TheCosmicKid
Hero
Good ideas.
I don't have any particular concerns about breaking the concentration rules at level 18. By that level characters are doing all kinds of crazy things. I actually prefer the effect to your alternative of double casting; it's more unique. (Although if I had to nitpick -- and I do -- I'd say it feels more like a bard ability, especially the way you've written it.)
I'm more concerned with Made of Magic and Magic Eater. Trading life points at will for power points is a highly abusable effect in almost any game where those concepts exist. (If you play Magic: the Gathering, you may have heard of Necropotence.) So that sets off alarm bells. And it breaks the normal daily limitations on spell slots wide open. Or, to be more precise, because the burnt hit points recover so slowly, it lets you borrow power from future days. No longer can you just "go nova" and be done for the rest of the day; you can "go supernova" and be done for the rest of the week. This extension of resource management beyond the adventuring day may rub some people's design philosophies the wrong way. I'm going to be frank, though: I think it has potential. It just needs to be very, very carefully balanced.
[sblock]I'm tinkering with a class -- name to be determined, but think Cthulhu mythos scholar. Their spells are so alien and dreamlike that they sometimes forget them when they cast them, old-school Vancian style. When they do, the casting doesn't cost a spell slot. But they relearn spells at a much slower rate than they recover slots, and don't have complete control over what they learn.[/sblock]
As for Magic Eater, what it amounts to as far as I can tell is a reliable near-immunity to targeted spell effects that actually rewards you for spending sorcery points, which you want to do anyway, and feeds you even more of them. I would change it in one of a few ways: give it a short rest or long rest use limit; make it cost sorcery points instead of provide them; put a check on it a la counterspell to make it riskier; or make it involuntary, so you run a real risk of hitting the overload penalty. And speaking of the overload penalty, you seem to be struggling with the feeblemind effect. Given how physical this sorcerer is in theme, I might switch it from a mental effect to a physical one, something like, "You lose all your sorcery points and your hit point maximum is reduced by the number of sorcery points you lost".
I don't have any particular concerns about breaking the concentration rules at level 18. By that level characters are doing all kinds of crazy things. I actually prefer the effect to your alternative of double casting; it's more unique. (Although if I had to nitpick -- and I do -- I'd say it feels more like a bard ability, especially the way you've written it.)
I'm more concerned with Made of Magic and Magic Eater. Trading life points at will for power points is a highly abusable effect in almost any game where those concepts exist. (If you play Magic: the Gathering, you may have heard of Necropotence.) So that sets off alarm bells. And it breaks the normal daily limitations on spell slots wide open. Or, to be more precise, because the burnt hit points recover so slowly, it lets you borrow power from future days. No longer can you just "go nova" and be done for the rest of the day; you can "go supernova" and be done for the rest of the week. This extension of resource management beyond the adventuring day may rub some people's design philosophies the wrong way. I'm going to be frank, though: I think it has potential. It just needs to be very, very carefully balanced.
[sblock]I'm tinkering with a class -- name to be determined, but think Cthulhu mythos scholar. Their spells are so alien and dreamlike that they sometimes forget them when they cast them, old-school Vancian style. When they do, the casting doesn't cost a spell slot. But they relearn spells at a much slower rate than they recover slots, and don't have complete control over what they learn.[/sblock]
As for Magic Eater, what it amounts to as far as I can tell is a reliable near-immunity to targeted spell effects that actually rewards you for spending sorcery points, which you want to do anyway, and feeds you even more of them. I would change it in one of a few ways: give it a short rest or long rest use limit; make it cost sorcery points instead of provide them; put a check on it a la counterspell to make it riskier; or make it involuntary, so you run a real risk of hitting the overload penalty. And speaking of the overload penalty, you seem to be struggling with the feeblemind effect. Given how physical this sorcerer is in theme, I might switch it from a mental effect to a physical one, something like, "You lose all your sorcery points and your hit point maximum is reduced by the number of sorcery points you lost".