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Combining the sorcerer and wizard spell lists?
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<blockquote data-quote="Riley37" data-source="post: 6581889" data-attributes="member: 6786839"><p>Foresight affects a "willing creature" at Touch range; or, with Twin, a pair of willing creatures. Why are you bringing up the prohibition on twinning Self spells?</p><p></p><p>If someone makes it to 17th level Sorceror, and learns Foresight, and burns *nine sorcery points* twinning Foresight, then hurray! You AND your friend are affected, much as if you had one more spell slot. Which is to say, you've found a close equivalent to creating a 9th-level spell slot out of 9 sorcery points.</p><p></p><p>17th-level Sorcerors can also cast Heightened Empowered Meteor Swarm. I'm not sure how metamagics apply to Wish. I don't think Twinned Spell is the main game-breaker at 17th level. In the meantime, I'm more interested in levels 1 to 11.</p><p></p><p>I'm interested in MoonSong's question about sorcerors pursuing paths other than blaster. I see the number of spells known as a limiting factor, as well as the spell list, especially for the "utility caster". If your magical swiss army knife can only have two items, that limits "utility". Neither of those items can be Identify... yeah, you weren't gonna take Identify as *half your spell list*, were you? The lack of ritual casting of Detect Magic is a big hit, and so is the lack of a Familiar.</p><p></p><p>A sorceror can start at 1st level with Friends, Minor Illusion, Prestidigitation, Charm Person and Disguise Self, plus a cantrip for combat; high Charisma synergizes just fine with Friends. At 3rd level, add Suggestion and swap out your learned-at-level-2 spell for Detect Mind; combine with Subtle for devious mind-magic shenanigans, or Heightened for brute-force domination. At 4th, upgrade Disguise Self to Alter Self. At 5th, learn Major Image.</p><p></p><p>I've written up a first-level Sorceror with Disguise Self and Fog Cloud; Disguise for when the party is doing mission-intro footwork, plus Fog Cloud as an escape option if the party ever finds a bigger fight than it can hande. Combo: a draconic sorceror walks into a Fog Cloud, and someone else (apparently) walks out. But I haven't yet taken this character sheet to a table with an open seat.</p><p></p><p>Friendship with animals, alas, is only for Druids in 5E, and no longer a Sorceror option. And yeah, that might be a weakness of the 5E Sor spell list. If you want "I am descended from dragons, so animals do my bidding, for they recognize me as the apex predator!" then I hope your DM will work with you.</p><p></p><p>I'd be open to a house-ruled Sorceror version of Ritual Casting... which isn't a "ritual" as such, but a meditation in which the sorceror slowly, subtly gathers and directs magical energy, sufficient for no-slot-cost spellcasting. I might throw in some limits, though, such as requiring a WIS check, with Advantage under serene conditions and Disadvantage under high-distraction conditions.</p></blockquote><p></p>
[QUOTE="Riley37, post: 6581889, member: 6786839"] Foresight affects a "willing creature" at Touch range; or, with Twin, a pair of willing creatures. Why are you bringing up the prohibition on twinning Self spells? If someone makes it to 17th level Sorceror, and learns Foresight, and burns *nine sorcery points* twinning Foresight, then hurray! You AND your friend are affected, much as if you had one more spell slot. Which is to say, you've found a close equivalent to creating a 9th-level spell slot out of 9 sorcery points. 17th-level Sorcerors can also cast Heightened Empowered Meteor Swarm. I'm not sure how metamagics apply to Wish. I don't think Twinned Spell is the main game-breaker at 17th level. In the meantime, I'm more interested in levels 1 to 11. I'm interested in MoonSong's question about sorcerors pursuing paths other than blaster. I see the number of spells known as a limiting factor, as well as the spell list, especially for the "utility caster". If your magical swiss army knife can only have two items, that limits "utility". Neither of those items can be Identify... yeah, you weren't gonna take Identify as *half your spell list*, were you? The lack of ritual casting of Detect Magic is a big hit, and so is the lack of a Familiar. A sorceror can start at 1st level with Friends, Minor Illusion, Prestidigitation, Charm Person and Disguise Self, plus a cantrip for combat; high Charisma synergizes just fine with Friends. At 3rd level, add Suggestion and swap out your learned-at-level-2 spell for Detect Mind; combine with Subtle for devious mind-magic shenanigans, or Heightened for brute-force domination. At 4th, upgrade Disguise Self to Alter Self. At 5th, learn Major Image. I've written up a first-level Sorceror with Disguise Self and Fog Cloud; Disguise for when the party is doing mission-intro footwork, plus Fog Cloud as an escape option if the party ever finds a bigger fight than it can hande. Combo: a draconic sorceror walks into a Fog Cloud, and someone else (apparently) walks out. But I haven't yet taken this character sheet to a table with an open seat. Friendship with animals, alas, is only for Druids in 5E, and no longer a Sorceror option. And yeah, that might be a weakness of the 5E Sor spell list. If you want "I am descended from dragons, so animals do my bidding, for they recognize me as the apex predator!" then I hope your DM will work with you. I'd be open to a house-ruled Sorceror version of Ritual Casting... which isn't a "ritual" as such, but a meditation in which the sorceror slowly, subtly gathers and directs magical energy, sufficient for no-slot-cost spellcasting. I might throw in some limits, though, such as requiring a WIS check, with Advantage under serene conditions and Disadvantage under high-distraction conditions. [/QUOTE]
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