Fun with Sorcerer Spell Slots


New Rules Suggestions


Bloodlines are interesting, flavourful, and fun, but don't seem to interact too much with the sorceror's casting schtick.

so I propose a pseudo spell-list to accompany them. Providing more ways to use new spell slots without adding spells. They could have variable "spell slot" costs for greater effects.

For example (and this list made me think I shouldn't have just gone alphabetically >.> )

Aberrant Bloodline

Spoiler:

LvL 1: Aberrant Reach: By expending 2 1rst level spell slots, you cause your aberrant blood to stir. You gain a 20ft enhancement to reach for 1round/caster level. This ability stacks with Long Limbs
LvL 2: Aberrant Resilliance: By expending 2 2nd level spell slots, you trigger the survival instincts of your ancestors. You gain 3 temporary hp/caster level for a duration of 1hour/caster level
LvL 3: Third Eye: By expending 2 3rd level spell slots, you grow a third eye in the center of your forehead. This eye has Darkvision 60 feet and a continuous detect magic effect. The eye can leave it's socket and scout ahead. It flies at a speed of 40ft per round (perfect maneuverability, use Sorceror's skill points). If the eye is ever more than 1 mile from the Sorceror, the spell dissapates.
LvL 4: Acidic Exhalation: By expending 2 4th level spell slots, a sorceror may let loose a 60ft cone of acidic vapours. DMG 1d12/caster Level (max 15). Ref Save half (DC = 10 + Cha Modifier + 6)
LvL 5: Heavy Stomp: By expending 3 5th level spell slots, a sorceror can cause an upheavel of earth and stone, creating Hampered Movement (Difficult Terrain + Obstacles) and creating a cloud of dust that acts as Obscuring Mist. This dust settles in 2 rounds. Range = Medium. Area = (2 10ft squares / level)
LvL 6: Aberrant Hide: By expending 4 6th level spell slots, a sorceror can harden his skin to dramatic extremes. He gains a bonus to Natural Armour = Caster Level, Damage Reduction (Caster Level/2) / - . Duration 1 round / level
LvL 7: Alien Physique. By expending 2 7th level spell slots, a sorceror can strengthen his otherwise frail physique. He gains a +8 unnamed bonus to Strength, a +6 unnamed bonus to Dexterity, and a +4 unnamed bonus to Constitution.
LvL 8: ????
LvL 9: ????

Mind you these are
1) Completely Arbitrary
2) Probably wildly unbalanced
3) Just Examples
So I'm simply putting forth the idea

Dark Archive

Oh. I like it. And I could easily incorporate into my own house rules regarding sorcerers and spell slots. Thanks!


Fantastic Idea! You've really got the gears in my head turning now...

The only problem I could possibly see with such a system is how much space it would take to print such info. Perhaps if there weren't so many powers... hmmm.

I'll be back with more suggestions...


Just for Fun

Arcane Bloodline

Spoiler:

Level 1
Diviner's Insight
Spell Slot Cost: 2 First Level Spell Slots
Duration: 1 hour / Caster Level
Saving Throw / Save DC: None / -
Effect: Gain a bonus on all Knowledge Checks = Caster Level. Once per casting, you may gain intimate knowledge of 1 room within Medium Range. You must know of this room's existence before using this ability.

Level 2
Enchanter's Charm(Charm)[Mind-Affecting]
Spell Slot Cost: 2 Second Level Spell Slots
Duration: 1 hour / Caster Level
Saving Throw / Save DC: Will Negates / 10 + 4 + Cha Modifier
Effect: An insidious twinkle appears in your eyes. Any creature meeting your gaze must make a will save or their attitude towards you improves by 1 step. This attitude adjustment does not apply to the creature's perception of your allies. Creatures who succeed their will save do not feel as if they were just magically assaulted and gain no knowledge of your supernatural gaze.

Level 3
Evoker's Frustration
Spell Slot Cost: 3 Third Level Spell Slots
Duration: Instantaneous
Saving Throw / Save DC: Reflex Half / 10 + 7 + Cha Modifier
Spell Resistance: Yes
Effect: As Magic Missile except each missile explodes in a 10ft burst for 1d6 Force Damage / 3 caster levels (Max 5).

Level 4
Transmutor's Body
Spell Slot Cost: 3 Fourth Level Spell Slots
Duration: 1 hour / Caster Level
Saving Throw / Save DC: None / -
Effect: You gain 1 Transmutation Point / Caster Level. You can allocated these points freely for the effects listed below. Additionally, once per casting you may, as a swift action, reallocate all your Transmutation Points.
-Gain a +1 enhancement Bonus to any 1 Physical Ability Score (Max +10). (1 Transmutation Point)
-Gain a +1 enhancement Bonus to any 1 Mental Ability Score (Max +8). (1 Transmutation Point)
Note: Increased Charisma from this spell does not result in more spells per day.
-Gain 5 temporary HP. (1 Transmutation Point)
-Grow or Shrink size categories. ( [Sizes changed]^2 Transmutation Points )
-Gain an Enhancement Bonus to your Base Land Speed (1 Transmutation Point / 5ft)
-Gain a Swim Speed (Max 30ft). (1 Transmutation Point / 10 ft)
-Gain a Flight Speed with Good Maneuverability (Max 100). (1 Transmutation Point / 20 ft)
-Gain a Burrow Speed (Max 20ft). You may leave a tunnel 5ft wide / size category above large you are.(1 Transmutation Point / 5ft)
-Gain Low-Light Vision 120ft. (1 Transmutation Point)
-Gain Darkvision 60ft. (1 Transmutation Point)
-Gain Tremorsense 30ft. (2 Transmutation Point)
-Gain Blindsense 30ft. (3 Transmutation Point)
-Gain Waterbreathing. (1 Transmutation Point)
-Gain size appropriate Bite Attack. (1 Transmutation Point)
-Gain size appropriate Claw Attack. (1 Transmutation Point)
-Gain size appropriate Tentacle Attack. (1 Transmutation Point)
-Gain longer reach (Max 20ft).(2 Transmutation Points / 5 ft).
-Gain a +1 Enhancement Bonus to Natural Armour. (1 Transmutation Point)
-Gain Damage Reduction
---1 Transmutation Point for each category (Bludgeoning, Piercing, Slashing)
---2 Transmutation Points per point of DR

