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Krynn Sorcerer (variant)D&D 3e (3.0/3.5) Rulesby MariusTo better represent primal sorcery in the Fifth Age, make the following changes to the sorcerer base class presented in the Player's Handbook: New Skill: Add Intimidate as a class skill. Spell List: Sorcerers are restricted from all enchantment, illusion (phantasm subtype), and necromancy spells. They are also prohibited from taking transmutation spells that change the shape or form of a living creature (think mysticism: alteration) or modify the physical or mental prowess of a living creature. See the Alteration and Meditation domains in the Dragonlance Campaign Setting and the Channeling domain in the Age of Mortals Companion for a better understanding of this restriction. This includes the following spells from the PHB: 0—none; 1st—enlarge person, expeditious retreat, jump, reduce person; 2nd—alter self, buff spells; 3rd—blink, gaseous form, haste, slow; 4th—mass enlarge person, mass reduce person, polymorph; 5th—animal growth, baleful polymorph; 6th—flesh to stone, mass buff spells, stone to flesh, Tenser's transformation; 7th—ethereal jaunt, statue; 8th—iron body, temporal stasis; 9th—etherealness, shapechange, time stop. No Familiar: Sorcerers cannot summon familiars as a class ability. They can acquire this ability by spending a "general"feat at any time they could acquire such a feat. Eschew Materials: At 1st level, sorcerers gain Eschew Materials as a bonus feat. Costly Components* (optional): In addition to eschewing regular components, sorcerers may also eschew costly material components by paying an XP cost equivalent to the material component's monetary value. Flexible Magic: At 2nd level, sorcerers may choose Energy Substitution, Enlarge Spell, Extend Spell, or Sculpt Spell as a bonus feat even if they do not meet the prerequisites. Fast Metamagic*: At 5th level, sorcerers do not suffer a casting time increase to spontaneous metamagic spells increased by up to +1 effective spell level. This limit increases by an additional +1 at 10th, 15th, and 20th level to a maximium of up to +4. (Note that this effectively allows the use of the Quicken Spell feat by high-level sorcerers.) Extra Spell Swap*: In addition to standard spell swapping at even levels, sorcerers may also swap a spell at 5th level and every odd sorcerer level after that. This is strictly a sorcerer class ability and is not carried over to spell advancing prestige classes. For example, a 6th level sorcerer who takes one level in war mage does not get to replace a spell despite otherwise gaining +1 level of spellcasting ability. Thematic Sorcery (optional): The new spell learned at each odd sorcerer level must support a spell theme favored by the character, most commonly a realm of sorcery (alternative spell themes are subject to DM approval). Sorcerers may favor one theme or realm per point of Charisma bonus, and must favor at least one in order to swap spells at odd levels. Themes may be chosen or "discovered" at any time, but once chosen a theme cannot be changed. *Inspired by Sean K. Reynolds' website and message board discussions. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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