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Sorcerer and Cantrips
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<blockquote data-quote="erf_beto" data-source="post: 3461014" data-attributes="member: 47533"><p>That's probably not unbalancing at all, but if you're feeling a little uneasy, house rule it to ask for some requirements like the reserve feats, for instance: as long as a sorcerer can cast a 3rd or higher level spell, he can use his cantrips all day long.</p><p>Alternatively, you could say that his unlimited cantrips work on the lowest spellcaster level possible (say CL 1 for 0-level spells). So if you want a more lasting <em>light </em> (Duration: 10 min./level) you should spend a cantrip slot as normal.</p><p>I don't know if that could work or not, but I think I'll do that on my games. I mean, I want my sorcerers to be 'magical' but not entirely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> And I hate managing resources like ammunition or wand charges, so giving them 30 cantrips a day just won't do it for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>Edit: as for the Cure Minor Wounds, you could have a divine variant of the feat by house ruling that particular orison <em>not</em> to heal 1hp, but instead to get dying characters into "stable" condition. Just a thought...</p></blockquote><p></p>
[QUOTE="erf_beto, post: 3461014, member: 47533"] That's probably not unbalancing at all, but if you're feeling a little uneasy, house rule it to ask for some requirements like the reserve feats, for instance: as long as a sorcerer can cast a 3rd or higher level spell, he can use his cantrips all day long. Alternatively, you could say that his unlimited cantrips work on the lowest spellcaster level possible (say CL 1 for 0-level spells). So if you want a more lasting [I]light [/I] (Duration: 10 min./level) you should spend a cantrip slot as normal. I don't know if that could work or not, but I think I'll do that on my games. I mean, I want my sorcerers to be 'magical' but not entirely ;) And I hate managing resources like ammunition or wand charges, so giving them 30 cantrips a day just won't do it for me. :p Edit: as for the Cure Minor Wounds, you could have a divine variant of the feat by house ruling that particular orison [I]not[/I] to heal 1hp, but instead to get dying characters into "stable" condition. Just a thought... [/QUOTE]
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