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House rule: Sorcerer casting change
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<blockquote data-quote="Blue" data-source="post: 7028497" data-attributes="member: 20564"><p>In the new UA Sorcerer packet, the Phoenix Sorcerer has a nifty ribbon ability - to set things on fire. No casting, just touch it and it burns. This inspired me, how I'd love to represent sorcerer casting - they don't study magic, they just summon it forth innately.</p><p></p><p>It could be really easy to just skin a sorcerer casting as that and deal with the normal V,S,M components "behind the scenes".</p><p></p><p>But it occurred to me that sorcerers are perceived as weak compared to other full casters, especially wizards, and this might be a place where I can both fulfill my campaign-feel vision as well as slightly address that issue at once.</p><p></p><p><span style="font-family: 'garamond'"><strong>Inborn Caster:</strong> At 1st level, a sorcerer chooses to release their magic either verbally (V) <u>or</u> with an obvious gesture (S). This should be unique for the sorcerer - one might make a martial arts move and have fire shoot out, while another has a focus phrase "Azarath Metrion Zinthos" for her spells. All sorcerer spells they cast lose all other V & S components and gain this.</span></p><p><span style="font-family: 'garamond'"></span></p><p><span style="font-family: 'garamond'">Unlike other casters that use material components to power their spells, sorcerers instead only power their sorcerer spells from their inborn power. They may not use material components and remove M from components needed. Instead they need to spend the following resources in their place.</span></p><p><span style="font-family: 'garamond'"></span></p><p><span style="font-family: 'garamond'"></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'garamond'">No cost material components - sorcerers ignore these. (Remove M for no cost.)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'garamond'">100gp or less - 1 sorcery point</span></li> <li data-xf-list-type="ul"><span style="font-family: 'garamond'">1000gp or less - 3 sorcery points</span></li> <li data-xf-list-type="ul"><span style="font-family: 'garamond'">10000gp or less - 6 sorcery points and gain 1 level of exhaustion</span></li> <li data-xf-list-type="ul"><span style="font-family: 'garamond'">More than 10000gp - 9 sorcery points, 6d6 damage, and gain 1 level of exhaustion</span></li> </ul><p></p><p><span style="font-family: 'garamond'">Up to half the sorcery points needed (round up) may be replaced with d6 damage each. This damage is not reduced by resistance or other means and ignores temporary hit points. If a sorcerer knocks themselves out the spell is still cast.</span></p><p><span style="font-family: 'garamond'"></span></p><p><span style="font-family: 'garamond'">All of these changes only affect sorcerer spells known. Spells learned via other methods, such as multiclassing, follow normal rules.</span></p><p></p><p>Note that while Subtle Spell has a few less use cases with only V or S, it could never mask M which are now gone so it's actually gotten a minor boost.</p><p></p><p>Does this work? Is the material component aspect a boost or penalty? Does it change enough that it's worth introducing a house rule or is it bloat?</p></blockquote><p></p>
[QUOTE="Blue, post: 7028497, member: 20564"] In the new UA Sorcerer packet, the Phoenix Sorcerer has a nifty ribbon ability - to set things on fire. No casting, just touch it and it burns. This inspired me, how I'd love to represent sorcerer casting - they don't study magic, they just summon it forth innately. It could be really easy to just skin a sorcerer casting as that and deal with the normal V,S,M components "behind the scenes". But it occurred to me that sorcerers are perceived as weak compared to other full casters, especially wizards, and this might be a place where I can both fulfill my campaign-feel vision as well as slightly address that issue at once. [FONT=garamond][B]Inborn Caster:[/B] At 1st level, a sorcerer chooses to release their magic either verbally (V) [U]or[/U] with an obvious gesture (S). This should be unique for the sorcerer - one might make a martial arts move and have fire shoot out, while another has a focus phrase "Azarath Metrion Zinthos" for her spells. All sorcerer spells they cast lose all other V & S components and gain this. Unlike other casters that use material components to power their spells, sorcerers instead only power their sorcerer spells from their inborn power. They may not use material components and remove M from components needed. Instead they need to spend the following resources in their place. [LIST] [*]No cost material components - sorcerers ignore these. (Remove M for no cost.) [*]100gp or less - 1 sorcery point [*]1000gp or less - 3 sorcery points [*]10000gp or less - 6 sorcery points and gain 1 level of exhaustion [*]More than 10000gp - 9 sorcery points, 6d6 damage, and gain 1 level of exhaustion [/LIST] Up to half the sorcery points needed (round up) may be replaced with d6 damage each. This damage is not reduced by resistance or other means and ignores temporary hit points. If a sorcerer knocks themselves out the spell is still cast. All of these changes only affect sorcerer spells known. Spells learned via other methods, such as multiclassing, follow normal rules.[/FONT] Note that while Subtle Spell has a few less use cases with only V or S, it could never mask M which are now gone so it's actually gotten a minor boost. Does this work? Is the material component aspect a boost or penalty? Does it change enough that it's worth introducing a house rule or is it bloat? [/QUOTE]
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House rule: Sorcerer casting change
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