Alternate Sorcerer System [Archive] - Wizards Community

Post/Author/DateTimePost
DrakeRunner

11-11-03, 09:28 PM
I was running some ideas through my head, and one came to mind. Its kind of hard to explain, so bare with me please.

Sorcerers are supposed to treat magic as natural, right? Shaping it as they will. So, I took that to a more literal step.

My idea is that sorcerers produce a magical metaphysical translucent gel at will. This gel can be then shaped physically to do base acts, or with proper training, specialized uses (actual spells).

The gel is "secreted" out of the Sorcerer's body, haven't decided how (I want to limit it to hands only, but that limits Sorcerers with no hands. I also don't want anybody urinating healing gel or Evocation gel.), but they get a base amount of it, in addition to spells. They can also spend spell slots to get more gel for the day. The gel is metaphysical, anchored wherever the Sorcerer leaves it. It is used in pint-amounts. (Pint equals 16 ounces, and 12 ounces is a soda can, just to make it simple)

The gel would be attuned to a certain school of magic. They get 24 pints of gel per day, and it does different things and looks different based on the school of magic. I've figured out most of the schools, although I'm thinking of fazing out Divination, Conjuration, and Enchantment for it. Can't seem to get them to work... (Thats an inivitation to help, y'know)

Abjuration: Iridescent silver (Think mercury). Creates a stationary shield as a standard action that provides +1 cover AC to any target on the other side of that square from the attacker. Takes 1 pint to create, and lasts for 4 rounds.

Evocation: Iridescent Purplish red. Can throw 1 pint for 1d6 magic damage, 5' range increments. Ranged touch attack. Can be applied to an immobile object as a full round action to do 1d8 damage to it, also for 1 pint at a time.

Illusion: Any color desired. Can cover 2 square feet per pint with a incorporeal gel.

Necromancy: Iridescent grey in color. May heal or inflict 1 point of damage per pint. Heal if good aligned, Inflict if evil aligned, either one chosen permanently at conception if Neutral.

So, uhm, comments, and help, are welcome!
green_yawgmoth

11-11-03, 09:44 PM
that sounds kinda nasty and complex. now, with this "gel system", does the sorcerer end up choosing what school is gel is from when he first learns of this gel creating ability, and never changing it? also, doesn't that make sorcerers even better at casting than wizards, since they'd get (for example) 6/6/6/6/4 spells per day, then 24 extra spells from the school of their choice per day? I mean, what's stopping me from turning my 24 pints of conjuration gel into 24 castings of power word, kill? or my necromancy gel into wail of the banshee? etc.? seems like it would be a bit too powerful, giving a sorcerer 24 extra spells per day, even of a single school.
Vanigo

11-12-03, 12:24 AM
So, the gel is an ability sorcerers get in addition to their normal spellcasting? I have some comments.
First of all, higher level sorcerers should get more gel. Secondly, you really shouldn't eliminate an entire school of magic just because you can't figure out what the gel should do. Thirdly, what happens to a sorcerer's necromancy gel if he changes alignment? Fourthly, the necromancy gel is probably a bad idea anyway, since it infringes on the cleric's domain. Fifthly, why would you even consider eliminating an entire school of magic just because you can't figure out what the gel would do? Sixthly, what's the point of all this? It won't have much effect on anything, since the gel does so little. Seventhly, if you eliminate an entire school of magic just because you can't figure out what the gel would do, what would you then do with all the spells from that school? Eighthly, if only sorcerers can excrete this gel, then how do wizards cast spells? Ninthly, did I mention that eliminating an entire school of magic just because you can't figure out what the gel would do is a really really bad idea?
X-File

11-12-03, 02:34 AM
I guess your sorcs never have a bad hairday eh ? :D
green_yawgmoth

11-12-03, 02:36 AM
Originally posted by X-File
I guess your sorcs never have a bad hairday eh ? :D that's the conjuration gel. ;)
DrakeRunner

11-12-03, 11:10 AM
Originally posted by Vanigo
So, the gel is an ability sorcerers get in addition to their normal spellcasting? I have some comments.
First of all, higher level sorcerers should get more gel. Secondly, you really shouldn't eliminate an entire school of magic just because you can't figure out what the gel should do. Thirdly, what happens to a sorcerer's necromancy gel if he changes alignment? Fourthly, the necromancy gel is probably a bad idea anyway, since it infringes on the cleric's domain. Fifthly, why would you even consider eliminating an entire school of magic just because you can't figure out what the gel would do? Sixthly, what's the point of all this? It won't have much effect on anything, since the gel does so little. Seventhly, if you eliminate an entire school of magic just because you can't figure out what the gel would do, what would you then do with all the spells from that school? Eighthly, if only sorcerers can excrete this gel, then how do wizards cast spells? Ninthly, did I mention that eliminating an entire school of magic just because you can't figure out what the gel would do is a really really bad idea?

#1: This is a concept, I haven't fully fleshed it out.

#2: Thats why I posted asking for help.

#3: Er... What happens to a cleric?

#4: Cept you can't heal at all as well as cleric.

#5: #2: Thats why I posted asking for help.

#6: Flavor. Something to make things different. Exploring my creative urges.

#7: #5: #2: Thats why I posted asking for help.

#8: They would continue to cast naturally, since they cast their spells through rituals and learning, not naturally like a Sorcerer.

#9: #7: #5: #2: Thats why I posted asking for help.

green_yawgmoth: Except you'd need to know the spell to cast it. And casting spells wouldn't drain your gel supply. My idea was that when you make a horsey out of play-doh, sometimes there's stuff left over, what do you do with it?
DrakeRunner

11-13-03, 07:51 PM
When I ask for comments, I get 4 replies. When I ask for help...

:bump:
green_yawgmoth

11-14-03, 03:48 AM
Originally posted by DrakeRunner

green_yawgmoth: Except you'd need to know the spell to cast it. And casting spells wouldn't drain your gel supply. My idea was that when you make a horsey out of play-doh, sometimes there's stuff left over, what do you do with it? but you said that it could be shaped to cast spells, so I could cast power word, killwith my gel 24 times if I wanted to, right? the point I'm trying to make is that normally, a sorcerer gets to cast his ninth level spells 5 times at 20th level. with your gel idea, that quintuples the amount of power word, kill I can cast, plus I get my other 9th level spells 5 per day. I just see a big problem with being able to just go last (ish) in combat and casting PWK on the BBEG's henchmen. I mean, at epic level how hard is it for your team to be able to drop something to >100hp if they focus on 1-2 guys?
DrakeRunner

11-14-03, 12:32 PM
Okay, I'm confused. Where does it say you can trade gel for spells? That wasn't my intent...:confused:
DrakeRunner

11-18-03, 01:15 PM
One last :bump: :P