Sorcerer Themes
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Just for fun, I made a bunch of possible themes for sorcerers (and wizards) that might be fun for people to try. The lists of spells are are to the players discretion, they're just ones I feel would be suitable for the theme (not all for obvious reasons, sometimes for what they do, sometimes for visual effects, et cetera). Feel free to add your own if you come up with any!
This is where I found a good list of usable spells to create if you want to do some yourself. http://nwn.wikia.com/wiki/Sorcerer
Light - Perhaps blessed by Lathander, these sorcerers are often surround by a nimbus of light, and it is said more powerful ones often spontaneously imbue objects they touch with a bright white glow. They are also of great aid to those who battle the agents of darkness.
0 Light
1 Color Spray
1 Protection from Evil
1 Magic Missile
1 Magic Weapon2 Continual Flame
2 Invisibility
2 Ultravision
2 See Invisibility
2 Ghostly Visage3 Scintillating Sphere
3 Magic Circle against Evil
3 Greater Magic Weapon
3 Invisibility Sphere
3 Displacement4 Remove Blindness/Deafness
4 Isaacs Lesser Missile Storm
4 Improved Invisibility
4 Minor Globe of InvulnerabilityFire - Clearly favoured by Kossuth, pyromancers are terrible foes, and usual dangerous allies. Bringing forth raging fires against there enemies is there main weapon, but it is also said they can walk through fires unharmed and coat a blade in liquid flames.
0 Flare
1 Burning Hands
1 Endure Elements2 Flame Weapon
2 Combust
2 Resist Elements
2 Cats Grace3 Fireball
3 Flame Arrow
3 Protection from Elements
3 Haste4 Elemental Shield
4 Wall of Fire5 Energy Buffer
5 Firebrand6 Mass Haste
7 Delayed Blast Fireball
Darkness - The antithesis to the Light Mage, those who draw there powers from Shars realm are adept at disorienting there foes, casting forth magic darkness the covers the area, and drawing upon creatures and energies from darker planes of existence.
0 Daze
0 Ray of Frost1 Protection from Good
1 Charm Person
1 Negative Energy Ray
1 Ray of Enfeeblement
1 Scare
1 Sleep2 Blindness/Deafness
2 Darkness
2 Death Armor
2 Ghoul Touch
2 Ultravision
2 Ghostly Visage
2 Invisibility3 Invisibilty Sphere
3 Negative Energy Burst
3 Magic Circle against Good
3 Vampiric Touch4 Enervation
4 Evards Black Tentacles
4 Fear
4 Shadow Conjuration
4 Bestow Curse
4 Confusion
4 Improved Invisibilty5 Dominate Person
5 Feeblemind
5 Greater Shadow Conjuration6 Shades
6 True Seeing7 Shadow Shield
Ice - These mages typically originate from snowy, frozen climates and are able to bring that energy with them as they travel to other lands. Like the pyromancers, this sorcerer is able to attack there foes with powerful freezing blasts, and is often able to travel the coldest lands without warm clothes to protect them.
0 Ray of Frost
1 Ice Dagger
1 Endure Elements2 Flame Weapon (if you can turn it to ice.)
2 Endurance
2 Resist Elements3 Gust of Wind
3 Hold Person
3 Protection from Elements4 Ice Storm
4 Elemental Shield5 Cone of Cold
5 Energy Buffer
5 Hold MonsterElectricity - Restless, sometimes even hyperactive, mages with control over electricity often find themselves drawn to the worship of Talos, whos electrical storms are strongly related to their own abilities. As they grow in power, their abilities often manifest in the form of powerful, arching bolts of lightning that both daze and destroy their foes.
0 Electric Jolt
0 Daze1 Endure Elements
1 Charm Person2 Flame Weapon (if you can turn to electricity.)
2 Gedlees Electric Loop
2 Resist Elements3 Scintillating Sphere
3 Protection from Elements
3 Lightning Bolt4 Elemental Shield
4 Confusion5 Ball Lightning
5 Energy Buffer6 Chain Lightning
War - Often found leading soldiers into battle, these sorcerers are able to turn their unit into an unstoppable machine of war, striking down their enemies with incredible ease. Their charm and leadership skills make them well suited to an officers position.
