Sorcerer Boon


Homebrew and House Rules


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With every pathfinder book that adds more arcane spells, the rift between sorcerers and wizards widens. To rectify this a little in my next game, I was thinking that sorcerers could learn any spell from any spell list. In my mind, sorcerers are not inherently "arcane" but are inherently "magical". A child sorcerer not aware of her power might see a friend attacked by a boar and magically revive him, without knowing how she did this.
Do you think this house rule will break sorcerers?


Yes. This rule + Mnemonic Vestment will break everything.

(Also, this should be in the House Rules forum.)


Yes. It would certainly break the game. Your character could cherry pick the best spells from each caster list, and you'd end up with a monstrosity. If you're still concerned about the rift between wizard and sorcerer, just let sorcerers get second level spells at third level.


It is possible. The Rogue Genius Games Magister class allows access to every spell list. BUT you still have a primary spell list from which half your spells must be drawn, and you know one less spell per level than a normal sorcerer. It also limits you access to lists on the other side of the arcane/divine line (they count as being one level higher) and makes sure you can't abuse early access to 4 and 6 level lists by making it so you can't get in early.


This is a boost to a class that dosent need it. The sorcerer is plenty magic with out also having divine spells, not to mention the stuff that opens with ranger, paladin and summoner spell list.


But then you have the White Mage Arcanist with access to all arcane spells and every cure spell. They must also be game-breaking?

Dark Archive

The arcanist has access to all arcane spells? I was under the impression that he only had access to the sorcerer/wizard list.

Dark Archive

Ghurg Rat-Head wrote:
But then you have the White Mage Arcanist with access to all arcane spells and every cure spell. They must also be game-breaking?

There's a difference between "I can blow spell slots on something that a cheap wand can cover most of the time" and "I now have access to power gifted by the Gods." The worst offender, though, is the Summoner spell list. Take the most popular, potent Wizard/Sorcerer spells and knock them down a level. Haste as a 2nd level spell? Black Tentacles as a 3rd? If your players abuse this system, things will get really ugly.

If you're really, really bothered by the difference in versatility between Wizards and Sorcerers, just allow the pre-errata version of Paragon Surge that let Sorcerers more or less add free spells known on the fly.

Grand Lodge

Ghurg Rat-Head wrote:

With every pathfinder book that adds more arcane spells, the rift between sorcerers and wizards widens. To rectify this a little in my next game, I was thinking that sorcerers could learn any spell from any spell list. In my mind, sorcerers are not inherently "arcane" but are inherently "magical". A child sorcerer not aware of her power might see a friend attacked by a boar and magically revive him, without knowing how she did this.

Do you think this house rule will break sorcerers?

It doesn't widen unless you assume that Wizards have infinite wealth and opportunity and that every new spell is going to wind up in their books.


I would say try it, see what happens. FWIW I think that unlimited access would be going too far, but if you limit it to (say) 1 spell every time you get a new spell level it might not be overpowered. Or possibly just limit it to any Arcane list (so early Haste, Dimension Door and Black Tentacles, as well as access to some healing spells via witch). I still think it would overpowered; personally I prefer sorcerors to Wizards (and I prefer arcanists to both) just as they are, so I see no reason to "improve" them, though I have often wished for access to certain divine spells.


I must also question the thing about more spells in general making the gab between wizards and sorceres bigger. Sorceres have the option of picking the new spells if your group play with them and they are on the list. Wizards still need to Pick every morning and can only cast those they have picked. But sorceres still Pick when they level and have bigger freedom in casting those they have picked.
If there is a gab, and in most games there will be, it dosent become bigger with more spells in new books.


This has actually been helpful. I might try giving them access to just healing spells and the sorcerer spell list and see what that looks like.


Ghurg Rat-Head wrote:
This has actually been helpful. I might try giving them access to just healing spells and the sorcerer spell list and see what that looks like.

Glad to be of assistance. Be sure to tell us how it works out for you.

Shadow Lodge

Could someone copy paste the pre errata paragon surge here?


How is the rift between sorcerers and wizards widens because new spells get printed?
I get it that it widens, in favor to the wizard, with archetypes, feats and such but why spells?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Because a wizard's greatest strength is versatility. If more options are available, that strength gets better since they're not limited in how many spells they know.


My only question is why are there 4 versions of this thread with the exact same first post?

As for the actual question; what? Sorcerers are awesome as they are, what more do they need? As a Sorc player, I may be biased, but the only things I have found that Wizards do better is know spells. And that would make it harder to cast since you have so much to choose from that you need to prepare ahead of time without knowing what you need that day. Granted both are gonna wish for a way to breathe underwater if that situation comes up, but I've always found Sorcs to be the ones who're almost OP.
The main (re:only) difference is specialty. Wizards know alot of spells, Sorcerers cast a lot of spells.

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