Why are there 1st-level wizards?


Pathfinder First Edition General Discussion

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I'd say that they are a commoner with the wizard's skill list and that upon gaining wizard 1 they gain the spell list and.. keep going from therre. (they even learn a few more simple weapons in the process!).

If that didn't work then I'd say they are wizard 1 without any of hte class abilities (just HD saves and bab) until they actually "learn it".

The game though really just assumes that they don't exist, much as children don't have class levels either. They are just.. there.

-S

Shadow Lodge

I say that before that point they had no stats because there was nothing you needed to determine mechanically.


TOZ wrote:
I say that before that point they had no stats because there was nothing you needed to determine mechanically.

Slow down, cuz I've been considering the mechanics of time travel, and I need a way to kill myself to prevent all the evil deeds I done... Are we immortal until we get a level?

Shadow Lodge

Immortality is a mechanic.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Kerobelis wrote:
Kalvince wrote:
The wizard only becomes a first level wizard AFTER years of training to master those few basic spells he knows: he's basically done high school and going on to university. A 1st level sorcerer represents someone who just began his career- he dropped out of elementary school.

How do you explain a 5th level fighter all of a sudden multiclassing to become a wizard.

Things like this are best not asked...

It's actually not that hard to justify. Before becoming first level in an adventuring class, you were just a cipher. But then you took that step into adventure and like stepping into a TARDIS it changes you forever. If you survive, you become that much more adept at learning new things.


The best explanation of sorcery I have heard, is pyromancy in Dark Souls.

http://www.youtube.com/watch?v=IEGkgOdi9XU&hd=1

1:26 and move forward a bit. Very ethnic, calling on the natural, obsessing over fire.

Kybryn, I've played with a dm that gave sorcerers powers and spells when they were children. It was annoying to see the rules broken like that. The child hasn't learned the means to cast spells, hasn't matured enough, but the dm just waved all that. He was so happy making a child kobold cast burning hands, because it fit with his point of view. Sigh.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

TriOmegaZero wrote:
Ravingdork wrote:

Alright, so a 1st-level wizard isn't a wizard until he spends a lifetime studying to be a wizard. So...

...what were they before that?

Stat-less.

Muggles


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I don't understand LazarX's initial comments. Seemed angry though.


I always thought ALL classes had a certain amount of 'training' in their backgrounds before 'becoming' first level.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:

If I were to attack and attempt to kill a student before he was a 1st-level wizard, what would his stats be?

Dead children have no stats.

Shadow Lodge

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Ravingdork wrote:


If I were to walk into a wizard's academy, what would all the students be? If I were to attack and attempt to kill a student before he was a 1st-level wizard, what would his stats be?

Irrelevant. The dice would have more influence on his survival than any stats he may have.

Dark Archive

Ravingdork wrote:

Alright, so a 1st-level wizard isn't a wizard until he spends a lifetime studying to be a wizard. So...

...what were they before that?

Fractional-level characters. With only some bonus to saves, BAB, skill points, class powers, bonus feats, etc.

As the game works in steps simbolized by integers (eg. levels) you have the starting level at... guess, 1.
Maybe you're looking for some more granularity in the handling of the game system.


I'm not really sure why any stats are needed at all. If you are fighting a bunch of zero-level characters you're probably going to do just fine. What's the best saves they are going to have? +2? Best hit points? 4? Best AC? 11? I don't see it as an issue.

If you really need something, you can work with this and see if you can make it work with Pathfinder (I think it should be an incredibly easy conversion). It basically took the apprentice level rules in the 3.0 DMG and added to them.


LazarX wrote:
Ravingdork wrote:

If I were to attack and attempt to kill a student before he was a 1st-level wizard, what would his stats be?

Dead children have no stats.

They still have height and weight. Since you'll need to determine wether the party wizard will be able to move them around with mage hand.

Don't ask. There's something wrong with my group.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Threeshades wrote:
LazarX wrote:
Ravingdork wrote:

If I were to attack and attempt to kill a student before he was a 1st-level wizard, what would his stats be?

Dead children have no stats.

They still have height and weight. Since you'll need to determine wether the party wizard will be able to move them around with mage hand.

Don't ask. There's something wrong with my group.

