The Best In Old School Roleplaying

The Best In Old School Roleplaying
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Monday, October 15, 2012

Musings On An Old School Sorcerer Class 3: The Castles & Crusades Prototype

Most of you have probably already read my Musings on an Old School Sorcerer Class.  This is part 3, wherein I present a prototype of my musings for use in Castles & Crusades.  It should also adapt to 1E and 2E and their clones with minimal work.  Now, let me start out by stating that in 3.X/D20 I am well aware that the sorcerer gets more spells per day than the wizard by sacrifices the amount of spells they can know. I never thought that this was fair or balanced.  It always seemed to me that a class that had access to more weapons than the wizard and can cast there spells without preparation should also be sacrificing a few spells per day to get that sweet deal, not getting more.  It just seems that in a Vancian world where every other caster in the "Core Rules" has to memorize their spells and could be in trouble if they don't memorize a necessary spell that a caster that can cast any of it's known spells at any time already has a huge advantage.  Perhaps I'm wrong, but I really don't think so.  Therefore, I have taken the spells per day down below those of the wizard's.  Without further ado, here is my C&C/OSR sorcerer.  Keep in mind that spells should be adjusted according to the magic user spells if using this class in games outside of C&C.  If you are behind on this project you can find the first two portions here:

Part 1

Part 2

Following this post will be a comprehensive sorcerer spell list.

Sorcerer

Among the varied races of the world exist tales of people who have an affinity for magic.  Many of these tales include strange stories of youngsters gaining abilities or causing poltergeist activity upon reaching adolescence.  These individuals are treated very differently from culture to culture.  Some fear them from the start, and the adolescent is often killed or exiled out of this ignorant fear.  Other primitive cultures revere these children, thinking them to be demi-gods or the like.  Others still ignore them or send them off to wizards academies (where they often fail, for lack of discipline.)  These individuals, with proper training or practice may hone their innate skills and become sorcerers.  

The sorcerer is an arcane spellcaster, much like a wizard or illusionist.  All of these draw upon arcane and eldritch forces to accomplish their art.  However, the sorcerer is different from these in one major way.  While wizards and illusionists are learned in their arts, the sorcerer possesses a natural bond with arcane forces.  They have not need of spell books nor memorization.  This bond may differ from sorcerer to sorcerer, but it is the one constant between them.  One sorcerer may have some arcane otherworldly blood in their ancestry, linking them to the power of another plane.  Another may have a sort of "guardian" be it celestial, fey, etc. who grants a bit of it's own power to the individual as they grow from child to adult.  Still another might have an innate connection that allows him to "see" the inner secrets of other planes and draw raw untapped power directly from them.  

Sorcerers are a varied lot, yet all gain the same abilities based upon this.  All have the power to cast spells, never having learned these by academic means, nor with a need to memorize these.  Rather they have a sort of reservoir of arcane power within themselves that allows the sorcerer to weave spells pulled straight from the ethereal, the astral, the elemental and so on.  Since the sorcerer need not research spells for lengthy periods of time as the wizard does, the adventuring sorcerer has a bit more time to devote to martial training, and thus are better at non-magical combat than their learned counterparts.  In addition to this, as they learn to wear some very light armors, the sorcerer can also cast spells while wearing those that he is proficient with.  His range of weaponry, while not extensive by any means, is also far greater than that of the wizard or illusionist.

Due to all of these traits, while wizards are employed by courts for their knowledge, the sorcerer is more likely to serve on the battlefield as a "special unit."  Adventuring sorcerers most often do so out of a desire to hone their natural skills or else find solace in a world that has rejected them.


Abilities

Spells: A sorcerer casts arcane spells, similar to the wizard or illusionist.  Sorcerers can only cast a limited amount of spells, from each spell level per day.  Unlike the wizard or illusionist a sorcerer, casting using an innate ability rather memorization using a book of spells, is limited to the spells that are known to him as well.  This limitation, however, is made up for by the fact that a sorcerer need not memorize the spells he wishes to cast, but pull magical energies straight from the aether and thus may cast any spell they know of a level that they have spell slots in.  The tables below list the sorcerers spells known and spells per day.

Bonus Spells:  High charisma dictates a sense of worth and the ability to impart ones will in the world.  Thus the sorcerer gains bonus spells for having high charisma.  A sorcerer with a charisma of  13 - 15 gains may case one extra 1st level spell per day.  If the score is 16 - 17 an extra 2nd level spell may be memorized as well.  The most charismatic of sorcerers, those with score of 18 -19 may also cast one extra 3rd level spell.  Note that this bonus does not apply to the sorcerer's spells known.

Armored Caster:  As the sorcerers spells are commanded as much as they are cast, fewer somatic components are needed in the process.  In addition to this the sorcerer does not devout the time that a wizard does to the study of the arcane arts, giving him more time to practice with more mundane forms of combat.  Thus the sorcerer may wear armor, albeit a limited amount.  In addition to this the sorcerer suffers nor penalties while wearing padded armor, a leather coat or leather armor.

Prime Attribute: Charisma
Alignment: Any
Hit Dice: d4
Weapons: club, dagger, dirk, knife, light or heavy mace, spear, wolf spear, staff, trident, light crossbow, sling
Armor: padded armor, leather coat, leather armor
Abilities: Spells, Armored Caster








Level
HD
BtH
EPP
1
d4
0
0
2
d4
+1
2,601
3
d4
+1
5,201
4
d4
+1
10,401
5
d4
+1
20,801
6
d4
+2
42,501
7
d4
+2
85,001
8
d4
+2
170,001
9
d4
+2
340,001
10
d4
+3
500,001
11
+1 HP
+3
750,001
12
+1 HP
+3
1,000,001
13 and up + 250,000 per level














Sorcerer Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 2







2 5 2







3 5 3







4 5 3 1






5 5 4 2






6 6 4 2 1





7 6 5 3 2





8 6 5 3 2 1




9 6 5 4 3 2




10 6 5 4 3 2 1



11 7 5 5 4 3 2



12 7 5 5 4 3 2 1


13 7 5 5 4 4 2 2


14 7 5 5 4 4 3 2 1

15 7 5 5 4 4 3 2 2

16 7 5 5 4 4 3 3 2 1
17 8 5 5 4 4 4 3 2 2
18 8 5 5 4 4 4 3 3 2 1
19 8 5 5 4 4 4 3 3 3 2
20 8 5 5 4 4 4 3 3 3 3


































































Sorcerer Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1







2 4 2







3 4 2







4 4 3 1






5 4 3 2






6 5 3 2 1





7 5 4 3 2





8 5 4 3 2 1




9 5 4 3 3 2




10 5 4 4 3 2 1



11 6 5 4 3 3 2



12 6 5 4 4 3 2 1


13 6 5 4 4 3 3 2


14 6 5 5 4 4 3 2 1

15 6 5 5 4 4 3 3 2

16 6 6 5 5 4 4 3 2 1
17 7 6 5 5 4 4 3 3 2
18 7 6 6 5 5 4 4 3 2 1
19 7 6 6 5 5 4 4 3 3 2
20 7 6 6 5 5 5 4 4 3 2