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<blockquote data-quote="MechaTarrasque" data-source="post: 9320328" data-attributes="member: 6801226"><p>So many options.....</p><p></p><p>Probably the most interesting one would be to lean into the magic tables for the Wild Magic Sorcerer. Basically, when you are a sorcerer and you cast your highest-level spell, stuff happens: </p><p>if you are a dragon sorcerer, dragon stuff happens; </p><p>if you are a wild magic sorcerer, weird stuff happens; </p><p>if you are an aberrant soul sorcerer, tentacle stuff happens;</p><p>if you are a shadow soul sorcerer, shadow stuff happens;</p><p>if you are a divine soul sorcerer, either celestial stuff happens or fiend stuff happens;</p><p>if you are a storm sorcerer, storm stuff happens; etc.</p><p></p><p>The subclasses practically write themselves. I am not sure what should be on all the tables, but I am guessing if you roll a 1, it will be bad, and if you roll a 20, you will probably be the hero of the party that day. I could see the tables (probably 20 options for everyone but the wild magic) changing every couple of levels. </p><p></p><p>This lets sorcerers do stuff with magic that no one else can, adds some drama, and if you made inspiration the only way to adjust your score on the magic table, then that makes things pretty interesting.</p><p></p><p>It also gives sorcerers a rationale in the game world--it is not hard to imagine that someone wants the world to have more storms or shadows or tentacles in it. The powers behind the sorcerers aren't interested in souls (at least at this junction), they want to Abyss-form or Shadowfell-form (or maybe even Mt. Celestia-form) your world. Maybe an individual sorcerer won't change the world, but give it a couple of generations (and enough sorcerers), who knows what will happen?</p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 9320328, member: 6801226"] So many options..... Probably the most interesting one would be to lean into the magic tables for the Wild Magic Sorcerer. Basically, when you are a sorcerer and you cast your highest-level spell, stuff happens: if you are a dragon sorcerer, dragon stuff happens; if you are a wild magic sorcerer, weird stuff happens; if you are an aberrant soul sorcerer, tentacle stuff happens; if you are a shadow soul sorcerer, shadow stuff happens; if you are a divine soul sorcerer, either celestial stuff happens or fiend stuff happens; if you are a storm sorcerer, storm stuff happens; etc. The subclasses practically write themselves. I am not sure what should be on all the tables, but I am guessing if you roll a 1, it will be bad, and if you roll a 20, you will probably be the hero of the party that day. I could see the tables (probably 20 options for everyone but the wild magic) changing every couple of levels. This lets sorcerers do stuff with magic that no one else can, adds some drama, and if you made inspiration the only way to adjust your score on the magic table, then that makes things pretty interesting. It also gives sorcerers a rationale in the game world--it is not hard to imagine that someone wants the world to have more storms or shadows or tentacles in it. The powers behind the sorcerers aren't interested in souls (at least at this junction), they want to Abyss-form or Shadowfell-form (or maybe even Mt. Celestia-form) your world. Maybe an individual sorcerer won't change the world, but give it a couple of generations (and enough sorcerers), who knows what will happen? [/QUOTE]
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