Author Topic: The sorcerer's bag of tricks  (Read 2389 times)

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
The sorcerer's bag of tricks
« on: July 23, 2013, 10:49:17 PM »
(I had most of this typed before my last cantrip thread was necro'd, I swear. :ninja)

So... Vancian magic. Wizards set up a formula in their head ahead of time, and "fire" it when they need it. Each has specific effects, meaning that someone who can shoot a giant fire blast can't light a torch unless they learn it separately. Sorcerers don't prepare formulas; their magic runs through them, permeating their body... and yet despite this they're still pretty similar to wizards. The warlock class does a good job of making the concept feal different, but I wanted to try something else.

Since this is a power boost to a Tier 2 class, it should probably be combined with some other nerf, like reducing the speed at which full spellcasters gain new spell levels.


(click to show/hide)

Whenever a sorcerer (but not a wizard) learns a spell, he also learns its corresponding "cantrip". Cantrips are spell-like abilities divided into four categories, similar to those of martial maneuvers:
  • Blast cantrips require a standard action to perform, and have a duration of Instantaneous.
  • Boost cantrips require a swift action to perform. Unless otherwise stated, a Boost has a duration of 1 round.
  • Counter cantrips work like Boosts except that they may be performed as an immediate action, allowing you to use them even when it's not your turn.
  • Continuous cantrips are always considered active, and require no action to perform. If you wish, however, you may suppress or resume their effects as a free action.
A cantrip is considered a spell of its parent's school, subschool and descriptors. The caster level for a cantrip is the same as that of its parent spell.

If you learn a cantrip that replicates the effect of another spell, you also gain access to that spell's cantrip (if any). If you already know that spell, you may forget it in order to learn any other spell of the same level.

There are some existing effects which are similar to cantrips, mostly granting their parent spell +1 caster level when used by a sorcerer.

Lv1 spells
Burning Hands (Boost): Your unarmed strikes deal +1 fire damage/CL; your hands shed light as torches.
Charm Person (Continuous): You gain a +3 bonus on Diplomacy checks.
Disguise Self (Continuous): You can change minor details of your appearance at will (such as age and hair colour) as if casting disguise self. While not sufficient to hide your identity by itself, if cast as part of creating a disguise then you gain a +5 bonus on your Disguise check (not stacking with the effects of disguise self).
Grease (Continuous): You gain a +3 bonus on Escape Artist checks.
Hold Portal (Boost): You can create an open/close effect.
Magic Aura (Blast): You can create an arcane mark effect.
Shield (Counter): You gain a +2 deflection bonus to AC vs one attack.
True Strike (Boost): You gain a +2 insight bonus on your next attack roll.
Identify (Continuous): You are under the effects of detect magic and read magic.
Silent Image (Blast): You may create a silent image which is particularly unconvincing - anyone exposed to the effect instantly recognises it as an illusion (as if they had succeeded on their save), even if they have not interacted with it.

Lv2 spells
Alter Self (Boost): Whenever you use this ability, you gain any one of the following: A natural weapon, a +1 increase to natural armor, a +5ft bonus to speed, a +2 bonus to Jump checks, a +2 bonus to Swim checks, or stunted wings that reduce your falling damage as if you had fallen half the actual height. This effect ends immediately if you are under the effects of other magic which alters your form (including another use of this cantrip) but otherwise lasts until you take a free action to dismiss it.
Command Undead (Continuous): You are under the effects of detect undead.
Detect Thoughts (Continuous): You gain a +3 bonus on Sense Motive checks.
Flaming Sphere (Boost): You may move the sphere as a swift action rather than a move action, as long as you move it only once per round.
Gust of Wind (Continuous): You can create little whirlwinds that can carry objects; this functions as a mage hand effect.
Levitate (Counter): You can slow your fall, as a feather fall effect.
Minor Image (Blast): You may create a minor image which is particularly unconvincing - anyone exposed to the effect instantly recognises it as an illusion (as if they had succeeded on their save), even if they have not interacted with it.
See Invisibility (Continuous): You gain a +3 bonus on Spot checks.
Spider Climb (Continuous): You gain a +5 bonus on Climb checks.

Lv3 spells
Daylight (Blast): You may create a light effect. Rounds spent carrying the object that radiates light do not count against its duration. Whenever you use this ability again, your previous light effect ends.
Dispel Magic (Blast): You may create a targeted dispel magic effect, except that its range is reduced to Touch and you may attempt to dispel only a single effect per use.
Fireball (Continuous): You can draw a fiery orb from thin air as a free action, which functions as a flask of alchemist's fire. While they can be thrown as normal, you cannot store these "flasks" for later use or hand them to others.
Fly (Continuous): You gain a +3 bonus on Balance and Jump checks.
Lightning Bolt (Blast): You may create a shocking grasp effect.
Tongues (Continuous): You are under the effects of comprehend languages.

Lv4 spells
Animate Dead (Boost): You may bolster undead as an evil cleric of your caster level, except that it lasts for 1 round and affects only undead created by you. You are not considered to have the ability to turn or rebuke undead.
Contagion (Continuous): You are immune to disease, except for supernatural diseases.
Dimension Door (Boost): You may create a dimension door effect, except that its range is reduced to 10ft and your destination must be within line of sight.

Lv5 spells
Overland Flight (Continuous): Your maneuverability while flying improves by one step (to a maximum of perfect), regardless of whether the flight is natural or granted by a magical effect.
Telepathic Bond (Continuous): You gain telepathy out to 30ft.

Lv6 spells
Forceful Hand (Continuous): You gain a +4 bonus on Strength checks made as part of a bull rush, including bull rushes made by spells you cast.
Veil (Blast): You may create a disguise self effect.

And so on; preferably every Core spell would have one.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: The sorcerer's bag of tricks
« Reply #1 on: July 24, 2013, 05:13:04 AM »
Hmm, there's potential in this one, though I'd personally hook it to maybe a cast time debuff(spells take one step longer to cast besides swift/immediate spells). You use cantrips for quickies and a full cast when you are reasonably secure.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: The sorcerer's bag of tricks
« Reply #2 on: July 24, 2013, 05:44:23 AM »
Alter self cantrip is drastically better and more versatile than any of the other 2nd level ones. And Alter Self itself is already one of the most cheesy 2nd level spells out there.

Since the fireball cantrip is a free action to activate, you just need to get over your opponent and then drop infinite firey orbs to finish them off with splash damage.

Also since you're basing yourself on maneuvers, it may just be safer and more simple to allow a single Continous effect at a time and a swift action to change between them.

Offline Gazzien

  • DnD Handbook Writer
  • ****
  • Posts: 2113
  • Science? Science.
    • View Profile
Re: The sorcerer's bag of tricks
« Reply #3 on: July 24, 2013, 01:25:20 PM »
Silent Image cantrip may create something you auto-pass your Will Save for, but it's instantaneous, so... It lasts forever?

Offline DavidWL

  • Hero Member
  • ***
  • Posts: 506
    • View Profile
Re: The sorcerer's bag of tricks
« Reply #4 on: July 26, 2013, 04:36:22 AM »
Hmm, there's potential in this one ...

+1