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The Path of the True Flame can be chosen at character creation by sorcerers by using the [[Console_command#-path|-path]] command. Followers of the Path of the True Flame get unlimited spells per day, but can cast only evocation spells. This limitation includes spells cast from scrolls, wands, and items.
The Path of the True Flame can be chosen at character creation by sorcerers by using the [[Console_command#-path|-path]] command. Followers of the Path of the True Flame get unlimited spells per day, but can cast only evocation spells. This limitation includes spells cast from scrolls, wands, and items.


[[Misc_Changes#Mundane_Items|Mundane items]], potions, restoration, dead raise and resurrection scrolls are the exception to the rule. Epic spells must also only be Evocation (this means Greater ruin and Hellball) however they can only be cast once per rest as per normal.
A True Flame Sorcerer can still use [[Misc_Changes#Mundane_Items|Mundane items]], any and all potions, as well as scrolls of Restoration, Raise Dead, and Resurrection. Epic spells must also only be Evocation (this means Greater ruin and Hellball) however they can only be cast once per rest as per normal.


List of available spells:
List of available spells:

Revision as of 22:23, 11 October 2020

Classes

Character Creation

Characters on Arelith:
Race - Alignment
Deity - Class
Gifts - Backgrounds
Mark of Destiny
Epic Sacrifice
Customization
Head List


Sorcerer is a default base class with Arelith specific changes.


Introduction

Arelith Sorcerers enjoy changes that benefit their spellcasing and summons. The #Path: True Flame and #Path: Shadow Mage expands those options. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: none

Class Features

Hit die: d4

Proficiencies: weapons (simple)

Skill points: 2 + int modifier ((2 + int modifier) * 4 at 1st level)

Class Skills: bluff, concentration, craft mastery, craft trap, heal, lore, persuade, spellcraft

Unavailable feats: weapon specialization

Primary saving throw(s): will

Base attack bonus: +1/2 level

Spellcasting: Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).

Level Progression

Hit points rolls on Arelith are always maximum.

  Base spells per day   Known spells
Level BAB Fort Reflex Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 summon familiar, Brew Potion 4 5 3 4 2 - - - - - - - -
2nd +1 +0 +0 +3 8 6 4 5 2 - - - - - - - -
3rd +1 +1 +1 +3 12 6 5 5 3 - - - - - - - -
4th +2 +1 +1 +4 16 6 6 3 6 3 1 - - - - - - -
5th +2 +1 +1 +4 20 6 6 4 6 4 2 - - - - - - -
6th +3 +2 +2 +5 24 6 6 5 3 7 4 2 1 - - - - - -
7th +3 +2 +2 +5 28 6 6 6 4 7 5 3 2 - - - - - -
8th +4 +2 +2 +6 32 6 6 6 5 3 7 5 3 2 1 - - - - -
9th +4 +3 +3 +6 36 6 6 6 6 4 7 5 4 3 2 - - - - -
10th +5 +3 +3 +7 40 6 6 6 6 5 3 7 5 4 3 2 1 - - - -
11th +5 +3 +3 +7 44 6 6 6 6 6 4 7 5 5 4 3 2 - - - -
12th +6/+1 +4 +4 +8 48 6 6 6 6 6 5 3 7 5 5 4 3 2 1 - - -
13th +6/+1 +4 +4 +8 52 6 6 6 6 6 6 4 7 5 5 4 4 3 2 - - -
14th +7/+2 +4 +4 +9 56 6 6 6 6 6 6 5 3 7 5 5 4 4 3 2 1 - -
15th +7/+2 +5 +5 +9 60 6 6 6 6 6 6 6 4 7 5 5 4 4 4 3 2 - -
16th +8/+3 +5 +5 +10 64 6 6 6 6 6 6 6 5 3 7 5 5 4 4 4 3 2 1 -
17th +8/+3 +5 +5 +10 68 6 6 6 6 6 6 6 6 4 7 5 5 4 4 4 3 3 2 -
18th +9/+4 +6 +6 +11 72 6 6 6 6 6 6 6 6 5 3 7 5 5 4 4 4 3 3 2 1
19th +9/+4 +6 +6 +11 76 6 6 6 6 6 6 6 6 6 4 7 5 5 4 4 4 3 3 3 2
20th +10/+5 +6 +6 +12 80 6 6 6 6 6 6 6 6 6 6 7 5 5 4 4 4 3 3 3 3

