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[GUIDE] Playing Dice with the Universe: A Slant Guide to Wild-Magic Sorcerer
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<blockquote data-quote="CapnZapp" data-source="post: 6705713" data-attributes="member: 12731"><p>Bend Luck has an awful opportunity cost, however. Those two sorcery points could have been used for something else. In effect, the Wild Magic might have Bend Luck, but at the price of not having as many sorcery points as other sorcerers.</p><p></p><p>Not saying it isn't useful, but it's not free. The only real free thing about the Wild Mage is its advantages. </p><p></p><p>The Wild Mage would come across as much more fun if</p><p>a) there were just a few more spells with attack rolls. Just two or three more would make a huge difference, if spaced over those vital spell levels 3-5. In particular a 3rd level version of Scorching Ray that gets some of the same power boost Fireball has over all spells of lower level, so you would have a standard combat spell that you could use throughout your career to leverage your main advantage over other sorcerers (namely, advantage!) </p><p>b) there were just some examples of "wild spells". That is, spells with randomness built in. That would be a huge boost in the theme of a Wild Mage if you could actually select spells that act whacky and unpredictably just like you do. I guess Confusion kind of counts, but I want more - and I want spells with a pronounced "wild" feel. Just two or three of these (one manstay at first level spell, and one more at perhaps fourth level) would make a huge difference!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6705713, member: 12731"] Bend Luck has an awful opportunity cost, however. Those two sorcery points could have been used for something else. In effect, the Wild Magic might have Bend Luck, but at the price of not having as many sorcery points as other sorcerers. Not saying it isn't useful, but it's not free. The only real free thing about the Wild Mage is its advantages. The Wild Mage would come across as much more fun if a) there were just a few more spells with attack rolls. Just two or three more would make a huge difference, if spaced over those vital spell levels 3-5. In particular a 3rd level version of Scorching Ray that gets some of the same power boost Fireball has over all spells of lower level, so you would have a standard combat spell that you could use throughout your career to leverage your main advantage over other sorcerers (namely, advantage!) b) there were just some examples of "wild spells". That is, spells with randomness built in. That would be a huge boost in the theme of a Wild Mage if you could actually select spells that act whacky and unpredictably just like you do. I guess Confusion kind of counts, but I want more - and I want spells with a pronounced "wild" feel. Just two or three of these (one manstay at first level spell, and one more at perhaps fourth level) would make a huge difference! [/QUOTE]
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[GUIDE] Playing Dice with the Universe: A Slant Guide to Wild-Magic Sorcerer
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