Mixed Lists
Since sorcerers are the only spell casting class available you may want to allow them to choose spells from any list including the cleric/druid ones. If you do decide to then spells that are available on more than one list should always use the casting level for sorcerer/wizards if that is in the spell description, otherwise they should use the highest level given in the spells description. Allowing divine spells raises a few issues that need to be addressed.
Raise Dead, Resurrection etc. These are not common spells in the S&S genre. When they are used at all it is normally be evil beings and is seen as some form of necromancy. As a DM you should be very careful about how these are used. They probably should not be accessible to the PCs at all but if they are you may want to include rules such as this one. Anyone raised from the dead automatically gains taint points equal to the spell level. If these are removed by any method the person brought back from the dead dies once more. It is the power of the evil magic that keeps them alive.
Maximum Spell Levels
You don’t see many meteor swarm spells in the S&S genre. Magic is generally less powerful and perhaps more subtle than in a standard D&D game. One way of simulating this is to have maximum spell levels. This simply means that you set the maximum level of spell available in the campaign. For most sword and sorcery campaigns, levels 3 through to 5 are good maximums. Once the maximum level is set no one can cast spells of any higher level. Players still get their extra spell slots per level and can use them to cast spells they do know.
An alternative method is to make the ability to cast spells of a level above the campaign maximum a feat with prerequisites that include being able to cast the maximum level of spell possible in the current campaign. This gives you access to the next level of spell up. Another feat gives you access to the level above that and so on. You might also want to consider other prerequisites like having a pact with some powerful demon lord or possession of a mighty sorcerous
artefact. You may even want to go as far as charging one feat per spell learned above the campaign maximum. In this case the only prerequisite should be having a spell slot capable of casting the spell, and perhaps a long quest or particularly difficult bit of research to learn the spell.
This will at least explain to the PCs why the villains have access to spell they do not if you do want to throw in a mega-powerful mage.
Links
In many Sword and Sorcery worlds certain things maintain a link with their originator even after physical separation. Possession of such an object or link allows you to cast spells targeted at the subject over a great distance and without needing a line of sight. The exact distance such a link can be used over is up to the DM but one mile per caster level is a good starting point.
Good examples of a link that can be used on a subject are hair, nail clippings, blood, bodily fluids etc. Clothing that has been inn intimate contact with the target such as a shirt that may have been soaked in sweat can also be used.
At the DM's option it is possible that other things used or in contact with a target over a long period of time such as a favourite tunic or item of clothing or weapon may also act as a link.
It’s also possible to use links to greatly increase the range of scrying and communication spells say by a factor of 100 or more at the DM's option. Of course this only works when such spells are targeted on the originator of the link.
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