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Aberrant Mind's Psionic Sorcery is officially the most powerful feature.
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<blockquote data-quote="Mistwell" data-source="post: 8128552" data-attributes="member: 2525"><p>OK, now that the book is out we can go through this.</p><p>1. "Sorcerers have more spells known than wizards prepared spells" Claim</p><p></p><p>Yes and no. Yes, they have more spells known than wizards prepared spells, but there are other factors involved which impact that issue. First the sorcerer isn't allowed to choose a fair number of those spells (11 of them from levels 1 to 9). Second, a lot of the spells that are added are frankly dud spells that the sorcerer would never have chosen if they had the freedom to choose like the wizard. For example, you were not going to choose calm emotions with those precious known spells. Third, wizards cast a lot of ritual spells that sorcerers don't/cannot. Fourth, because the wizard has a spellbook that allows them to have a LOT LOT LOT more spells to prepare each day, it's kinda disingenuous to discount those along with the concept of prepared spells (and now we have a bunch of new magic items specifically for wizards to know even more spells prepared, throwing this whole issue up in the air).</p><p></p><p>2. Suggestion spell does not work as you think it works, and that's been officially commented on in Sage Advice multiple times. "Reasonable" is not to attack their friends and allies. It just suggests a belief, not a command. Examples they gave for how it works include, "Flee! A dragon comes." "Don't attack; I intend no harm." "Your sword is cursed. Drop it." "The suggestion spell allows you to compel someone to pursue a course of activity. You could, for example, tell them to go to sleep. That doesn't knock them out; it causes them to try to go to sleep naturally. It isn't magical slumber" The writers also talk about how suggestion might allow you the opportunity to try a persuasion check to convince someone to do something where, without the spell, you wouldn't get a persuasion check. But, "Fight by my side" is a command and not a suggestion of a belief, and would therefore fail. I think it would be pretty difficult to come up with a reasonable suggestion which would provide the belief behind the activity of fighting by your side for 8 hours, particularly against their allies or friends.</p><p></p><p>3. I feel like you got a bit whacky with the sorcerer points in this thread. When you receive this ability at 6th level you have...6 total sorcery points. So yes, you can use them all to cast a spell like dissonant whispers (which as I explained earlier isn't such an awesome spell at 6th level given a spell like Toll the Dead is already usually doing 2d12 damage as a cantrip by that level). But...I don't think anyone is as impressed by that as you are. It's certainly nice to have more cantrip-like options like mind sliver and dissonant whispers and arms of hadar at 6th level. I think it helps solve one of the more serious issues I've had with the sorcerer, which is their lack of flexibility. But I think in actual play you will be using more sorcery points to be changing your spells with metamagic.</p><p></p><p>4. We now know what they meant by spell level, and it is not in fact the ability to use spell points to increase the spell level. By spell level, they are referring to that specific chart provided in the book of the bonus spells at specific levels, and those specific levels are the levels they are referencing and not upcasting levels.</p><p></p><p>All in all, I see why you like the subclass. It does allow more flexibility, and you could cast more lower level spells than before with it. And not all the spells you can cast that way will suck. It's a cool subclass. I don't think it's as powerful as you think it is, but that's OK. A lot of people don't think wizards are as powerful as I think they are.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 8128552, member: 2525"] OK, now that the book is out we can go through this. 1. "Sorcerers have more spells known than wizards prepared spells" Claim Yes and no. Yes, they have more spells known than wizards prepared spells, but there are other factors involved which impact that issue. First the sorcerer isn't allowed to choose a fair number of those spells (11 of them from levels 1 to 9). Second, a lot of the spells that are added are frankly dud spells that the sorcerer would never have chosen if they had the freedom to choose like the wizard. For example, you were not going to choose calm emotions with those precious known spells. Third, wizards cast a lot of ritual spells that sorcerers don't/cannot. Fourth, because the wizard has a spellbook that allows them to have a LOT LOT LOT more spells to prepare each day, it's kinda disingenuous to discount those along with the concept of prepared spells (and now we have a bunch of new magic items specifically for wizards to know even more spells prepared, throwing this whole issue up in the air). 2. Suggestion spell does not work as you think it works, and that's been officially commented on in Sage Advice multiple times. "Reasonable" is not to attack their friends and allies. It just suggests a belief, not a command. Examples they gave for how it works include, "Flee! A dragon comes." "Don't attack; I intend no harm." "Your sword is cursed. Drop it." "The suggestion spell allows you to compel someone to pursue a course of activity. You could, for example, tell them to go to sleep. That doesn't knock them out; it causes them to try to go to sleep naturally. It isn't magical slumber" The writers also talk about how suggestion might allow you the opportunity to try a persuasion check to convince someone to do something where, without the spell, you wouldn't get a persuasion check. But, "Fight by my side" is a command and not a suggestion of a belief, and would therefore fail. I think it would be pretty difficult to come up with a reasonable suggestion which would provide the belief behind the activity of fighting by your side for 8 hours, particularly against their allies or friends. 3. I feel like you got a bit whacky with the sorcerer points in this thread. When you receive this ability at 6th level you have...6 total sorcery points. So yes, you can use them all to cast a spell like dissonant whispers (which as I explained earlier isn't such an awesome spell at 6th level given a spell like Toll the Dead is already usually doing 2d12 damage as a cantrip by that level). But...I don't think anyone is as impressed by that as you are. It's certainly nice to have more cantrip-like options like mind sliver and dissonant whispers and arms of hadar at 6th level. I think it helps solve one of the more serious issues I've had with the sorcerer, which is their lack of flexibility. But I think in actual play you will be using more sorcery points to be changing your spells with metamagic. 4. We now know what they meant by spell level, and it is not in fact the ability to use spell points to increase the spell level. By spell level, they are referring to that specific chart provided in the book of the bonus spells at specific levels, and those specific levels are the levels they are referencing and not upcasting levels. All in all, I see why you like the subclass. It does allow more flexibility, and you could cast more lower level spells than before with it. And not all the spells you can cast that way will suck. It's a cool subclass. I don't think it's as powerful as you think it is, but that's OK. A lot of people don't think wizards are as powerful as I think they are. [/QUOTE]
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