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<blockquote data-quote="Stormonu" data-source="post: 9324986" data-attributes="member: 52734"><p>More than anything, I think the base Sorcerer list needs tweaking. There should be some unique sorcerer spells, and they should have access to some spells the Wizard can't get (possibly even <em>removing</em> them from the Wizard). Offhand, I think that some of elemental Druid spells should be pulled into the list - <em>call lightning, flame blade, barkskin</em> come to mind. Probably wouldn't put in <em>cure wounds</em> - I think that would be better saved for a sorcerer subclass such as the Radiant Soul.</p><p></p><p><EDIT> I'm also considering some extra Metamagics, some based on spell schools, such as:</p><p></p><p>#### Delayed Spell</p><p>When you cast a known spell with a casting time of one action or bonus action, you can lower the slot level based on how long you delay the spell from activating. You set all parameters of the spell at the time of casting, and it activates using the point of origin where you originally cast the spell. A spell cannot have a negative cost by delaying it, though you can use slots or created slots to cast the delayed spell.</p><p></p><p>The delay listed below is the minimum time required to delay activating the spell, and can be set longer as desired to a maximum of 24 hours. </p><p></p><p>A delayed spell can be discerned as a miniscule mote of energy, detectable by an Arcana skill check against your spellcasting DC, or <em>detect magic</em>, and can be <em>counterspelled</em> or affected by <em>dispel magic</em> or other spells or ability that disrupt spells.</p><p></p><p>##### Delay</p><p>|Time|Slot/Sorcery Point|</p><p>| | Reduction|</p><p>|:---|:---:|</p><p>|1-10 minute| 1 |</p><p>|1+ hour| 2 |</p><p>|2+ hours | gains ritual tag |</p><p></p><p>#### Dire Charm (Enchantment)</p><p>When you cast an enchantment spell that charms a target, you can expend 1 sorcery point to have the charmed victim treat their allies as hostile opponents for the duration of the spell.</p><p></p><p>#### Shadow Magic (Illusion)</p><p>When you cast an illusion spell, you can infuse it with a semblance of reality. You expend 1 sorcery point and can choose to expend extra sorcery points up to a total of the level of the cast spell. The illusion gains an AC of 8 + your spellcasting modifier, hit points equal to twice your level and any attacks it appears to do use your spellcasting modifier to hit and deals 2 points of psychic damage on a hit per sorcery point used. If the base spell deals damage, you add this additional damage to it.</p><p></p><p>#### Spell Rider</p><p>When you cast a spell that targets only one creature and doesn't have a range of self, you can add a second spell with the same parameters, provided the second spell does not require concentration and the target is in the second spell's range. This costs a number of sorcery points equal to the second spell's level, plus 1.</p><p></p><p>#### Vampiric Spell (Necromancy)</p><p>When you cast a spell that deals damage, you can expend a number of sorcery points equal to the spell's level so that half the damage it deals you gain as temporary hit points. If the spell damages more than one target, you only gain temporary hit points based on the most damage one of the targets takes.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9324986, member: 52734"] More than anything, I think the base Sorcerer list needs tweaking. There should be some unique sorcerer spells, and they should have access to some spells the Wizard can't get (possibly even [I]removing[/I] them from the Wizard). Offhand, I think that some of elemental Druid spells should be pulled into the list - [I]call lightning, flame blade, barkskin[/I] come to mind. Probably wouldn't put in [I]cure wounds[/I] - I think that would be better saved for a sorcerer subclass such as the Radiant Soul. <EDIT> I'm also considering some extra Metamagics, some based on spell schools, such as: #### Delayed Spell When you cast a known spell with a casting time of one action or bonus action, you can lower the slot level based on how long you delay the spell from activating. You set all parameters of the spell at the time of casting, and it activates using the point of origin where you originally cast the spell. A spell cannot have a negative cost by delaying it, though you can use slots or created slots to cast the delayed spell. The delay listed below is the minimum time required to delay activating the spell, and can be set longer as desired to a maximum of 24 hours. A delayed spell can be discerned as a miniscule mote of energy, detectable by an Arcana skill check against your spellcasting DC, or [I]detect magic[/I], and can be [I]counterspelled[/I] or affected by [I]dispel magic[/I] or other spells or ability that disrupt spells. ##### Delay |Time|Slot/Sorcery Point| | | Reduction| |:---|:---:| |1-10 minute| 1 | |1+ hour| 2 | |2+ hours | gains ritual tag | #### Dire Charm (Enchantment) When you cast an enchantment spell that charms a target, you can expend 1 sorcery point to have the charmed victim treat their allies as hostile opponents for the duration of the spell. #### Shadow Magic (Illusion) When you cast an illusion spell, you can infuse it with a semblance of reality. You expend 1 sorcery point and can choose to expend extra sorcery points up to a total of the level of the cast spell. The illusion gains an AC of 8 + your spellcasting modifier, hit points equal to twice your level and any attacks it appears to do use your spellcasting modifier to hit and deals 2 points of psychic damage on a hit per sorcery point used. If the base spell deals damage, you add this additional damage to it. #### Spell Rider When you cast a spell that targets only one creature and doesn't have a range of self, you can add a second spell with the same parameters, provided the second spell does not require concentration and the target is in the second spell's range. This costs a number of sorcery points equal to the second spell's level, plus 1. #### Vampiric Spell (Necromancy) When you cast a spell that deals damage, you can expend a number of sorcery points equal to the spell's level so that half the damage it deals you gain as temporary hit points. If the spell damages more than one target, you only gain temporary hit points based on the most damage one of the targets takes. [/QUOTE]
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