New Socerer stuff

TheFlamingRheo

First Post
Whenever I play an arcane spell caster I allways chose socerer, because of, one they get more spells per day and, two it is not as munchy as the wizard because its main stat is not as useful as intelligence. But, I believe one there should be new ways for sorcerers to get new spells known, not just from wishing andspell advancement, and I believe that they should also get new abilities ever so often. ( Allmost every other class gains new abilities.)
 

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Interpret Spell
Prerequisites:Sorcerer, Spellcraft 5
Benefit: When a Sorcerer sees another sorcerer casting a spell of a level that he can cast, the sorcerer may make a Spellcraft check (DC 20+spell level). If the check is successful then the sorcerer may add that spell to his list of spells known. If the spellcraft check fails, the sorcerer may not try to interpret a spell from that particular sorcerer again until he adds another rank of Spellcraft.
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This may not have been written to well, but I think you get the idea.

It was an idea for a feat that I had...I have not tried to added to my game.
 

N Hammer said:
...If the spellcraft check fails, the sorcerer may not try to interpret a spell from that particular sorcerer again until he adds another rank of Spellcraft...
Query: Why does this focus on the Sorcerer and not the specific Spell?

Just curious.:D
 

N Hammer said:
Interpret Spell
Prerequisites:Sorcerer, Spellcraft 5
Benefit: When a Sorcerer sees another sorcerer casting a spell of a level that he can cast, the sorcerer may make a Spellcraft check (DC 20+spell level). If the check is successful then the sorcerer may add that spell to his list of spells known. If the spellcraft check fails, the sorcerer may not try to interpret a spell from that particular sorcerer again until he adds another rank of Spellcraft.
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This may not have been written to well, but I think you get the idea.

It was an idea for a feat that I had...I have not tried to added to my game.
Why thank you I will have to try this with my DM. Do you think you might be able to perfect a little? I have tried to convince of many different things. Such as using the rules similar to highlander when you kill them(Other sorcerers) you absorb powers(Spells).
 
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It was just an idea I came up with spur of the moment like..

It probably should be spell not caster..

I'm also thinking maybe there should be another prerequisite for this Feat...but I'm not sure what it would be.



Such as using the rules similar to highlander when you kill them(Other sorcerers) you absorb powers(Spells).

I think that would lead to a lot of problems...
 
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Hmmm... Perhaps it should be from a School of Magic that the Sorcerer has Spell Focus in?

If you want to keep the prereq inexpensive, than maybe Caster Level 6+ to keep it from over-buffing low level Sorcerers.
 

N Hammer said:
Interpret Spell
Prerequisites:Sorcerer, Spellcraft 5
Benefit: When a Sorcerer sees another sorcerer casting a spell of a level that he can cast, the sorcerer may make a Spellcraft check (DC 20+spell level). If the check is successful then the sorcerer may add that spell to his list of spells known. If the spellcraft check fails, the sorcerer may not try to interpret a spell from that particular sorcerer again until he adds another rank of Spellcraft.
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This may not have been written to well, but I think you get the idea.

It was an idea for a feat that I had...I have not tried to added to my game.

I'm sorry, but this is clearly an overpowered feat. With this feat, all that happens is a big consortium of sorcerors get together and cast spells, while the others take notes. Alternately, you pay a sorceror NPC to cast a spell and watch. This undermines the wizard who is down on flexibility and sheer casting prowess (spells per day) from the sorceror anyway, and has to pay exorbitant prices to inscribe spells into his book- which can then be stolen. With this feat, before long the average sorceror with a bit of capital will know close to every feat in the book. The Spellcraft check keeps it out of low-level hands, but at high levels, when magic really becomes important, a simple take 10 will probably do the trick assuming the sorceror has a respectable Int mod (which he can buff with Fox's Cunning).

If you're truly concerned about the sorceror's lack of breadth, look at the Extra Spell feat from Tome and Blood. It basically enables a sorceror to know an additional spell of up to the second highest level he can cast. Boring, perhaps a tad weak, but it does the job without distorting the relationship between wizard and sorceror.
 

Way. Too. Overpowered. What's good for the goose is good for the gander, so here's a good counter-feat:

[devil's advocate]
Actualize Spell
Prerequisites:Wizard lvl 1+, Spellcraft 5 ranks
Benefit: When a Wizard sees another Wizard casting a spell of a level that he can cast, the Wizard may make a Spellcraft check (DC 20+spell level). If the check is successful then the Wizard may now cast that spell spontaneously. If the spellcraft check fails, the Wizard may not try to interpret a spell from that particular Wizard again until he adds another rank of Spellcraft.
[/devil's advocate]

It is the sorcerer's forte to cast a small selection of spells on the fly.

It is the wizard's forte to cast from a large selection of spells that are chosen in the morning.


Originally posted by The Flaming Rheo
Whenever I play an arcane spell caster I allways chose socerer, because of, one they get more spells per day and, two it is not as munchy as the wizard because its main stat is not as useful as intelligence.

Speaking of munchkinism, to try and allow the sorcerer to expand his spell selection past level advancement and the Extra Spell is MUNCHKIN. I can already hear the shrieking of Rheo.
 
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GODDAMNIT Westenberger aka gamecat you need to take that taraasque sized enlarged +5 greatclub out of your poop shute and let The Flaming Rheo actually have something for a change. And wasn't you who said do you think uncanny dodge should be a feat.
 


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