No matter what species, they're probably still beyond the 5 lb weight limit.


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I once ran a campaign where I had the players all start as NPC classes. When they gained enough experience (which I made 500 xp), they were allowed to "switch out" their NPC class for a PC class, and proceed from there. I even designed an "apprentice" and "acolyte" npc class at level 1, for wizard and cleric types respectively (this was back in 3.5), both of which only had level 0 spell access. It was neat, but not really worth the effort.

I imagine something like that happens, though.

Liberty's Edge

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TOZ wrote:
Immortality is a mechanic.

...my mechanic's immortal? That would explain why it takes him so long to fix my car. He's in no hurry at all, is he?


1st level player characters pop into being fully-formed.


TOZ wrote:
Ravingdork wrote:


If I were to walk into a wizard's academy, what would all the students be? If I were to attack and attempt to kill a student before he was a 1st-level wizard, what would his stats be?
Irrelevant. The dice would have more influence on his survival than any stats he may have.

Urgh. I wish you could explain it to a dm I know. He insisted adding child templates and giving children levels.


Ravingdork wrote:

If a sorcerer casts spells innately, that is, they were born with magic, and a wizard had no magic and was forced to study to learn it...

...then how is it you can play a 1st-level wizard at all? Shouldn't all wizards be multiclassed characters?

The same can be said of any other class that requires extensive training.

Just some food for thought.

Discuss.

What I try to figure out isn't whether there should be 1st level Wizards, but whether there should be 1st level Wizards in play. They are incredibly weak, vulnerable and have such incredible limits on what they can initially do that they are almost unplayable.

If I were a Wizard I wouldn't dream of leaving my school/master until I was 5th level at least - its a very dangerous world out there.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber
3.5 Loyalist wrote:
Urgh. I wish you could explain it to a dm I know. He insisted adding child templates and giving children levels.

*eyetwitch*

Shadow Lodge

Because even legendary magic can't change basic mathematical facts, such as the fact that 1 comes before 2.


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Wiggz wrote:
If I were a Wizard I wouldn't dream of leaving my school/master until I was 5th level at least - its a very dangerous world out there.

Me too.

But, a party of adventurers is often (not always) an unexpected group of extraordinary people in unusual circumstances.

That being the case, I look at what the 3.5 format makes possible and I laugh a little bit inside. Here's an example.

3.5 Wizard 1 vs 3.5 Warblade 1

Wizard: HP 4, AC 11

Warblade: HP 14, AC 17

Warblade attacks with: Fullblade + Sapphire Nightmare Blade + Punishing Stance

This nets him:
Melee Fullblade +5 (2d8+2d6+6)
So lets try this out.

rolls:

Concentration: 1d20 + 6 ⇒ (19) + 6 = 25 (makes the wizard flat footed)
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 (plenty)
Damage: 2d8 + 2d6 + 6 ⇒ (7, 7) + (4, 5) + 6 = 29 (wtf)

The level Wizard 1 was just removed from Existence by the Warblade 1. He is now at -25 hp.

Oh the sad and scary life of a lvl 1 wizard/sorcerer.... or anything vs a Warblade at lvl 1.


Wiggz wrote:
If I were a Wizard I wouldn't dream of leaving my school/master until I was 5th level at least

But, how would you ever reach 5th level if you never went out and gained experience?


Training, experimentation, even teaching others would all be things that could grant you experience. Naturally adventuring would be a vastly faster method of gaining experience, but that doesn't mean it's the only way.


this kind of thought process always messes me up when a player decides that they want their level 3 paladin to suddenly manifest level 1 wizard ability at 4th level.

I make my characters display some kind of long term PC planning or they cant do it. if you want your character to suddenly manifest new class abilities then you have to spend a certain amount of RP time either in character creation or for a level or two before the class change explaining how you are going to gain these levels. maybe you were an apprentice mage before taking up arms during the goblin raid but now 3 levels into fighter you decide to return to your studies during down time so that at level 4 you can be a level 1 wizard.

or maybe the barbarian that wants to take alchemist levels spent the early part of his life as some mad scientists test subject giving him an innate understanding that he later spends a few levels practicing so that he can begging leveling as an alchemist.

but I refuse to allow the level 6 barbarian with a great axe and 11 int to suddenly and miraculously wake up one morning with an alchemy lab, reagents and an innate understanding of magic just so that the player can make mutagens that enhance his rage and a tentacle arm to hold his potions of healing.

