Getting the sorcerer new spell levels earlier

BigCat

First Post
One of my players luuuvs the sorcerer, but is extremely grumpy that he has to wait one whole level longer than the wizard to get another spell level. Does anyone have an easy fix for this? I've heard it suggested that one could drop the sorc's spells per day for each level by one, and in exchange bump up their spells known by one class level on the chart (ie, at 4th level they would know six 0-level, 3 1st-level, and one 2nd level spell , and cast five 0-level, five 1st-level, and two 2nd-level spells per day). Thoughts?
 

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IMC, I grant Sorcerers "0" spells/day (and "0" spells known) for new spell levels at odd levels. So, a 3rd level Sorcerer would have his bonus 2nd level spell slots (probably +1).

This is very useful for meta-magic and for Prestige Class qualification ("Sure, I can cast a 2nd level spell. I just don't know any yet."), and somewhat useful for magic items (scroll use).

However, I play a high-power game, and Wizards often have weeks to prepare for an adventure -- so Sorcerers are kinda shafted. If your game has an equal number of "prepared-for" encounters and "surprise" encounters, you should NOT give the Sorcerer too much extra stuff.

Cheers, -- N
 

Nifft said:
However, I play a high-power game, and Wizards often have weeks to prepare for an adventure -- so Sorcerers are kinda shafted. If your game has an equal number of "prepared-for" encounters and "surprise" encounters, you should NOT give the Sorcerer too much extra stuff.

Cheers, -- N
A Sorceror can be designed around that, to some extent, at levels 10+, via the Planar Binding route (of course, at 10th, you can't have both Lesser Planar Binding and Dismissal.....), although it does use up a lot of the Sorceror's Spells Known, and you still need to know about when you'll be adventuring (due to the open ended tasks limit of 1 day/caster level, and the extra chance to break free when one such is assigned).
 

Jack Simth said:
A Sorceror can be designed around that, to some extent, at levels 10+, via the Planar Binding route (of course, at 10th, you can't have both Lesser Planar Binding and Dismissal.....), although it does use up a lot of the Sorceror's Spells Known, and you still need to know about when you'll be adventuring (due to the open ended tasks limit of 1 day/caster level, and the extra chance to break free when one such is assigned).

True, but that's REALLY specific, AND it's a trick that a Wizard can pull off earlier and just as often (thanks to his built-in Scroll making ability). Of course, a Cleric can do it best of all.

-- N
 

Nifft said:
True, but that's REALLY specific, AND it's a trick that a Wizard can pull off earlier and just as often (thanks to his built-in Scroll making ability). Of course, a Cleric can do it best of all.

-- N
Wizard can't do it as easily nor as well. For Clerics, it costs XP and other recources (specified in negotians), and it's the diety, not the cleric, that chooses what comes. Most Sorcerors invest heavily in Charisma (primary spellcasting stat), which is used to negotiate with the prisoners. Planar Binding, by default, costs no expensive material components. Sure, the Wizard can start on it a level or two sooner, isn't quite as bogged down on his choices by it, but a Sorceror has a much better chance of getting the deal made (until Moment of Prescience, of course, at which point, it's mostly automatic for both)
 

What I do is what Nifft does, giving them "0" spells per day. But I also give them a free bloodline feat (Dragon Compendium 1), which gives them a specific bonus spell known at each level. The spells are predetermined by the theme of the feat, but the sorcerer knows the spell and can cast it as soon as he has an available slot. It gives one or, at most, two spells at that level when the sorcerer is at an odd-numbered level, so it's not a huge boost, but it is kind of a nice little carrot.
 

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