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Krynn Sorcerer (revised)D&D 3e (3.0/3.5) Rulesby KendermageGame Rule InformationAbilities: Charisma determines the power of the spell the sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist. Alignment: Any Class SkillsThe sorcerer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4. Class FeaturesAll 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 or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail. Realm Affinity: A sorcerer draws his powers from a limited number of realms. Realms are similar to schools in that each is a specialized area of knowledge. The available realms are aeromancy, cryomancy, electromancy, enhancement, geomancy, hydromancy, pyromancy, summoning, and transmutation. At 1st level, a sorcerer knows a number of realms equal to his Charisma modifier. Once chosen, these realms cannot be changed. (This ability is similar to the Spell Path Affinity feat mentioned in the article, "The Paths of Magic" by Trampas Whiteman. It differs in that this ability allows selection of multiple realms, instead of a single realm.) Spells: A sorcerer casts arcane spells which are drawn primarily from the realm spell lists he is proficient in. Only spells on these lists may be learned or cast. (These spell lists may be found in the article, "The Paths of Magic", by Trampas Whiteman.) He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To prepare or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is listed below. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of his choice. (All sorcerers may learn and cast any of the 0-level spells on the sorcerer spell list as these are minor magics, used by novices and apprentices.) At each new sorcerer level, he gains one or more new spells as indicated on the following table, entitled Sorcerer Spells Known. (The number of spells a sorcerer knows is not affected by his Charisma bonus. The numbers on the table are fixed.) These new spells can be common spells chosen from the available realm lists, or they can be unusual spells that the sorcerer has gained some understanding of by study, as long as they are within his realms of knowledge. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. 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 lower level spell if he so chooses. The spell is treated as its actual level, not the level of the slot used to cast it. Realm Focus: At 3rd level, a sorcerer chooses one of his realms. All of the save DC's of spells of the chosen realm increase by +1. (This ability is similar to the Spell Path Focus feat described in "The Paths of Magic". Bonus Feats: At 5th level and every five levels thereafter, the sorcerer gains a bonus feat. The mystic may choose any metamagic feat for this bonus feat, as long as he meets the prerequisites. He may also choose the Eschew Materials feat. Realm Research: At 6th level, the sorcerer's understanding of his chosen realm is such that he can now research spells within his realms. He can research spells up to one level lower than the highest level he can cast. These new spells take up one of his known spell slots unless he uses a feat to purchase an addition known spell. Reference"The Paths of Magic", by Trampas Whiteman.
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Palanthas