Shadow Lodge

blue_the_wolf wrote:
but I refuse to allow the level 6 barbarian with a great axe and 11 int to suddenly and miraculously wake up one morning with an alchemy lab, reagents and an innate understanding of magic just so that the player can make mutagens that enhance his rage and a tentacle arm to hold his potions of healing.

What if said barbarian delves into knowledge forbidden by the elders and learns what plants and fungi can be used to touch the power of the outer realms, horribly misshaping his form and strengthening his inner fury?

Using the Alchemist class, of course.


blue_the_wolf wrote:
this kind of thought process always messes me up when a player decides that they want their level 3 paladin to suddenly manifest level 1 wizard ability at 4th level.

When I begin to feel this way I remind myself I am playing a fantasy game not running a reality simulation. ;-)

I accept many game mechanics as they are without trying to tie some kind of "real world" logic to them.

It is the only way I can just play and have fun.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Wiggz wrote:
What I try to figure out isn't whether there should be 1st level Wizards, but whether there should be 1st level Wizards in play. They are incredibly weak, vulnerable and have such incredible limits on what they can initially do that they are almost unplayable.

Damm it! I knew I was doing something wrong. Between AD&D, Living Greyhawk, and Pathfinder, I've gone and leveled several wizards beyond first... and had fun doing it! How can I redeem myself?


LazarX wrote:
Wiggz wrote:
What I try to figure out isn't whether there should be 1st level Wizards, but whether there should be 1st level Wizards in play. They are incredibly weak, vulnerable and have such incredible limits on what they can initially do that they are almost unplayable.
Damm it! I knew I was doing something wrong. Between AD&D, Living Greyhawk, and Pathfinder, I've gone and leveled several wizards beyond first... and had fun doing it! How can I redeem myself?

@Ravingdork: I think Wiggz position explains why LazarX was offended by the post. He was thinking it was another attempt to prove that Sorcerers were better than Wizards, but had the context wrong. Instead this is a theoretical discussion about what happens pre-Level 1, which is not really the point of the game, even if it is fun to consider.

@LazarX: Wizards are a great class. Initial weakness balanced by immense future power. Do not worry about having to justify your skill to random strangers online :)

@Wiggz: 1st level anything alone will die to a huge amount of stuff. 1st level Wizards will be in a party who can keep them safe and reap the benefits of a non Level-1 wizard later.


Don't forget, we're also dealing with people gaining power exponentially once they start adventuring.

Let's say you're playing Rise of the Runelords. You start at level 1. How long does RotR last? Maybe a year? Less, if your characters are highly motivated.

So Mr Wizard has spent 25 years getting to 1st level, then he goes to, what, Level 17 in a year or less? I personally try to string things out a little...having a decently-sized downtime gap between adventures, for example (which is also handy when someone *does* want to multiclass: "Yes, you spend the next three years studying at the Tower of Slightly-Elevated Sorcery" and return to your friends, older, wiser, and wielding a staff as well as your trusty old sword..."). I usually try to modify the "pointers" to the next adventure somewhat so it will logically take some time/resources to figure out.

I guess my point is that sometimes scratching the surface can lead to unsightly and unwanted blemishes! :)


Ravingdork wrote:


If a sorcerer casts spells innately, that is, they were born with magic, and a wizard had no magic and was forced to study to learn it...

...then how is it you can play a 1st-level wizard at all? Shouldn't all wizards be multiclassed characters?

The same can be said of any other class that requires extensive training.

Just some food for thought.

Discuss.

Without going through the thread I always figured Sorcerors manifested pimples, hormones and magic at about the same time. Starting with a bit of all three and advancing as they age :) They start with an average age of 17-18 iirc at first level. End of adolescence, welcome to adulthood. I'd imagine a lot of those kids would get the boot out of the house by then. Imagine; hormones, angst, pimples and accidentally burning down the barn...

