nexus

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High Sorcerer

D&D 3e (3.0/3.5) Rules

by Darthsylver


The high sorcerer is the epitome of creative spellcasting. He has devoted his entire being to creating effects from the primal forces of magic.
Hit Die: d4.

Requirements

To qualify to become a high sorcerer, a character must fulfill the following requirements:

Skills: Spellcraft 10 ranks.
Feats: Eschew Materials, Magical Aptitude, Quicken Spell.
Spells: Must be able to spontaneously cast 5th-level arcane spells.
Special: May not learn to cast prepared spells. If the high sorcerer learns how to cast prepared spells it causes him to lose his focus on creativity, he loses all class abilities and may not advance as a high sorcerer. He does retain the added levels of spellcasting to the previous class granted by the prestige class (so a 9th-level sorcerer with 2 levels of high sorcerer still casts spells as an 11th-level sorcerer).

Class Skills

The high sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

High Sorcerer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +0 +0 +2 +0 Creative magics +1 level of existing class
2 +1 +0 +3 +0 - +1 level of existing class
3 +1 +1 +3 +1 Creative sorcery +1 level of existing class
4 +2 +1 +4 +1 - +1 level of existing class
5 +2 +1 +4 +1 Bonus Metamagic Feat +1 level of existing class
6 +3 +2 +5 +2 - +1 level of existing class
7 +3 +2 +5 +2 Bonus Metamagic Feat +1 level of existing class
8 +4 +2 +6 +2 - +1 level of existing class
9 +4 +3 +6 +3 Bonus Metamagic Feat +1 level of existing class
10 +5 +3 +7 +3 Weaving sorcery +1 level of existing class

Class Features

All of the following are class features of the high sorcerer prestige class.

Weapon and Armor Proficiency: High sorcerers gain no proficiency with any weapon or armor.

Creative Magics: When a high sorcerer casts a spell and applies a metamagic feat, the metamagic feat does not change the casting time required to cast the spell. The high sorcerer may apply one metamagic feat to a spell per point of his Intelligence modifier (max +5) in this fashion, so a high sorcerer with a +2 Int modifier may only add two metamagic feats to a single spell.

Creative Sorcery: Beginning at 3rd level, the high sorcerer may ignore a one-level increase imposed by metamagic feats for every 3 high sorcerer class levels. For example, the Silent Spell feat increases the affected spell by one spell level, thus a 3rd-level high sorcerer may ignore this increase. If both the Silent Spell and Still Spell feats are applied (an increase of two spell levels), the 3rd-level high sorcerer may ignore one spell level, and a 6th-level high sorcerer could ignore both spell levels.

Bonus Metamagic Feat: At the listed levels, the high sorcerer receives a bonus metamagic feat.

Weaving Sorcery: The high sorcerer may add any number of metamagic feats to a spell, regardless of its final spell level (as long as the modified spell is not less than it's original spell level), but for each "added" spell level, the high sorcerer takes 2 points of subdual damage. If the high sorcerer has an appropriate spell level available, he may use it to avoid taking damage.

For example, a Silenced 9th-level spell uses a 10th-level spell slot and inflict 2 points of subdual damage. If the high sorcerer has an available 10th-level spell slot, he can use it on the spell and avoid taking damage. If no spell slot is available, the high sorcerer automatically takes damage. With a Silent fireball, the sorcerer could either sacrifice a 4th-level spell slot, or suffer 2 points of subdual damage (since the spell is adjusted by one spell level). A Silenced, Stilled, Empowered, Maximized, and Widened 9th-level spell would use a 19th-level spell slot (nearly impossible) or cause 18 points of subdual damage.

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