1 Magic Weapon
1 Shelgarns Persistent Blade
1 Mage Armor
1 True Strike
1 Expeditious Retreat2 Balagarns Iron Horn
2 Bull Strength
2 Endurance
2 Cats Grace
2 Flame Weapon3 Greater Magic Weapon
3 Keen Edge
3 Haste
3 Slow
3 Hold Person4 Polymorph Self
4 Wall of Fire
4 Stoneskin5 Bigbys Interposing Hand
5 Hold Monster6 Mass Haste
6 Tensers TransformationCharm - Able to twist others minds with the greatest of ease, sorcerers like these are able to bend others to their cause, or cause complete chaos in an unprotected mind often at will. Those of slower minds should be incredible wary of these sorcerers, but are often to foolish to realize this.
0 Daze
0 Light1 Charm Person
1 Sleep
1 Colour Spray
1 Scare2 Eagles Splendour
2 Tasha Hideous Laughter
2 Blindness/Deafness
2 Cloud of Bewilderment3 Hold Person
3 Slow
3 Haste4 Charm Monster
4 Confusion
4 Fear5 Dominate Person
5 Mind FogMagic - A mage that finds their specialty to be controlling and diffusing magic is a rare and fortunate find. There are few others as able to fully incapacitate other mages then one of these, and as they grow in power are often able to take down several mages as once.
0 Resistance
1 Shield
1 Charm Person
1 Identify
1 Mage Armor
1 Magic Missile2 Blindness/Deafness
2 Cloud of Bewilderment
2 Ghostly Visage
2 Owls Wisdom
2 Lesser Dispel
2 See Invisibility3 Clarity
3 Dispel Magic
3 Invisibility Sphere4 Remove Blindness/Deafness
4 Lesser Spell Breach
4 Minor Globe of Invulnerability
4 Isaacs Lesser Missile Storm
4 Remove Curse5 Dismissal
5 Mind Fog
5 Lesser Mind Blank
5 Lesser Spell Mantle6 Greater Dispelling
6 Greater Spell Breach
6 Ethereal VisageChaos - Thriving on chaos, some mages seem to draw their spells from little understood sources. Notoriously unpredictable, their seems little rhyme or reason to the spells these mages bring forth. To these mages, however, there is great beauty in the chaos.
0 All elemental spells
1 Colour Spray
1 Sleep
1 Scare
1 Grease
1 Horizikauls Boom2 Blindness/Deafness
2 Knock
2 Tashas Hideous Laughter
2 Cloud of Bewilderment3 Slow
3 Invisibility Sphere
3 Find Traps
3 Haste
3 Scintillating Sphere4 Confusion
4 Evards Black Tentacles
4 Polymorph Self
4 Shadow Conjuration5 Bigbys Interposing Hand
5 Cloudkill
5 Feeblemind
5 MindfogWind - Graceful, distant, quick to lose focus or move onto new things, mages with control over wind and air sometimes make difficult allies. Often prone to shifting moods, they make dangerous foes as they can go from cool and calm to a raging storm often in the blink of an eye. Sometimes, they even have the ability to remove the affects of other spells, as if a great wind had simply blown them away.
0 Resistance
1 Endure Elements
1 Expeditious Retreat
1 Horizikauls Boom2 Balagarns Iron Horn
2 Cats Grace
2 Cloud of Bewilderment
2 Resist Elements
2 Lesser Dispell3 Displacement
3 Gust of Wind
3 Haste
3 Stinking Cloud
3 Protection from Elements
3 Dispell Magic4 Minor Globe of Invulnerability
4 Lesser Spell Breach
4 Remove Curse5 Cloudkill
5 Energy Buffer
5 Mind Fog6 Acid Fog
6 Mass Haste7 Great Thunderclap
Time - Little is beyond possibilty for a mage with control over time itself. Able to freeze enemies in place, make their allies move at incredible speeds or even, some say, stop time itself, these mages can be amongst the most powerful of all, if they gain control of their powers.
