D&D 3e (3.0/3.5) Rules
High sorcerers are arcane spellcasters that gain magical power from the moons of magic. High sorcerers have the same potential for magical knowledge as a wizard, yet have the versatility of casting of a sorcerer.
However, such ability comes at a price. A high sorcerer is slower to advance than a wizard and cannot cast as many spells per day as a sorcerer. They gain bonus feats as does the wizard, but are limited to metamagic feats.
The high sorcerer represents those few who have an innate talent to tap into the magic of the moons. Her potential for magical knowledge is as unlimited as a wizard's. While she can prepare more spells than a wizard, she cannot choose from all her spells known as does the sorcerer.
The high sorcerer must still study her spellbook each day, choosing which spells she has prepared. Once those are chosen, she can cast them in any combination she wishes. If she casts magic missile, the spell is not gone for the day. Instead, it remains in her memory, burned in her mind until the next day, when she must study her spellbook and prepare her spells for the day again.
Coryn Brinewater is an example of a high sorcerer.
Game Rule Information: As described for the Wizard of High Sorcery prestige class in the Dragonlance Campaign Setting.
Game Rule Information
High sorcerers have the following game statistics.
Abilities: Intelligence determines how powerful a spell a high sorcerer can cast, how many spells a high sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a high sorcerer must have a Intelligence score of 10 + the spell's level. A high sorcerer gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a high sorcerer's spell is 10 + the spell's level + the High Sorcerer's Intelligence modifier.
The high sorcerer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
All of the following are class features of the high sorcerer.
Weapon and Armor Proficiency: High sorcerers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. High sorcerers who become Wizards of High Sorcery tend to only use quarterstaff and dagger to honor the traditions of the Orders of High Sorcery and the memory of Magius. High sorcerers who follow Lunitari may also use darts.
Spells: The high sorcerer, like a wizard, must study her spellbook each day and prepare her spells ahead of time. A high sorcerer may choose to prepare any spell from the sorcerer/wizard spell list (see p. 192 in the Player's Handbook).
To learn, prepare, or cast a spell, the high sorcerer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a high sorcerer's spell is 10 + the spell level + the high sorcerer's Intelligence modifier.
Like other spellcasters, the high sorcerer can cast only a certain number of spells of each level per day (see Table 1-1: The High Sorcerer). In addition, she receives bonus spells per day if she has a high Intelligence score (see Player's Handbook).
Each day, the high sorcerer prepares a certain number of spells per day according to Table 1-2: Spells Prepared. These spells are spells that she knows and has studied from her spellbook. She can cast any spell she has prepared at any time assuming she has not yet used up her spells per day for that spell level. This ability functions like a sorcerer's spells known.
For example, Mackenzie is a 1st-level high sorcerer. His spellbook contains all 0-level cantrips (as per the wizard) and three 1st-level spells (burning hands, magic missile, and shocking grasp). He may prepare four 0-level and two 1st-level spells ahead of time. From his spell list, he selects four cantrips (daze, flare, ghost sound, and light) as well as two 1st-level spells (magic missile and shocking grasp). He must spend time to prepare these by studying his spellbook as a wizard does. Once memorized, he can now cast those spells in any combination he desires for the remainder of the day, as per the sorcerer. Each day, he must then prepare his spells by studying his spellbook.
Bonus Languages: A high sorcerer gains Magius for free at first level.
Bonus Feats: At 1st, 5th, 10th, 15th, and 20th level, a high sorcerer gains a bonus metamagic feat. A high sorcerer is proficient in shaping spells, but does not gain a bonus item creation feat as does the wizard.
Portions of this fan work are inspired by the magister class in Monte Cook's Arcana Unearthed.
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