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Sorcerers were a new addition to D&D
3e, introducing a concept revolving around
a more flexible approach to Spellcasting.
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The primary distinguishing characteristic
for Sorcerers is that unlike Wizards they
do not approach magic as an intellectual
pursuit, with scholarly discipline, a need
to "learn" Spells from musty tomes
and plodding rote study. Rather they have
a gift for magic and their "Spells"
are more along the lines of innate powers
that they will into effect.
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Mechanically they do not have to prepare
their Spells in advance like a Wizard, essentially
guessing at what they will need in a given
day. Instead a Sorcerer can cast any Spell
they know at any given time, but only so
many of each Spell Level per day. This approach
is referred to as "Spontaneous"
Spellcasting, contrasted against the "Prepared"
Spellcasting of Wizards. |
However, on the down side Sorcerers conversely
know potentially far fewer spells than a
Wizard, gain access to new Spell Levels
slower than Wizards, and in general lack
the ability of Wizards to customize their
Spell selection to exactly what is appropriate
to a given undertaking. In broad terms,
Sorcerers have a tactical advantage in that
they are more flexible in chaotic and unplanned
situations, while Wizards have a strategic
advantage in that they are more flexible
in structured and planned situations. |
Sorcerer Class Ability Considerations |
SPELLCASTING |
The Sorcery Magic System is detailed
here. |
Wizardry Spells may be modified
to work as Sorcery Spells
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The ability to cast
Spells is a Sorcerer's primary Class
Ability, and basically raison d'etre. This
is handled using the guidelines provided
in the
Sorcery Magic System document, which
is a very detailed and fairly direct conversion
treatment of the Spontaneous style of D&D
3e Magic in HERO System mechanics.
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SPELL CREATION |
Sorcerers can create their own Spells. The
rules for creating new Spells are also covered
in the
Sorcery Magic System guidelines. |
MAGIC ITEM CREATION |
Sorcerers can create new Magic Items. The
rules for doing so are also covered in the
Sorcery Magic System document. |
FAMILIAR |
Sorcerers can, if they wish, have a Familiar
that serves as an ally, pet, companion,
and a source of mild Magical abilities all
in one. Familiars are of many different
types, both naturally occurring animals
and more unusual specimens, and typically
have some extraordinary attribute or feature.
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Familiars are best modeled in the HERO System
by designing each Animal Companion as a
separate Character (typically using a Bestiary
entry as a starting point), and then take
that Animal Companion as a Follower using
the Follower Perk.
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Familiars: Follower Perk |
Real Cost: Varies |
Familiarite Package Deal |
The Familiarite Extension Package is ideally
suited to converting a character with a
Familiar. |
Extention Package Deals
Some
characters have a mystical bond to an animal familiar. |
Cost |
Ability |
25 |
Familiar (Animal Follower) |
10 |
Synergistic abilities
gained via Familiar |
35 |
Total Cost of Abilities |
Value |
Disadvantages |
-15 |
Physical Limitation: STUN
Feedback with Familiar (Frequently, Greatly Impairing) |
+20 |
Total Cost of Package |
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The Sorcery Magic System is
detailed here. |
Sample Spells may be found
here. |
Presented below are an
assortment of Basic Packages, Extension Packages, and Composite Packages for
your use. |
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