Spells

Cantrips   1st level spells   2nd level spells   3rd level spells   4th level spells
Acid splash Burning hands Balagarn's iron horn Clairaudience/clairvoyance Bestow curse
Daze Charm person Bear's Endurance Clarity Charm monster
Electric jolt Color spray Blindness/deafness Dispel magic Confusion
Flare Endure elements Bull's strength Displacement Contagion
Light Expeditious retreat Cat's grace Find traps Elemental shield
Ray of frost Grease Cloud of bewilderment Fireball Enervation
Resistance Horizikaul's boom Combust Flame arrow Evard's black tentacles
Ice dagger Continual flame Greater magic weapon Fear
Identify Darkness Gust of wind Ice storm
Ironguts Death armor Haste Improved invisibility
Mage armor Eagle's splendor Hold person Isaac's lesser missile storm
Magic missile Flame weapon Invisibility sphere Lesser spell breach
Magic weapon Fox's cunning Keen edge Minor globe of invulnerability
Negative energy ray Gedlee's electric loop Lightning bolt Phantasmal killer
Protection from alignment Ghostly visage Magic circle against alignment Polymorph self
Ray of enfeeblement Ghoul touch Mestil's acid breath Remove blindness/deafness
Scare Invisibility Negative energy burst Remove curse
Shelgarn's persistent blade Knock Protection from elements Shadow conjuration
Shield Lesser dispel Scintillating sphere Stoneskin
Sleep Melf's acid arrow Slow Summon creature IV
Summon creature I Owl's wisdom Stinking cloud Wall of fire
True strike Resist elements Summon creature III Crushing Despair
Chromatic Orb See invisibility Vampiric touch Finger of Agony
Detect Poison Stone bones Bigby's Disrupting Hand Wall of Ice
Nahal's Reckless Dweomer Summon creature II Halt Undead Animate Dead
Tasha's hideous laughter Sound Lance
Ultravision
Web
Chaos Shield
Scorching Ray
Gust of wind


5th level spells   6th level spells   7th level spells   8th level spells   9th level spells
Animate dead Acid fog Banishment Abi-Dalzim's Horrid wilting Bigby's crushing hand
Ball lightning Bigby's forceful hand Bigby's grasping hand Bigby's clenched fist Black blade of disaster
Bigby's interposing hand Chain lightning Control undead Blackstaff Dominate monster
Cloudkill Circle of death Delayed blast fireball Create undead Energy drain
Cone of cold Ethereal visage Finger of death Greater planar binding Gate
Dismissal Flesh to stone Great thunderclap Greater sanctuary Greater spell mantle
Dominate person Globe of invulnerability Mordenkainen's sword Incendiary cloud Meteor swarm
Energy buffer Greater dispelling Power word, stun Mass blindness/deafness Mordenkainen's disjunction
Feeblemind Greater spell breach Prismatic spray Mass charm Power word, kill
Firebrand Greater stoneskin Protection from spells Mind blank Shapechange
Greater shadow conjuration Isaac's greater missile storm Shadow shield Premonition Summon creature IX
Hold monster Legend lore Spell mantle Summon creature VIII Time stop
Lesser mind blank Mass haste Summon creature VII Sunburst Wail of the banshee
Lesser planar binding Planar binding Greater Shadow Evocation Avascular Mass Weird
Lesser spell mantle Shades Improved Chaos Shield Otto's Irresistible Dance Burst of Glacial Wrath
Mestil's acid sheath Stone to flesh Maze Iceberg
Mind fog Summon creature VI Scintillating Pattern Mass Hold Monster
Summon creature V Tenser's transformation Shadow Plague
Daltim's Fiery Tentacles True seeing Nybor's Wrathful Castigation
Darkbolt Undeath to death Create Greater Undead
Nightmare Disintegrate
Shadow Evocation Eyebite
Evil Blight
Freeze
Kyristan's Malevolent Tentacles
Create Undead
Greater Shadow Conjuration

Epic Sorcerer

Bonus feats: The epic sorcerer gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.

Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, great charisma, improved combat casting

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape

Level Feats HP
21st 84
22nd 88
23rd bonus feat 92
24th 96
25th 100
26th bonus feat 104
27th 108
28th 112
29th bonus feat 116
30th 120

