Monte Cook Sorcerer (some help)

avin

First Post
Hi,

a friend borrow me his Book of Eldritch Magic II. I'm playing a Golden Dwarf Sorcerer, my first experience playing (I DM) with a d4 spellcaster.

I really liked the Monte Cook Sorcerer and want to use it in the campaign, we have just one session so there won't be much trouble adapting the character.

My problem is that the DM thinks that Monte's Sorcerer it's overpower but he said that if I convince him that the variant is reasonably balanced (he haven't read it yet) he can change his mind and allow me to use.

Someone that has adopted the variant in the game can tell me if is balanced compared to a Wizard?

Thanks in advance.
 

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Many of the really nifty spells have been increased in level. Casters use certain spells to overpowering effect. Monte's Sorcerer increases the level of these spells.

Some of the spells that have been bumped up a level are:

Haste
Shield
Fly
Improved Invisibility
Polymorph Other
Polymorph Self
Mass Haste
Wall of Force
Invisibility
Antimagic Field
and others

Since those spells are some of the best in game, increasing their level reduces the power of the class.
 

it's a great class. more skills, better HP, but a lot of significant sells coem later (as victim points out).

Hope your DM lets you play it! Of course you really should play a wizard instead. ;)
 

spells removed from class..

Not only has some spell levels been changed (I just hope this list will be revisited once 3.5 comes out...) but also some spells have been cut out completely. As I don't want to give away the full secrets to people who cannot fork up the US 6$ Monte is asking for, here is an limited extract of spells his sorcerer cannot cast.

Alarm
Analyze Dweomer
Animal Growth
Antipathy
Arcane Eye
Arcane Mark
Binding
Clairaudience / Clairvoyance
Clone
Contingency
Detect Poison
Detect Scrying
Detect Secret Doors
Detect Undead
Enlarge
Erase
Explosive Runes
False Vision
Feather Fall
Fire Trap
Freedom
Gentle Repose
Greater Magic Weapon
Greater Planar Binding
Greater Shadow Conjuration
Greater Shadow Evocation
Guards and Wards
Hallucinatory Terrain
Hold Portal
Identify
Illusory Script
Illusory Wall


With a smaller spell list and some spells moved up a level, I personally feal the class is more streamlined.

Incidently, Gold Dwarf sorcerers just happen to rock. But again, that's my opinion :)
 

Overpowered.

More skills, more hit points, more spells known, more class skills.

A few spells are removed from the list, and a few spells are increased in level. Big deal.

Geoff.
 

I actually find the mc sorcerer to be horribly weak compared to the core sorcerer.

The extra HP/skills etc. are nice, but for me an arcane caster is all about the spells, and as detailed here the mc sorcerer is really hurting in that department, compared to its peers.
 

From my experience in gameplay, I'd say:

MC's sorceror is SLIGHTLY more effective if you want to play a straightforward combat sorceror (magic missile, fireball, etc.) The extra spells known and hit points do not overpower the class -- they are almost completely balanced by the higher spell levels.

If, however, you want to play any other kind of sorceror concept, MC's is SIGNIFICANTLY weaker than the PHB's. The restricted spell list greatly limits the type of character you can play...
 

Thank you for the answers, I'll show them to my DM ans wait for the answer. I haven't noticed that good cut-off spells and I'll consider it before changing to MC.
 

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