Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Sorcerer Changes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 7984901" data-attributes="member: 7006"><p>I've done spellcasting modifier change before (not just for sorcerer, but for clerics and wizards too) and it was fine. An enchantment wizard using Charisma, or a Knowledge cleric using Intelligence, or a Divine Soul using wisdom caused no issues.</p><p></p><p>As far as Origin spells... I'm of the opinion the DM who wants to use sorcerers should re-write the spell list for each individual sorcerous origin. So not just add spells, but completely change the entire list. It does no thematic good for a Shadow Sorcerer to constantly be throwing fireballs for instance. It also allows you do give them spells normally found on other lists-- so the Blue Dragon sorcerer can have Call Lightning for example. In my last Eberron game I had a player who was an aberrant dragonmark sorcerer whose was about time magic, and I re-did their spell list to only give them time-based spells or spells whose effects could be re-flavored illustrated as being time related (so for instance Ray of Frost was renamed Ray of Dilation.)</p><p></p><p>Giving back sorcery points on a short rest or just increasing total spell points is something others have done and seems to be okay so long as you don't go crazy with it.</p><p></p><p>I personally would not do some of those UA abilities, because they don't make thematic sense to me. Why should sorcerers have advantage using all their skills? If they can't use all magic and are restricted, it makes no sense there is no restriction on which skills they can use their magic to boost. At the most if I thought sorcerers needed skill boosts I'd let them choose one skill they could boost with sorcery points for Advantage.</p><p></p><p>Making weapons magical is not unbalanced per se... but it impinges on other classes who already do the same thing. It makes sense for Forge Clerics to have this ability... not so much for ALL sorcerers to. At the most here I'd just put the Magic Weapon spell on their spell list if I thought they needed it.</p><p></p><p>Simple Weapon proficiency is fine. Most players probably wouldn't ever use one, but there are some traditional sorcerer players who think they should have the use of spears, and I don't see any issues with it.</p><p></p><p>And as far as components... sorcerers already have subtle spell available to them. If I thought components were an issue, I'd just give sorcerers the subtle spell metamagic to them all for free.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7984901, member: 7006"] I've done spellcasting modifier change before (not just for sorcerer, but for clerics and wizards too) and it was fine. An enchantment wizard using Charisma, or a Knowledge cleric using Intelligence, or a Divine Soul using wisdom caused no issues. As far as Origin spells... I'm of the opinion the DM who wants to use sorcerers should re-write the spell list for each individual sorcerous origin. So not just add spells, but completely change the entire list. It does no thematic good for a Shadow Sorcerer to constantly be throwing fireballs for instance. It also allows you do give them spells normally found on other lists-- so the Blue Dragon sorcerer can have Call Lightning for example. In my last Eberron game I had a player who was an aberrant dragonmark sorcerer whose was about time magic, and I re-did their spell list to only give them time-based spells or spells whose effects could be re-flavored illustrated as being time related (so for instance Ray of Frost was renamed Ray of Dilation.) Giving back sorcery points on a short rest or just increasing total spell points is something others have done and seems to be okay so long as you don't go crazy with it. I personally would not do some of those UA abilities, because they don't make thematic sense to me. Why should sorcerers have advantage using all their skills? If they can't use all magic and are restricted, it makes no sense there is no restriction on which skills they can use their magic to boost. At the most if I thought sorcerers needed skill boosts I'd let them choose one skill they could boost with sorcery points for Advantage. Making weapons magical is not unbalanced per se... but it impinges on other classes who already do the same thing. It makes sense for Forge Clerics to have this ability... not so much for ALL sorcerers to. At the most here I'd just put the Magic Weapon spell on their spell list if I thought they needed it. Simple Weapon proficiency is fine. Most players probably wouldn't ever use one, but there are some traditional sorcerer players who think they should have the use of spears, and I don't see any issues with it. And as far as components... sorcerers already have subtle spell available to them. If I thought components were an issue, I'd just give sorcerers the subtle spell metamagic to them all for free. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sorcerer Changes
Top