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Wednesday, April 17, 2013

The Old School Sorcerer, Swords & Wizardry Style

Some of you may recall when I wrote up an old school version of the 3.X sorcerer for Castles & Crusades.  If not you can find it here:

I  II  III  IV



With the release of Swords & Wizardry Complete through Frog God Games, I feel that it is high time that I release a version of my vision of the sorcerer for that wonderful system.  The sorcerer is one of the things that came out of the "D20" era that I really liked, outside of the wonderful products that Necromancer Games was publishing at the time.  As a note the sorcerer as I have written it makes a great replacement for Magic-Users in a Sword & Sorcery style campaign.

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 children 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 ignorant fear.  Other primitive cultures revere these children, thinking them to be demigods 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 spell caster, much like a Magic-User.  Both draw upon arcane and eldritch forces to accomplish their art.  However, the sorcerer is different from Magic-Users in one major way.  While the later are learned in their arts, the Sorcerer possesses a natural bond with arcane forces.  They have no 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.  All have the power to cast spells, never having learned these by academic means, nor with a need to memorize them.  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 Magic-User 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  light armor, 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 Magic-User.

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.

Prime Attribute: Charisma, 13+ (+5% experience bonus)
Hit Dice:  1d6 (Gains 1 hp/level after 11th level.)
Armor/Shield Permitted: leather
Weapons Permitted: club, crossbow (light,) dagger, dart, mace, sling, staff, spear
Races: any (note Sorcerers are uncommon, but Dwarven Sorcerers are an even rarer breed and may not be permitted by the Judge)


Abilities


Spells: A Sorcerer casts arcane spells, similar to the Magic-User.  Sorcerers can only cast a limited amount of spells, from each spell level per day.  Unlike the Magic-User a Sorcerer, casts using an innate ability rather memorization using a book of spells, and 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 ether and thus may cast any spell they know of a level that they have spell slots in.  The tables below list the Sorcerer's spells known and spells per day.


Armored Caster:  As the Sorcerers spells are commanded much as they are cast, fewer somatic components are needed in the process.  In addition to this the Sorcerer does not devote the time that a Magic-User 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.  Thus the Sorcerer suffers nor penalties while casting spells in leather armor.

Saving Throw Bonus: Sorcerers receive a +2 bonus to all spells and effects from wands and staffs that would be considered "mind altering affects."  This would include (but is not limited to) Charm Person, Phantasmal Force, Suggestion, Feeblemind, Geas etc.


Table: Sorcerer Advancement
Level
Experience Points Required for Level
Hit Dice (d6)
Saving Throw
Number of Spells Per Day
1
2
3
4
5
6
7
8
9
1
0
1
15
1
2
2,500
2
14
2
3
5,000
3
13
2
1
4
10,000
4
12
3
1
5
20,000
5
11
3
2
-
6
35,000
6
10
3
2
1
7
50,000
7
9
4
3
2
-
8
75,000
8
8
4
3
2
1
9
100,000
9
7
4
4
3
2
-
10
200,000
10
6
5
4
3
2
1
11
300,000
11
5
5
4
4
3
2
12
400,000
11+1 hp
5
5
5
4
3
2
1
13
500,000
11+2 hp
5
5
5
5
4
3
2
14
600,000
11+3 hp
5
5
5
5
4
3
2
1
15
700,000
11+4 hp
5
5
5
5
5
4
3
2
16
800,000
11+5 hp
5
5
5
5
5
4
3
2
1
17
900,000
11+6 hp
5
5
5
5
5
5
4
3
2
18
1,000,000
11+7 hp
5
5
5
5
5
5
4
3
2
1
19
1,100,000
11+8 hp
5
5
5
5
5
5
5
4
3
2
20
1,200,000
11+9 hp
5
5
5
5
5
5
5
4
3
2
21+
+100,000 per level
+1 hp/level
5
5
5
5
5
5
5
5
4
3





Sorcerer Spells Known

Level


1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1


2









2


2









3


3

1








4


3

1








5


4

2








6


4

2

1







7


5

3

2







8


5

3

2

1






9


5

4

3

2






10


5

4

3

2

1





11


5

5

4

3

2





12


5

5

4

3

2

1




13


5

5

4

4

2

2




14


5

5

4

4

3

2

1



15


5

5

4

4

3

2

2



16


5

5

4

4

3

3

2

1


17


5

5

4

4

4

3

2

2


18


5

5

4

4

4

3

3

2

1

19


5

5

4

4

4

3

3

3

2

20


5

5

4

4

4

3

3

3

3

            21+               6              5              5             4             4             3             3             3             3



Sorcerer Spell List

Level 1
Charm Person
Detect Magic
Hold Portal
Magic Missile
Protection From Evil
Read Magic
Shield
Sleep

Level 2
Detect Evil
Invisibility
Knock
Levitate
Phantasmal Force
Pyrotechnics
Strength
Web

Level 3
Dispel Magic
Explosive Runes
Fireball
Fly

Haste
Hold Person
Invisibility 10-foot Radius
Lightning Bolt
Monster Summoning I
Protection From Evil, 10-foot Radius
Protection From Normal Missiles
Slow
Suggestion

Level 4
Charm Monster
Confusion
Fear
Ice Storm
Monster Summoning II
Wall of Fire
Wall of Ice

Level 5
Cloudkill
Conjuration of Elementals
Feeblemind
Hold Monster
Monster Summoning III
Passwall
Telekinesis
Transmute Rock to Mud
Wall of Iron
Wall of Stone

Level 6
Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Geas
Monster Summoning IV
Move Earth
Part Water
Repulsion
Stone to Flesh


Level 7
Conjuration of Demons
Delayed Blast Fireball
Mass Invisibility
Monster Summoning V
Power Word, Stun
Reverse Gravity

Level 8
Clone 
Mass Charm
Monster Summoning VI
Power Word, Blind

Level 9
Gate
Meteor Swarm
Monster Summoning VII
Power Word, Kill
Prismatic Sphere
Time Stop

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