Arelith Changes

Change Level Description
Brew Potion 1 Gains Brew Potion feat at level 1.
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Spell changes - For specifics, see Spell changes.
New spells - Chromatic Orb (1), Detect Poison (1), Nahal's Reckless Dweomer (wild mage) (1), Chaos Shield (wild mage) (2), Scorching Ray (2), Gust of wind (moved to 2), Bigby's Disrupting Hand (3), Halt Undead (3), Sound Lance (3), Crushing Despair (4), Finger of Agony (4), Wall of Ice (4), Animate Dead (moved to 4), Daltim's Fiery Tentacles (5), Darkbolt (5), Nightmare (5), Shadow Evocation (5), Disintegrate (6), Eyebite (6), Evil Blight (6), Freeze (6), Kyristan's Malevolent Tentacles (6), Shades (removed), Create Undead (moved to 6), Greater Shadow Conjuration (moved to 6), Greater Shadow Evocation (7), Improved Chaos Shield (7), Avascular Mass (8), Otto's Irresistible Dance (8), Maze (8), Scintillating Pattern (8), Shadow Plague (8), Nybor's Wrathful Castigation (8), Create Greater Undead (8), Burst of Glacial Wrath (9), Iceberg (9), Mass Hold Monster (9)
Spell components - Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.
Familiar - Familiar (small) changes and notes.
Class skills - Access to Bluff and Persuade as class skills
Inficasting -
The Greater Spell Foci of every school that they take, additionally to the normal effects that they grant, will unlock a spell which the sorcerer, spellsword or wizard may cast freely and without limit as a special ability, that works identically as a spell casted from their spellbooks. Cannot be targeted at fixtures.
To cast the spells, look for them in your radial menu of abilities. The subclasses and paths also benefit from this effect.
These spells are lost if they are interrupted, but they can be refreshed by casting another infispell.

Path: True Flame


The Path of the True Flame can be chosen at character creation by sorcerers by using the -path command. Followers of the Path of the True Flame get unlimited spells per day, but can cast only evocation spells. This limitation includes spells cast from scrolls, wands, and items.

A True Flame Sorcerer can still use Mundane items, any and all potions, as well as scrolls of Restoration, Raise Dead, and Resurrection. Epic spells must also only be Evocation (this means Greater ruin and Hellball) however they can only be cast once per rest as per normal.

List of available spells:

Spell Circle Spell name   Spell Circle Spell name   Spell Circle Spell name
Cantrip Electric Jolt 3rd circle Fireball 6th circle Bigby's Forceful Hand
Flare Lightning Bolt Chain Lightning
Light Scintillating Sphere Isaac's Greater Missile Storm
1st circle Chromatic Orb Bibgy's Disrupting Hand 7th circle Bigby's Grasping Hand
Horizikaul's Boom Sound Lance Delayed Blast Fireball
Ice Dagger 4th circle Elemental Shield Great Thunderclap
Magic Missile Ice Storm Mordenkainen's sword
Shelgarn's Persistent Blade Isaac's Lesser Missile Storm Prismatic Spray
2nd circle Cloud of Bewilderment Wall of Fire 8th circle Bigby's Clenched Fist
Combust Wall of Ice Incendiary Cloud
Darkness 5th circle Ball Lightning Sunburst
Flame Weapon Bigby's Interposing Hand 9th circle Bigby's Crushing Hand
Gedlee's Electric Loop Cone of Cold Meteor Swarm
Gust of Wind Firebrand Burst of Glacial Wrath
Scorching Ray Iceberg
Epic Spell Hellball
Greater Ruin

Path: Shadow Mage


For details of the Shadow Mage path, see Shadow Mage.

Roleplay Tips

Sorcerers are arcane spellcasters that have, to some degree or another, inherent magical power. The reasons for this can be varied. Sorcerers are known to be produced by magically rich areas, simply by virtue of diffusion of magic through the environment. They can be produced by having some amount of magical blood in them from a lineage that includes a magical creature. Sorcerers can also be produced as a side-effect of a parent having been a sorcerer or wizard. Essentially: exposure to magic produces sorcerers. The aptitude doesn't seem to be distilled by distance from its source. So if your hundredth relative fancied dragons and had a lovely child with one, you may as well be a sorcerer.

Sorcerers are, historically, only rarely sorcerers by choice. It's true that some cultures have eugenics programs that exist purely to produce and train inherent magical talent, and will have culturally sanctioned sorcerers. Most societies, however, don't mean to produce sorcerers, they just do.

Sorcererous tendencies tend to manifest around puberty in humanoid creatures, frequently earlier for already highly magical creatures. These powers generally begin as uncontrolled, unexpected and fairly dangerous. An average commoner has about four hit points, a ray of frost does 1d4+1. You can see how even a teenage sorcerer in a bit of an angry moment can rather painfully cripple someone. This means that sorcerers come to be feared, reviled or sequestered away. Nobody expects a sorcerer in the family, unless they're extremely stoic, or just plain not commoners.

Because magic works in an instinctive way for sorcerers, they already know how to wave their hands around and what words to say to produce magical effects. These things just happen to them, it's like figuring out you can close one eye at the same time as another. You don't forget it. Regardless of Neverwinter Nights mechanics, sorcerers also never change their spell selection. They don't have the option, as the spells are just another limb they've come into use of.

