Giving sorcerers different spells

Lord Pendragon said:
Just because a sorcerer only gets to know six spells at each level doesn't mean allowing him to pick the six best spells in the game at every level is balanced. ;)
My opinion is that most of the sorcerers played have very similar spell lists. Giving them more choice won't necessarily create a much more powerful sorcerer, but it will have the potential to create many different kinds of sorcerers.

AR
 

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Altamont Ravenard said:
My opinion is that most of the sorcerers played have very similar spell lists. Giving them more choice won't necessarily create a much more powerful sorcerer, but it will have the potential to create many different kinds of sorcerers.

AR

Yah -- today's best spells are tomorrow's worthless junk. But I agree that it does sort of depend on what your plans are w/regards to the cleric -- are you keeping it as is, jazzing it up somehow, ditching it entirely?
 

EricNoah said:
Yah -- today's best spells are tomorrow's worthless junk. But I agree that it does sort of depend on what your plans are w/regards to the cleric -- are you keeping it as is, jazzing it up somehow, ditching it entirely?
I'll be using both the Cloistered Cleric variant and the Spontaneous Divine caster variants, but that's it (thus dropping the regular cleric altogether)

I wouldn't have thought that the cleric would need help... The new sorcerer couldn't step on the cleric's toes, IMO...

AR
 

Altamont Ravenard said:
My opinion is that most of the sorcerers played have very similar spell lists. Giving them more choice won't necessarily create a much more powerful sorcerer, but it will have the potential to create many different kinds of sorcerers.
Well, clearly I disagree. You'll wind up with sorcerers who also have Barkskin, Divine Favor, Summon Nature's Ally, Heal, Divine Power, Miracle, Spellstaff, etc. along with all the goodness of the Sor/Wiz list.

Not only does it make the sorcerer stronger than other spellcasters, it also pumps up the sorcerer in relation to the melee classes.

I'd consider allowing the sorcerer to learn a spell or two from other spell lists from unique scrolls, of which I'd offer very few. But just giving them access to 3x the spells? No...I don't think it's a good idea at all.
 

Lord Pendragon said:
Just because a sorcerer only gets to know six spells at each level doesn't mean allowing him to pick the six best spells in the game at every level is balanced. ;)

He doesn't though...he gets to pick the once he things are best or the ones that fit the character or the ones that fit the theme or the ones athat are most...occording to the player. And when are players actually ever right? :cool:

Of course this has the potential to be unblanced but in the first post the poster does have a balancing part in there.
 

Sure, but only other arcane spells. For instance, one sorcerer that I recall from my campaign knew an ultra-cool short-range keep me outta harm's way kinda teleportation spell called Marius' sidestep.
 

I played in a campaign in which the party included two wizards in addition to my rogue/sorcerer. The GM and I both agreed that one of the biggest disappointments of the sorcerer class for us was that they don't get their own separate spell list. To give my sorcerer a little extra sparkle, the GM allowed me to choose spells from other source materials that the wizards' players weren't allowed to use. I still used only sorcerer/wizard spells, but mine came from Magic of Faerun (we were playing in a homebrew setting). Perhaps you could do something similar to this to give your sorcerers more flavor. If there are several sorcerers in the party they could each choose their spells from a different source to reflect their different cultural background and/or training.

Alternatively, sorcerers could have spell themes (fire, ice, force, etc.), then be allowed to choose spells from any spell list as long as it fits that character's theme. I also like the idea of giving sorcerers Eschew Materials as a bonus feat. Or perhaps one variety of sorcerer could have that feat, while sorcerers from other backgrounds could get Silent Spell or Still Spell as a bonus.
 
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Crothian said:
He doesn't though...he gets to pick the once he things are best or the ones that fit the character or the ones that fit the theme or the ones athat are most...occording to the player. And when are players actually ever right? :cool:
Heh. I know a player for which this wouldn't be unbalanced, because as you point out, it's according to the player. Then there are those of us on this board, for which it would be grotesque. ;)
Of course this has the potential to be unblanced but in the first post the poster does have a balancing part in there.
-1 caster level? lol
sniffles said:
To give my sorcerer a little extra sparkle, the GM allowed me to choose spells from other source materials that the wizards' players weren't allowed to use. I still used only sorcerer/wizard spells, but mine came from Magic of Faerun
I wouldn't recommend this, because not all third-party sources are created equal. One person gets Complete Arcane...and another gets Relics and Rituals? Not exactly an even playing field.
Alternatively, sorcerers could have spell themes (fire, ice, force, etc.), then be allowed to choose spells from any spell list as long as it fits that character's theme. I also like the idea of giving sorcerers Eschew Materials as a bonus feat.
This is a suggestion I like. I'd amend it slightly, and remove spells from the sorcerer's list that go against the theme, leaving the sorc with a list that has both advantages and disadvantages to go along with the flavor. I also House Rule sorcerers to include Eschew Materials as a bonus feat.
 

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