The Sorcerer Domain System
Magical power is his birthright,
and arcane energies leap to obey his commands. His very blood is the essence of
the mystical forces that underlie creation.
He is the sorcerer.
This system attempts to evoke in
rules terms the magical heritage of the sorcerer that is mentioned in his Core
Rulebook I entry, yet not truly followed through in the rules. In this system,
the sorcerer is born to power, either by circumstance of birth or by the nature
of his ancestors.
It should be noted that various
potential ancestor creatures may have different sorcerous connotations based on
an individual DM's campaign world. If in one setting all dragons are symbols of
strength, and are used as such on heraldry and so forth, then adding Strength to
the draconic bloodlines might work better in a campaign set in such a place.
Consider the differences that would need to be made in Dark Sun, for example, to
use this system. Also note that some of the bloodlines have more 'conceptual'
grounding, such as the elements. Fire is in many cultures a vital, active force,
and so Vitality was created as a domain for Fire Elementals. Such conceptual
groundings will need to be catered to individually in a campaign.
In the end, it is
encouraged that you tinker, customize, and do whatever it takes to make
this system fit your vision of sorcery!
Some bloodlines have more domains
than others. This is usually because certain creatures have more symbolic or
mythic significance, such as devils, demons, dragons, titans, and so forth -
their flavor is a blend of many ideas. While it adds more choices, any one
sorcerer is only going to ever have two domains, so it adds no extra 'power' to
those sorcerers who choose such bloodlines.
Alt.Sorceror
(Domain Based)
Proficiencies: as per PHB
Skills: as per PHB
Familiar: as per PHB
Hit Dice, BAB, Saves: as per PHB
Spells per day: As per PHB
Spells Known: See below
Choose a source of sorcerous powers
(bloodline).
At first level, select one domain from that source’s domains, nine
0-level spells from the sorcerer/wizard spell list, and one first level
spell from the sorcerer/wizard list.
At second level, select two spells of any
level you can cast from the wizard/wizard list and add them to your spells
known. At third level, select your second domain from your bloodline’s list of
domains.
At every other level at which new domain spells do not become available to you
(for example 5th, 7th, 9th, 11th, etc) select any two spells of any level you
can cast from the wizard/wizard spell list.
When
adding Sorcerer Spells, they may be of any level the sorcerer can cast or lower.
Thus, the sorcerer’s spells known may vary depending on where the sorcerer
focuses his learning. This allows the sorcerer greater flexibility with the few
spell choices he must make.
The symbol ‘#’ signifies a
number that will vary, based on the sorcerer’s flexible allocation of new
spells on levels 2, 5, 7, 9, 11, 13, 15, 17, 19, and 20. The use of ‘d’
signifies the first arcane domain and its spells. The use of ‘2d’ signifies
the spells from both of the sorcerer’s arcane domains. Only one domain spell
is learned from each domain, though on odd levels, a sorcerer may learn spells
not previously chosen from the alternative spell options on his Domain spell
lists.
Sorcerer Spells Known |
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Lvl |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
Special Abilities |
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0 |
6 |
d |
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1 |
9 |
1+d |
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First Domain |
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2 |
# |
#+d |
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+ 2 Sorc. Spells |
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3 |
# |
#+2d |
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Second Domain |
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4 |
# |
#+2d |
2d |
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5 |
# |
#+2d |
#+2d |
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+ 2 Sorc. Spells |
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6 |
# |
#+2d |
#+2d |
2d |
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7 |
# |
#+2d |
#+2d |
#+2d |
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+ 2 Sorc. Spells |
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8 |
# |
#+2d |
#+2d |
#+2d |
2d |
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9 |
# |
#+2d |
#+2d |
#+2d |
#+2d |
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+ 2 Sorc. Spells |
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10 |
# |
#+2d |
#+2d |
#+2d |
#+2d |
2d |
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11 |
# |
#+2d |
#+2d |
#+2d |
#+2d |
#+2d |
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+ 2 Sorc. Spells |
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12 |
# |
#+2d |
#+2d |
#+2d |
#+2d |
#+2d |
2d |
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13 |
# |
#+2d |
#+2d |
#+2d |
#+2d |
#+2d |
#+2d |
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