0 Daze
0 Resistance1 Expeditious Retreat
1 Identify
1 True Strike
1 Sleep2 Endurance
2 Owl's Wisdom
2 Continual Flame3 Clairaudience/Clairvoyance
3 Displacement
3 Haste
3 Slow
3 Hold Person4 Confusion
4 Enervation5 Animate Dead
5 Hold Monster
5 Lesser Mind Blank6 Flesh to Stone
6 Legend Lore
6 Mass Haste
6 Flesh to Stone7 Delayed Blast Fireball
7 Finger of Death8 Premonition
9 Time Stop
Dream - There are many theories on the nature of dreams. Some claim they are a look into the subconscious, others that the world of dreams in a different world entirely. Whatever is true, there are some people who can manipulate this little understood phenomenon, but even to them their true natures are often still a mystery.
0 Daze
1 Sleep
1 Scare2 Cloud of Bewilderment
2 Blindness/Deafness
2 Darkness
2 Ghostly Visage
2 Invisibility3 Clairaudience/clairvoyance
3 Clarity
3 Displacement
3 Invisibility Sphere4 Confusion
4 Fear
4 Phantasmal Killer
4 Shadow Conjuration5 Feeblemind
5 Mindfog
5 Lesser Mind Blank -
I give this a stamp of approval and vastly prefer to see sorcerers with themes rather than the best spells.
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Time and Wind/Air/Cloud also come to mind as possible themes.
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the chaos theme is basicly how i had my wizard he was a disabler never used an attacking spell just slow and holds colour sprays wtc..worked very well unless you happen to face trolls or somthing then your screwed
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Very nice…would it be possible to script sorceror themes into the module like Cleric Domains?
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Here's my thoughts on a Time-themed Sorcerer
@Time:
0: Daze
Resistance1: Expeditious Retreat
Identify
True Strike
Sleep2: Endurance
Owl's Wisdom3: Clairaudience/Clairvoyance
Displacement
Haste
Slow4: Confusion
Enervation5: Animate Dead?
6: Flesh to Stone
Legend Lore
Mass Haste7: Delayed Blast Fireball?
8: Premonition
9: Time Stop
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Very nice…would it be possible to script sorceror themes into the module like Cleric Domains?
It would be harder, but possible. I scripted a Hellfire theme at one point.
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Well in the mean time could this be stickied for players who are interested in themes for their sorcerors have some ideas?
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Mage Breaker doesn't seem to fit so much for a sorcerer.
As a rule a sorcerers spells are chosen by his blood and, to a lesser degree, his personality. Not by his own active choice (Oh, you know i think i can cast a new spell, let me peruse this list of spells and think about which one would be best). The theme of his spells are thus, chosen long before his birth. Of course it is likely they could have an influence over the spells, but…
In my mind a sorcerers theme should be something he largely has little to no control over, and being a "mage Breaker" seems much more of a concious choice. to me. Although.. having said that, a minion of Mystra who sired the line might offer such abilities...
But yes. ALL sorcerers should have a theme to their spells that comes from their bloodline.
Of course, the limited spell list from NwN does restrict this to a large degree, but it should still be possible at least a bit.
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I pictured the Mage Breaker (probably a bad name, lets just call it Magic) as a sorcerer who finds they have the ability to control/diffuse other magic. As they grow in their abilities, naturally they become suited towards dealing with other spellcasters. Counterspelling would be a good choice for this theme. It didn't seem to much of a stretch for a sorcerer theme that had the ability to control/diffuse magic, at least to me. I changed the description and changed a few spells to better illustrate what I was getting at for that theme.
Added Wind/Air/Cloud, and Time to the main list thanks to Vladimir for that last one (added a few spells in there that I thought might also be appropriate).
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Music and Dance and Art!
The very Leonardo and Shakespeare of sorcery - pure, genius, creative talent.
Much like bards… ahem >.>
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@Art:
0: Daze
Light1: Charm Person
Color Spray
Scare2: Blindness/Deafness
Cloud of Bewilderment
Ghostly Visage3: Clarity
Scintillating Sphere4: Confusion
Fear5: Mind Fog
6: Flesh to Stone
Legend Lore
True Seeing7: Prismatic Spray
8: Mass Blindness/Deafness
Mass Charm9: Weird
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Death is an uber-theme for a Sorcerer, but I am not spelling it out for you guys because it's so hideously over-powered in PVP.
Hint: Vampiric Touch does not suck as much as you'd think from the description.
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It does not. Tho as Jasede put it - FOIG. There are a lot of spells that you can take for "fluff", and suddenly discover they are quite awesome.
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Added 'Dream' to the possible themes, I might add in some others later but if anyone else can think of some feel free to add one.