So the hypothetical "average" sorcerer would discover their powers in a fairly sequestered community, attempt to supress or elaborate upon them in secret, and entertain great dreams.

Sorcerers tend towards becoming a few things. Wizards, gaining their powers through extreme logic and merticulous practice, tend towards law. Sorcerers, on the other hand, learning that they are something greater than their community, a power unto themselves, if you will, tend to range towards free action. Most people that find they have powers their peers lack try to use them, if not to impress or defend themselves, then at least to aid others. Above all sorcerers tend not to be the careful, conservative spellcasters that wizards are. Sorcerers act, for better or for worse. They tend to live fast and die young, whether good or evil.

Lawful sorcerers, of course, happen as well. They tend to be people that have a bit of a breakdown after discovering their power, and becoming very afraid of what they can do to another person. They become conservative, then, through fear of themselves. Perhaps they were someone that just wanted to ignore their power and remain part of the community, but was forced out or away, as no other could handle what they could, and they needed to leave to defend it. Sorcerers are also, frequently, sent to wizards to be trained, the people sending them not understanding their power, and the wizard fairly ineffectually trying to channel it into more logical pursuits.

Not to say that all sorcerers are afraid of themselves. Some become rather absorbed in themselves, believing themselves somehow greater than their peers, and frequently attempting to rescue or aid people with their magical powers, becoming good-hearted but hopelessly romantic. Alternatively some could see their power as placing them above others, and decide it is their prerogative to nurse it until they can strike back against their own community for perceived slights, operating off of a false sense of entitlement to justice.

Mechanics of Sorcery

Deciding how and why your character uses its power can be one of the greatest aspects of being a sorcerer. After all, the character has, in technicality, absolutely no control over what spells choose to manifest themselves. Certainly, their power tends to be tempered by their personality and preferences, but they hardly know what's going to happen next. Not all magic is blowing things up. There are sorcerers that are naturally transmuters, who find that the natural laws governing gravity and physics don't apply to them, and they can manipulate the states of things in their own world in an entertaining variety of ways. 'generalist' sorcerers also tend to be fairly rare, as people who are completely neutral and don't care what powers they posses tend not to have the force of personality required for sorcery.

Charisma, to a sorcerer, is essentially a measurement of how overbearing their presence is to the world. How much of a dent they make in society by their existence, how much people are inclined to listen to them, and how much the weave of magic they can sink into. It is, for all intents and purposes, the "weight" of your personality. In this way, it gives sorcerers power. You can elbow a bit more compliance out of the weave with a bit more weight.

Another fun aspect of creating a sorcerer is determining the source of their power. They may not even be aware of this source, and it may not even come up, but the way in which it can influence the way your character acts can be a bit of a subtle bonus to those who figure it out.

For instance, sorcerers born on another plane tend to gravitate towards powers that would be closely associated with that plane. A sorcerer born on the Inner Plane of fire, or any genasi, really, would be more likely to harness and evocate using the element from which it is derived. Negatasi frequently become necromancers, residents of the upper planes become frequently illusionists, if chaotic, or abjurers or diviners, if lawful.

If the sorcerer's power came from a creature in their lineage, they likely will still have some traits of that creature loitering around in their bloodstream. This doesn't mean to immediately make the leap of logic to 'dragon' and make your character a dragon disciple. There are literally hundreds of creatures that humans could have cross-bred with that would produce sorcerers. This doesn't mean flip open the Monster Manual and choose arbitrarily, but certainly put some thought into the idea of what monstrous or humanoid creature could be in your bloodstream to produce a sorcerer. The creature could also influence the type of powers that choose to manifest. If one is a sorcerer derivitive of an Alcor, then have them manifest primarily frost based spells. Although Neverwinter Nights mechanics don't allow for the same plethora of spells available to a Pen and Paper sorcerer, there's still enough of a selection to show a bit of racial bias.

Specialists

Sorcerer, or innate, specialists is not a normal thing in D&D, but Arelith is not D&D! And NWN does not enforce that. One way to RP sorcerer specialists in a way of 'disciplines' they attempt to focus their powers in one way or the other. Another way is to have a focus come naturally, coming from their heritage. The possibilities are limitless.

Say a Sorcerer is getting their magic from Devil in their ancestry, they might naturally be inclined to Illusions, Enchanting, or Divination. Devil's being Charismatic Buggers that pry into the mind, which is theoretically possible with all three schools, and discover secrets to use against their enemies. And it is totally possible that a Devil ancestry can go for any other type of spells out there.

External Links

Information about default NWN class are available on NWNWiki.