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*Dungeons & Dragons
Enough is Enough: WotC needs to add "domain spells" to *existing* sorcerer subclasses
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<blockquote data-quote="Chaosmancer" data-source="post: 7913109" data-attributes="member: 6801228"><p>I agree with the enough is enough, because they have done this repeatedly with the UA sorcerers, but if I had to give a thought as to why they keep doing it, I have to wonder if this isn't to get these spells to the community that wants to add Domain spells to sorcerers? </p><p></p><p>WoTC has to know that there are a lot of people who want it, and who have homebrewed it, so they add in the domain list on the playtest, so those people see a direction from the sorcerer, but then take it away in the official content because of "balance"</p><p></p><p>A pointless exercise in some ways, but it would at least make some sense as to why they keep doing it. </p><p></p><p></p><p></p><p></p><p>When I made bonus lists for all of them, I gave the Wild Sorcerer</p><p></p><p>Chaos Bolt, Silent Image</p><p>Enhance Ability, Mirror Image</p><p>Nondetection, Blink</p><p>Polymorph, Confusion</p><p>Seeming, Modify Memory</p><p></p><p>I think I was going with a theme of raw magic and pulling in pieces of other realities. Like, Silent Image is them pulling in a potential reality and making it just real enough to see. But, I don't remember the exact thought process that went into the list.</p><p></p><p></p><p></p><p></p><p>One other thing I found while overhauling the Sorcerer (I haven't had a chance to test the new class yet, and I know it is probably a little overpowered, but it has some real fun in it now) is that a few people have published a bunch of extra metamagics, and on top of making more metamagic options available (a total of 8 I think by level 17) I added them in. </p><p></p><p>For example, <em>Chilled Spell</em>: When casting a spell that does cold or necrotic damage, you may spend sorcery points. If the spell targets one or two creatures, spend 2 points, if it targets more than two creatures, spend 4 points. Targets that fail the save of the spell are restrained until the end of your next turn. If the spell did not have a save, then the targets must make a constitution saving throw, becoming restrained on a failed save. </p><p></p><p>I love these sort of things, because they finally do the thing everyone says Metamagic does. It allows a sorcerer to take a spell that have one use, and use it in a new way to get more out of it. Cone of Cold now isn't just a damage spell, it can restrain a large number of creatures as well. </p><p></p><p>Have one for Fire, Radiant and Lighting that blinds. Thunder and Bludgeoning that knocks prone. And Poison spells impart the poisoned condition for 1 minute (save at the end of every turn)</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7913109, member: 6801228"] I agree with the enough is enough, because they have done this repeatedly with the UA sorcerers, but if I had to give a thought as to why they keep doing it, I have to wonder if this isn't to get these spells to the community that wants to add Domain spells to sorcerers? WoTC has to know that there are a lot of people who want it, and who have homebrewed it, so they add in the domain list on the playtest, so those people see a direction from the sorcerer, but then take it away in the official content because of "balance" A pointless exercise in some ways, but it would at least make some sense as to why they keep doing it. When I made bonus lists for all of them, I gave the Wild Sorcerer Chaos Bolt, Silent Image Enhance Ability, Mirror Image Nondetection, Blink Polymorph, Confusion Seeming, Modify Memory I think I was going with a theme of raw magic and pulling in pieces of other realities. Like, Silent Image is them pulling in a potential reality and making it just real enough to see. But, I don't remember the exact thought process that went into the list. One other thing I found while overhauling the Sorcerer (I haven't had a chance to test the new class yet, and I know it is probably a little overpowered, but it has some real fun in it now) is that a few people have published a bunch of extra metamagics, and on top of making more metamagic options available (a total of 8 I think by level 17) I added them in. For example, [I]Chilled Spell[/I]: When casting a spell that does cold or necrotic damage, you may spend sorcery points. If the spell targets one or two creatures, spend 2 points, if it targets more than two creatures, spend 4 points. Targets that fail the save of the spell are restrained until the end of your next turn. If the spell did not have a save, then the targets must make a constitution saving throw, becoming restrained on a failed save. I love these sort of things, because they finally do the thing everyone says Metamagic does. It allows a sorcerer to take a spell that have one use, and use it in a new way to get more out of it. Cone of Cold now isn't just a damage spell, it can restrain a large number of creatures as well. Have one for Fire, Radiant and Lighting that blinds. Thunder and Bludgeoning that knocks prone. And Poison spells impart the poisoned condition for 1 minute (save at the end of every turn) [/QUOTE]
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Enough is Enough: WotC needs to add "domain spells" to *existing* sorcerer subclasses
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