| Agnusthemagi |
I was thinking about what could be done to better distinguish the sorcerer from the wizard yet not change all their spellcasting, in addition to the bloodlines already introduced, which I consider quite a good idea.
What I really want to achied here is give sorcerers a way to play with magic that wizards cant mime easily, making the sorcerer more appealing with it's identity as "at will manipulator of magical forces". So I've come up with this class ability system scratch , similar to what the Archmage uses:
*Each ability spends spell slots from spells per day.
Arcane Blast:
1d6 + spell slot level force damage
Arcane Movement:
fly, burrow or swin (and breath water) for 10 rounds/level +10 rounds/spell slot level with caster land movement speed.
Arcane Physical Defences:
grant armor bonus and DR acording to spell slot level
Arcane Magical Defences:
grant SR acording to spell slot level
Arcane Elemental Transmutation:
Allows sorcerer to change spell's element, casting say a Frostball (Fireball) or a Lightning Storm (Ice Storm).
and some others in it's likeness. Maybe some more utility powers should be devised.
Those habilities could be learned in the fashion: each 4 levels you choose one from the list, but also some could require a certain caster level, like Arcane Magical Defences might require the sorcerer to be 12th level or highter.