Level 5
Abjurer's Bubble
Spell Slot Cost: 3 Fifth Level Spell Slots
Duration: 1 min / Caster Level
Saving Throw / Save DC: None / -
Effect: As Otiluke's Resilient Sphere centered on you with the following exception: You retain line of sight and line of effect to creatures outside the sphere.

Level 6
Conjurer's Companions
Spell Slot Cost: 2 Sixth Level Spell Slots
Duration: 1 round / level
Saving Throw / Save DC: None / -
Effect: You can summon any being from the Material Plane upon which you have placed an Arcane Mark.You can summon 1 such creature / 5 Caster Levels.

Level 7
Illusionist's Trickery
Spell Slot Cost: 2 Seventh Level Spell Slots
Duration: 1 min / Caster Level
Saving Throw / Save DC: Will Negates(Interaction) / 10 + 9 + Cha Modifier
Effect: As Greater Invisibility and Silence cast on you + a Projected Image under the effects of a perpetual Mirror Image.

Level 8
Necromancer's Aura
Spell Slot Cost: 2 Eighth Level Spell Slots
Duration: 1 Hour / Caster Level
Saving Throw / Save DC: Fortitude Negates / 10 + 10 + Cha Modifier
Effect: Enemies entering s 10ft radius circle centered on you must make a Saving Throw every round they remain in the affected area. Failure renders them Exhausted and Shaken as long as they remain within Close (25 ft + 5ft / 2 levels) Range of you.

Level 9
Universally Adept
Spell Slot Cost: 2 Ninth Level Spell Slots
Duration: 1 Hour / Level
Saving Throw / Save DC: None / -
Effect: Spells you cast are made with a + 5 unnamed bonus to your effective caster level.

Note on DCs: I'm just randomly adding 2 to the normal DCs of spells that level per extra slot.

Once again completely arbitrary.


While I don't know about the abilities I REALLY like the mechanical idea you are proposing!

*shouting* JAAAAAAAAAAAASOOOOOOOOOOOOOON!!!!!!!!!!!! Take a look at this!


Actually, I've been thinking about it, and I don't like the slow metamorphosis effect of being a Sorcerer. I mean, it'd be fine if I was playing in Dark Sun, but then I wouldn't be using Sorcerers anyway. This idea makes a lot of sense - you're calling upon your blood heritage, but it isn't like you're metamorphosing into some quasinatural hybrid. The exact make up (number of spell slots, way it plays out, etc.) I'm totally uncertain of, but the basic idea of having nonspell abilities that are activated by spell slots is a solid one.

Maybe metamorphosis-type abilities could be retained, but make them cooler and higher level, and the lower-level Sorcerers just get the nonspell supernatural powers.


I think Sorcerer Metamorphosis is just PERFECT for a Prestige Class!


Now these are fairly interesting ideas.

edit: make that very interesting ideas.

Sovereign Court

Hehe, the aberrant bloodline abilities made me think of Psychonauts, or some other comic-like weirdness. Extending arms, third eye popping, hehe.

Might be a viable option too, although rather uncommon and possibly too far from the original intentions.


The more I think about it, the more I think that the nonspell supernatural abilities that aren't metamorphic in power would be more appropriate. The Arcane bloodline grants stuff like familiars and all, so really we should get things like the Undead-blooded sorcerer being able to speak with dead at will and able to occasionally rebuke undead. Aberrants could get things like the ability to simulate Improved Mental Evasion for a spell casting or something (immediate action). At high levels, they might gain some minor metamorphosis, like the undead gaining Fortification (and losing all color to the skin), or the aberration gaining wonky eyes and getting a scare gaze attack.

EDIT: Although now that I think about it, 100% Fortification could be gotten much earlier by the Undead bloodline if it cost a spell slot of a certain level or higher (Immediate Action - negate a critical hit).

Deussu wrote:
Hehe, the aberrant bloodline abilities made me think of Psychonauts, or some other comic-like weirdness. Extending arms, third eye popping, hehe.

Psychonaut, huh? Wow, time to start writing up a prestige class. lol


What's all this about metamorphosis anywho?
It's confusing me.
Did you take the aberrant line of spells to mean I was suggesting a series of transformational powers?
I just had problems thinking about aberrant flavour, I think the arcane line should be more indicative.

The Exchange

I actually have to say that this is a good idea and can be applied to both sorcerer and wizard for balance. It kind of reminds me of the way heritage feats currently work.

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