Wizards went to school or apprenticed to learn their trade. In the Middle Ages apprenticeship typically began about 10-15 years of age and lasted about 7 years. That fits for Wizards with an average starting age about 22 at first level, again iirc. The academic rigor of apprenticing / schooling to become a Wizard would probably push the starting age of apprenticeship to the upper range (c. 15), so 22 sounds about right. So they start first level just out of college in modern terms. A pre first level Wizard should have the stats, BAB and saves but less knowledge. Cantrips, skills and so on should increase over the span of their training and getting the ability to cast a first level spell should mark their "graduation" to first level status.

My 2 cp, and no doubt I've been ninja'd further up thread but I thought I'd just drop my opinions into the mix.

*edited a bit for clarity...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Thanks, John Kerpan.


R_Chance wrote:
Ravingdork wrote:


If a sorcerer casts spells innately, that is, they were born with magic, and a wizard had no magic and was forced to study to learn it...

...then how is it you can play a 1st-level wizard at all? Shouldn't all wizards be multiclassed characters?

The same can be said of any other class that requires extensive training.

Just some food for thought.

Discuss.

Without going through the thread I always figured Sorcerors manifested pimples, hormones and magic at about the same time. Starting with a bit of all three and advancing as they age :) They start with an average age of 17-18 iirc at first level. End of adolescence, welcome to adulthood. I'd imagine a lot of those kids would get the boot out of the house by then. Imagine; hormones, angst, pimples and accidentally burning down the barn...

Wizards went to school or apprenticed to learn their trade. In the Middle Ages apprenticeship typically began about 10-15 years of age and lasted about 7 years. That fits for Wizards with an average starting age about 22 at first level, again iirc. The academic rigor of apprenticing / schooling to become a Wizard would probably push the starting age of apprenticeship to the upper range (c. 15), so 22 sounds about right. So they start first level just out of college in modern terms. A pre first level Wizard should have the stats, BAB and saves but less knowledge. Cantrips, skills and so on should increase over the span of their training and getting the ability to cast a first level spell should mark their "graduation" to first level status.

My 2 cp, and no doubt I've been ninja'd further up thread but I thought I'd just drop my opinions into the mix.

*edited a bit for clarity...

They might feel the inner power, but they still have to learn the various components behind the casting of spells. Verbal, somatic, whatever. I've seen a dm put child sorcerer npcs into a game. So this kobold kid hits us with burning hands, after we startled him. I asked, did he cast the spell? How did he know how to do it? When did he learn it? What is his spell list? He has one already?

I don't like some things changed because a dm wants children to cast without actually casting, learning how to cast properly and satisfying the pre-req age rules. Grrr.


I think the main problem here is - again - multiclassing.

A character started with wizard spend a lot of time studying, but then the fighter suddenly announces, I am a wizard now, and puff, he is.

That's what makes the whole thing stupid...

Perfect Example HERE.


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3.5 Loyalist wrote:
They might feel the inner power, but they still have to learn the various components behind the casting of spells. Verbal, somatic, whatever. I've seen a dm put child sorcerer npcs into a game. So this kobold kid hits us with burning hands, after we startled him. I...

There is little that annoys me more than sorcerer/bard/whatever spontaneous caster players that want to play like trainee X-men, with vast power spilling out of them when startled or afraid. Usually, I see them wanting to use this excuse to get away with quickened silent stilled spells and justify it as an emotional response. In one game a sorcerer wanted to cast fly unwittingly and only realise that it had been cast when she was several feet off the ground... in a tense meeting with bandits who were about to jump us if we made a wrong move. If she'd been going 'blahblahcastingnoises', they probably would have gutted her on the spot.

Spells take actions.

Spells (usually) have somatic and verbal components.

You don't get to skip core mechanics of spellcasting for free just for flavour.


:)
Damn straight umbral.

Yep. I've forced the requirement of time and rp for classes to change, and said no to only a few when it made no sense and was just for the phat abilities. I like multi-classing, but not all are allowed so easily.

The game I ran where they started as commoners, your next class was chosen ahead of time. It is what your Isgerian peasant hoped they could become, and had been planning as best as they could for years. The blacksmith's daughter is self taught and an old opponent of the local bullies, she will go fighter, the rogue is in a family of thieves and gamblers, and so on. One person wanted to play an alchemist after going from a ranch-hand/sausage-maker, I said no to that one. Some people allow sudden changes though.

