Blood Sorcerer Supplement
Posted: Thu Jul 23, 2020 9:34 am
One more effort, again based on going through all of these other classes.
While it is not based in BD&D, I have always liked the Sorcerer class. It gets rid of a bunch of the fiddly bits of the Magic-User at the expense of flexibility, but it can still learn enough to stay useful. When looking for that in BFRPG, I found Smoot's Fey-Mage. It was *so* close to what I was looking for, but didn't quite strike what I was looking for. The mechanics were perfect, but I felt it was focusing on a side part while hand-waving away the real core. So, I rebuilt it by taking the optional rules and building them out with a full design. This does include the Fey-Mage, but I felt it was different enough that posting this as an update of Fey-Mage would be unfair to that effort, so I am making this a separate file and thread. I wanted to just use the name of "Sorcerer" (which I do inside the file), but there is already another Sorcerer, so I have called this a "Blood Sorcerer".
When making a Sorcerer, the player must choose what powers their Sorcerer. This is called their Blood Heritage. (I wanted to call it "bloodline", but that is used in Pathfinder, and I though it would be too close.) The Blood Heritage then informs the full picture of the Sorcerer. All Sorcerers have a common set of spells numbering 8-8-8-8-6-6. All of these spells are taken exclusively from the Core Rulebook for Magic-Users. When the Blood Heritage is chosen, each spell level gets four more spells per level that are tied to that Blood Heritage. The Blood Heritages that are included are Arcane, Celestial, Fey, Fiendish, Natural, and Undeath. I wanted to include Draconic and Elemental, but those will take a LOT of new spells, so I skipped them in this preliminary version. The sources for the spells are:
- Arcane "gives back" the missing Magic-User's spells. The spell lists are identical.
- Celestial and Fiendish pull purely from the Cleric's spell list. Different spells for each, though.
- Fey is drawn directly from the Fey-Mage list. Not a perfect match, but very close. It includes all three new spells from Fey-Mage. It has the widest range of sources.
- Nature is drawn from the Druid's spell list.
- Undeath is drawn from the Necromancer's spell list.
(Note that all spells that exist in the Druid, Illusionist, or Necromancer Supplement are left there. No spells are duplicated or taken from any source other than those three, the Core Rules, and the original Fey-Mage.)
I do plan on expanding this out (for example with the Draconic and Elemental Blood Heritages), and whatever is decided on how to do spells will probably cause changes. But, I think there is enough here to be able to share this now and hopefully get some input on it.
Created a Showcase entry for the supplement: Blood Heritage Sorcerer
While it is not based in BD&D, I have always liked the Sorcerer class. It gets rid of a bunch of the fiddly bits of the Magic-User at the expense of flexibility, but it can still learn enough to stay useful. When looking for that in BFRPG, I found Smoot's Fey-Mage. It was *so* close to what I was looking for, but didn't quite strike what I was looking for. The mechanics were perfect, but I felt it was focusing on a side part while hand-waving away the real core. So, I rebuilt it by taking the optional rules and building them out with a full design. This does include the Fey-Mage, but I felt it was different enough that posting this as an update of Fey-Mage would be unfair to that effort, so I am making this a separate file and thread. I wanted to just use the name of "Sorcerer" (which I do inside the file), but there is already another Sorcerer, so I have called this a "Blood Sorcerer".
When making a Sorcerer, the player must choose what powers their Sorcerer. This is called their Blood Heritage. (I wanted to call it "bloodline", but that is used in Pathfinder, and I though it would be too close.) The Blood Heritage then informs the full picture of the Sorcerer. All Sorcerers have a common set of spells numbering 8-8-8-8-6-6. All of these spells are taken exclusively from the Core Rulebook for Magic-Users. When the Blood Heritage is chosen, each spell level gets four more spells per level that are tied to that Blood Heritage. The Blood Heritages that are included are Arcane, Celestial, Fey, Fiendish, Natural, and Undeath. I wanted to include Draconic and Elemental, but those will take a LOT of new spells, so I skipped them in this preliminary version. The sources for the spells are:
- Arcane "gives back" the missing Magic-User's spells. The spell lists are identical.
- Celestial and Fiendish pull purely from the Cleric's spell list. Different spells for each, though.
- Fey is drawn directly from the Fey-Mage list. Not a perfect match, but very close. It includes all three new spells from Fey-Mage. It has the widest range of sources.
- Nature is drawn from the Druid's spell list.
- Undeath is drawn from the Necromancer's spell list.
(Note that all spells that exist in the Druid, Illusionist, or Necromancer Supplement are left there. No spells are duplicated or taken from any source other than those three, the Core Rules, and the original Fey-Mage.)
I do plan on expanding this out (for example with the Draconic and Elemental Blood Heritages), and whatever is decided on how to do spells will probably cause changes. But, I think there is enough here to be able to share this now and hopefully get some input on it.
Created a Showcase entry for the supplement: Blood Heritage Sorcerer