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General Tabletop Discussion
*Pathfinder & Starfinder
How useful do sorcerers find the extra spell feat to be?
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<blockquote data-quote="Gilrion" data-source="post: 596789" data-attributes="member: 1141"><p>When I first saw Extra Spell, I thought "wow! finally a way for my sorcerer to have some more spells!" Then I read the description. It gives you <strong>one</strong> spell. There are better uses for feats. You can get more usage out of a metamagic feat keeping the same objective in mind.</p><p>Take Empower Spell, for instance. Now, let's look at our typical evocations. At 3rd level you have a maximum of 10d6 dice of damage. 5th, 15d6, and after that 20d6. Take Empower Spell, and you turn a 3rd level evocation into a 5th level one: by the time you can cast the later, you can Empower the 3rd level version to do 15d6 damage--very nice, considering you're only caster level 10. The only problems are you take a full-round action (only a problem with <em>haste</em>, really), and the DC is 2 points lower (ok, this does hurt). But you've just saved up a 5th level or maybe even 6th level slot (say, Cone of Cold or Chain Lightning). Plus, Empower can be used with other spells.</p><p>There are other metamagics that essencially let you re-use spells you already have. Take a look at Energy Substitution. I personally recommend you pick two evocations on your entire list: say Lightning Bolt and Firebrand (or Fireball and Chain Lightning, if you prefer), and then Energy Substitution (cold), for example. You're set for all "useful" element types: when was the last time you heard of a creature vulnerable to acid or sonic energy? Heighten Spell can keep your low level spells useful at high levels: stuff like Blindness/Deafness can still be effective even past 10th, 15th level.</p><p></p><p>The trick with the sorcerer is picking at least one spell for each occasion. If you can have that, then no matter what situation, you can do something useful.</p></blockquote><p></p>
[QUOTE="Gilrion, post: 596789, member: 1141"] When I first saw Extra Spell, I thought "wow! finally a way for my sorcerer to have some more spells!" Then I read the description. It gives you [b]one[/b] spell. There are better uses for feats. You can get more usage out of a metamagic feat keeping the same objective in mind. Take Empower Spell, for instance. Now, let's look at our typical evocations. At 3rd level you have a maximum of 10d6 dice of damage. 5th, 15d6, and after that 20d6. Take Empower Spell, and you turn a 3rd level evocation into a 5th level one: by the time you can cast the later, you can Empower the 3rd level version to do 15d6 damage--very nice, considering you're only caster level 10. The only problems are you take a full-round action (only a problem with [i]haste[/i], really), and the DC is 2 points lower (ok, this does hurt). But you've just saved up a 5th level or maybe even 6th level slot (say, Cone of Cold or Chain Lightning). Plus, Empower can be used with other spells. There are other metamagics that essencially let you re-use spells you already have. Take a look at Energy Substitution. I personally recommend you pick two evocations on your entire list: say Lightning Bolt and Firebrand (or Fireball and Chain Lightning, if you prefer), and then Energy Substitution (cold), for example. You're set for all "useful" element types: when was the last time you heard of a creature vulnerable to acid or sonic energy? Heighten Spell can keep your low level spells useful at high levels: stuff like Blindness/Deafness can still be effective even past 10th, 15th level. The trick with the sorcerer is picking at least one spell for each occasion. If you can have that, then no matter what situation, you can do something useful. [/QUOTE]
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How useful do sorcerers find the extra spell feat to be?
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