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Sorcerer Spells Known Feat: Overpowered?

There's a feat from a third party book that enables a sorcerer to add a number of known spells to his list equal to the bonus spells for Charisma.

In other words, just like earning bonus spells per day due to high Charisma, the sorcerer also gets bonus known spells of the same bonus.

The only requirement is being dragon blooded.

Is this overpowered?

The only reference point I could find was the Extra Spell feat (Complete Arcane) that gives you a grand total of one bonus spell to add to your known spell list.
 

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Sound ridiculously overpowered, but some folks feel sorcerers overpay for being spontaneous casters.

Also, does not the wotc feat require that the one extra spell be two spell levels lower than the highest spell level the sorcerer could cast?
 

Extra Spell, an official feat, allows you to learn one spell one level lower than the highest level you can cast.

This feat sounds like a nice deal at first, but it occured to me, you may not have bonus spells in your highest level slots. So it might be balanced, sort of. However, it bothers me for another reason... what happens if you get a Cha enhancement?
 

Sound ridiculously overpowered, but some folks feel sorcerers overpay for being spontaneous casters.

Also, does not the wotc feat require that the one extra spell be two spell levels lower than the highest spell level the sorcerer could cast?

I am one of those people. I've never understood why the designers of the game feel spontaneous casting is worth: getting access to spells a level later than the other primary casters, having to spend a full round action to use metamagic, getting no class features beyond a familiar (which many people consider more trouble than they are worth), and having a painfully small list of spells known. And let's not forget that said designers also continue to nerf the poor sorcerer be dividing up many of the multifunction spells into seperate spells.

Now, don't get me wrong, I think spontaneous casting is a neat and useful ability, but it's not that good. Having to prepare spells ahead of time can suck, but it is not that big of an issue. Wizards and clerics have been doing it for years.

I think that such a feat is a great way to bring some love back to the poor, neglected sorcerer. In fact, I'd say that all sorcerers should get it as a bonus feat. Where is this feat listed, might I ask?
 

Well, when 3.0e was first released, I though Sorcerer is underpowered. But after actually running several campaigns with both Sorcerer and Wizard (and other casters) in parties, my current conclusion is "Sorcerer is strong, and Wizard is not so versatile in 3.xe".

Sorcerer can strengthen their limited spells known with metamagic spells. Heighten Spell and Empower Spell is useful enough. You would better not concentrate on nuking up opponents (that is for Warmages). Instead, take at least one each of "Save or Die (or nearly neutralized) spells for each of 3 save types. Then use Heighten Spell feat whenever possible. Now your Sorcerer do not need that many spells known to be a very effective controller. Also, Sorcerer can cast really a lot of Dispel Magic (or greater version and such) when needed.

On the other hand, with limited number of spells per day and with cost and time requirement for writing spells on their book, wizard is no so versatile comparing to a sorcerer. Especially when you are playing a mega-dungeon type big module or a campaign with some kind of time limit (like RHoD).

When I was playing Chromatic D&D or A&D, my wizards often have almost all the spells in the game in their spell book. There were plentiful of wizard foes and it was so easy to copy spells from those robbed spellbooks. But 3.Xe is much different in this matter.

Also, unless you know your opponents you will fight when preparing spells, many of a wizard's spell slots tend to become "useless". So many creatures are completely immune or highly resistant to certain spells.

For this 9 years, I have seen many wizards spending their rounds for "Using a wand of Magic Missile", while many sorcerers are using their own spell slots for something better than shooting 5 magic missiles.
 

Sorcerers are weak at lower levels, but once you get to higher levels (12th+ or so), they are a good deal more powerful than Wizards, in my experience, and a lot more fun to play as well, again, in my opinion, of course, especially now with so many options for spontaneous casters, that were not available with the core rules yet.

Spontaneous casting is that good (at least once you reach "critical mass" with your spells known).


And yeah, that feat is completely broken.

Bye
Thanee
 

On the other hand, with limited number of spells per day and with cost and time requirement for writing spells on their book, wizard is no so versatile comparing to a sorcerer. Especially when you are playing a mega-dungeon type big module or a campaign with some kind of time limit (like RHoD).

This I agree. With so few spell slots, there is really little point knowing every single spell in the game, when you can only prepare so few at any one time. That is why I prefer the focused specialist variant. I have found that I would gladly give up 3 schools of magic for extra spell slots. And interestingly enough, this makes the wizard more akin to a sorcerer. :p
 

This I agree. With so few spell slots, there is really little point knowing every single spell in the game, when you can only prepare so few at any one time. That is why I prefer the focused specialist variant. I have found that I would gladly give up 3 schools of magic for extra spell slots. And interestingly enough, this makes the wizard more akin to a sorcerer. :p

By "akin to" I assume you mean "almost in all ways superior".
 

Onto the main topic.

I am not sure if that feat is overpowered. It will be much powerful than most of the already existing WotC feats which adds more spells known to the sorcerer. Namely, Extra Spell.

But IMHO Extra Spell is very weak as a feat. And non of my players in my play group ever took it. It seems not worth spending a feat slot, especially after the introduction of Runestaff (MIC). Also, that feat does not allow a Sorcerer to learn spells which he cannot usually learn, like Arcane Disciple feat or Domain Access alternative class feature do.

Still, IMHO, Sorcerers need no more powering up. The class is already very powerful and versatile if the player chooses right spells and right feats. Also, using CHA bonus for determining Spells Known may cause some ruling issues. Because CHA bonus changes temporally by using spells & items, or by taking ability damages/drains.
 


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