Force it to make sense, be plausible and follow a continuity, and some get s%**ty. I want I want, says the player.


Umbral Reaver wrote:
3.5 Loyalist wrote:
They might feel the inner power, but they still have to learn the various components behind the casting of spells. Verbal, somatic, whatever. I've seen a dm put child sorcerer npcs into a game. So this kobold kid hits us with burning hands, after we startled him. I...

There is little that annoys me more than sorcerer/bard/whatever spontaneous caster players that want to play like trainee X-men, with vast power spilling out of them when startled or afraid. Usually, I see them wanting to use this excuse to get away with quickened silent stilled spells and justify it as an emotional response. In one game a sorcerer wanted to cast fly unwittingly and only realise that it had been cast when she was several feet off the ground... in a tense meeting with bandits who were about to jump us if we made a wrong move. If she'd been going 'blahblahcastingnoises', they probably would have gutted her on the spot.

Spells take actions.

Spells (usually) have somatic and verbal components.

You don't get to skip core mechanics of spellcasting for free just for flavour.

Yeah, you start blahing. Initiative time. If bandits win, some will shiv you.


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I could see a sausage-maker becoming a very interesting alchemist. Making potions? No! Making bratwurst of bear's endurance! Instead of bandoliers of vials, he wears strings of sausages.

Dark Archive

Umbral Reaver wrote:
I could see a sausage-maker becoming a very interesting alchemist. Making potions? No! Making bratwurst of bear's endurance! Instead of bandoliers of vials, he wears strings of sausages.

Mmm. That sounds even tastier than the Cayden-worshipping beer-alchemist!


The german in me instantly feals appealed :P


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I remember that kobold sorcerer. X-men type nonsense. I remember asking the dm about that later and he couldn't offer an explanation other than "I like the flavour of it." When asked about how spells work, verbal and somatic stuff, he let slip that he felt all individuals with the unique bloodline would be sorcerers at the first level. I suggested the possibility of certain such individuals not experimenting with their inner power. If they train extensively with a weapon, their first level could be fighter. If they are forced by circumstances growing up, to be a frontiersman, learning to trek and all that, ranger. So on and so forth. He seemed quite baffled by such a suggestion.

As for the suggestion of wizards training until 5th level before they leave the academy, it sounds a bit odd. By the pathfinder npc guide, elites are about level 4 or 5. So.... this individual who has yet to even educate himself in the ways of the world by travelling, interacting with different races and the undertaking of certain ardous tasks, steps out into the world an elite? Teaching and instruction of others would fall under some form of individual training but training only gets you so far. Rarely more than just the bare basics. To better themselves, the gloves have to come off,the safety net has to disappear. Or else, the average member of the town militia/ fresh wizard graduate starts off as an elite. Which completely throws the mechanics of level dependence way off course. In such a setting, if there are no wizards below fifth level, there would also be no fighters/rogues/bards/etc below fifth level.


Of course, none of it makes any sense if you really think about it?
What do sorcerers really get from their innate sorcerous powers? At least in terms of casting?

They use the same words, gestures and components as a wizard does. (Or any other class that can cast the same spells. Even divine versions are recognizably the same.) If they learn to scribe scrolls, they can write their spells down and wizards can learn from those scrolls.

If they're using some mysterious "innate magic" to power their spells, what are the wizards using? The only real difference is that the sorcerers learn easier, since their starting age is younger and they only learn a limited number of spells. It would make sense for the actual words and gestures of the spells to be instinctive not learned. For that knowledge to be what comes with the sorcerous blood.

If so, I don't see why young (pre-1st level) sorcerers-to-be couldn't manifest some spells (probably just cantrips) before becoming a full-fledged sorcerer. Much like apprentice wizards would gain their spells gradually, not suddenly be able to cast 3 cantrips and 2-3 1st level spells on graduation day, never having cast 1 spell before.


The equalizer wrote:
As for the suggestion of wizards training until 5th level before they leave the academy, it sounds a bit odd. By the pathfinder npc guide, elites are about level 4 or 5. So.... this individual who has yet to even educate himself in the ways of the world by travelling, interacting with different races and the undertaking of certain ardous tasks, steps out into the world an elite? Teaching and instruction of others would fall under some form of individual training but training only gets you so far. Rarely more than just the bare basics. To better themselves, the gloves have to come off,the safety net has to disappear. Or else, the average member of the town militia/ fresh wizard graduate starts off as an elite. Which completely throws the mechanics of level dependence way off course. In such a setting, if there are no wizards below fifth level, there would also be no fighters/rogues/bards/etc below fifth level.

I'd also say that most NPCs, even those with levels in PC classes, aren't adventurers and didn't get those levels by adventuring. They got them through training and practice. Most Wizards sit in towers and study magic (or advise nobles or whatever) Most Clerics work in their church. Etc.

Adventuring is the quick and risky way to learn. Practice and training or self-study works too. I really can't envision a world in which you literally can't learn anything without risking your life.

It would be an interesting dilemma for a king though. Do you send your heir off on adventures and risk losing him or keep him at safe and guarantee he'll be a 1st level incompetent when he inherits?


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Kalvince wrote:
The wizard only becomes a first level wizard AFTER years of training to master those few basic spells he knows: he's basically done high school and going on to university.

According to the random starting age table in the Pathfinder rules, this seems to be true not only for the wizard but also for the cleric, the druid and the monk.

It takes an average of 7 years after adulthood for a cleric/druid/monk/wizard to achieve 1st level (whether their training started before 15 years old is another matter altogether).

Comparatively, bards, fighters, paladins and rangers "graduate" in an average of 3.5 years after maturity, while it takes 2.5 years for barbarians, rogues and sorcerers to acquire their 1st level certificate.


Umbral Reaver wrote:
I could see a sausage-maker becoming a very interesting alchemist. Making potions? No! Making bratwurst of bear's endurance! Instead of bandoliers of vials, he wears strings of sausages.

Also, they can extra as Saps for 1d6 nonlethal.


3.5 Loyalist wrote:


R_Chance wrote:


Without going through the thread I always figured Sorcerors manifested pimples, hormones and magic at about the same time. Starting with a bit of all three and advancing as they age :) They start with an average age of 17-18 iirc at first level. End of adolescence, welcome to adulthood. I'd imagine a lot of those kids would get the boot out of the house by then. Imagine; hormones, angst, pimples and accidentally burning down the barn...
They might feel the inner power, but they still have to learn the various components behind the casting of spells. Verbal, somatic, whatever. I've seen a dm put child sorcerer npcs into a game. So this kobold kid hits us with burning hands, after we startled him. I...

Yes, they have to learn how to cast the spell... to shape the magic within them into a recognizable, and useful, spell. I have always assumed that Wizard / Sorceror / divine spells are the same because it is the correct way to get that effect. My assumption for Sorcerors is that magic manifests itself in odd ways that aren't useful in a young Sorceror. They learn the correct way to do so with minimal training / exploration. Hence the younger starting age. Rather than cramming memorization and magical theory and "academic magic" like a Wizard they learn in a more vocational style. The spell will come out much the same. Again, my 2 cp, ymmv.


You can in fact have your sorcerers do some pseudo-X-Men automatic power if you want - bloodline powers are supernatural abilities and thus don't require any components. Your fire-blooded sorcerer can start fires without gesticulating; that's what your fire ray power does. When you startle a dragon-blooded sorcerer, he can sprout claws instinctively.

As far as the actual spells, my assumption is that the sorcerer doesn't need to study because he instinctively knows the correct gestures and incantations. You don't have to study to learn how to walk, but you still need to move your legs; the same applies to a sorcerer casting spells.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
thejeff wrote:


It would be an interesting dilemma for a king though. Do you send your heir off on adventures and risk losing him or keep him at safe and guarantee he'll be a 1st level incompetent when he inherits?

Princes of the Monarchy of England are required to do military service, especially in times of war. They may not be on the absolute front lines, but they're not outside of rsk.


LazarX wrote:
thejeff wrote:


It would be an interesting dilemma for a king though. Do you send your heir off on adventures and risk losing him or keep him at safe and guarantee he'll be a 1st level incompetent when he inherits?
Princes of the Monarchy of England are required to do military service, especially in times of war. They may not be on the absolute front lines, but they're not outside of rsk.

Look at Prince's William and Harry.

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