Sorcerer Fix - Continued from "D&D Rules" (PART 2)

Halma said:
After Looking at my math, you are quite right. Thanks for the Clarification on this.
Ok. I was worried that there was a major flaw in the core design there. I KNEW I didn’t plan on letting them have that many known spells. I want to grant more to grant flexibility but only a small % more.

Nay Cantrips are so negligibly powerful I don't think this really makes that much of a difference.
My thoughts exactly, which also leads to my feeling on Arcane Sense. Granted all Cantrips are NOT created equal. I was in an adventure where myself and the other PC were both 2nd level and both Rogue 1/Sorcerer 1 and were meeting for the first time, him hunting me (a set up by the bad guy). We found out REALLY fast just HOW useful Prestidigitation can really be. That is an amazing spell for a cantrip. Then of course you have the combat spells, that when you can pop them off 6 times a day can actually come in handy if for no other reason that breaking concentration.

I agree with clunky. That was just an idea. Certainly not one that was very well thought out. :)
Any idea I a useful idea, some are just not as elegant as others. :) Its still something to think about, but I think with the miscommunication of spells known cleared up that it isn’t as much of an issue.

This seemed a little odd to me too. I think this sollution will fix the problem.
Agreed, and edited.

I just thought that the focus idea could add some flavor to the lineage's, like a Voodoo Doll for the Gypsy, or a Dragon scale for the Dragon lineage, Feather from an angel for the Celstial lineage. These items would be given to them as a child, upon their awakening to power. They are some what dependant to these focus's at the first few levels. Then they learn to cast spells without it as they become more powerfull. I do like the eschew materials, I was just suggesting more.... Flavor stuff.... hehe. We may have enough when we are done though.
For the Gypsy I brought it into play in the Augury ability – they must use a fortune telling medium. For some of the others I don’t think it makes as much sense, but we can keep this in mind as we go forward into lineage development.

I think that the casting time should be increased a bit to represent the Gypsy way. "You can't comune with the Living unless you talk to the Dead...." In the garden of Good and evil
Ok, this one I have to disagree with from a personal standpoint. TO be honest, I think the minute is too long in most cases as it is. I do tarot and rune readings and have studied a variety of other fortune telling methods (palmistry, tea leaves, bones, etc.) and most of these take very little time for the amount of an answer you are getting. In one minute, I could get my tarot deck from my pack, shuffle it, and do a full celtic cross reading. For an simple good/bad answer? All I have to do is draw one card though. Runes? Shake the pouch and pull out one rune. Bones? Open the bag and dump it. The only one that really takes “time” is something like tea leaves or a crystal ball - because how many people walk around with boiling water or a 5lb. 6-8” diameter crystal ball?

We may want to be very carefull what spells are given to other lineages though. This particular spell may not be that powerfull but others could.
This is very true. Some spells are better than others. We will have to keep this in mind, though in some cases good spells will be hard to avoid.

I am glad I can add what little I can to your creation.
All the help, comments and opinions are greatly appreciated. Keep them coming. Just need to get some more of the other posters to come back as well. Need more input. :)

PS: I edited the previous post with the full Gypsy Lineage.
 

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I was suggesting a different ability at higher level, again not from a power but a flavor perspective.

You don't necessarily have to have a hardcore +5 to something insane ability to make it cool, just different. Of course, now what those would be will take more intellectual effort:)

Be careful when making spells known comparisions because higher level spells are innately worth more than lower level ones. I would do a weighting system... perhaps a 1st level spell is worth 1/9 a spell known, 2nd 1/8 and so on... though level 9's should get a slightly higher than just 1 imo, they are a far step above 8th than 8th is over 7th. If anyone would like to run those numbers and see the comparision that would be nice to see.
 

Edit above Character

Ok I edited Julia the Gypsy Sorcerer with the changes you and discussed. She is looking very nice. I would most certainly play her. I am trying to see if I can imagine being a DM, with her as Player Character. Would I dread having her in my campaign?? I pretty sure she rocks!!!!

I stand in the background waiting for the other 957 viewers to respond to your Ideas.... hehe


:)


Halma
 

Sorcerers

Things are shaping up nicely, it seems!

Some thoughts:

SPELL EVOLUTION

One thing I never liked about SKR's suggestion for spell evolution is that you actually lose functionality. If you trade up invisibility for invisibility sphere and take a new second level spell, it means you have to cast invis. as a 3rd level spell forevermore. Not only that, you can't cast it in the middle of a crowded combat without turning everyone around you invisible. Ditto for fly/overland flight and all the other spell paths.

Can't we come up with a better way? One solution would be to let the spell you trade up for subsume a lower-level spell. So if I have Feather Fall at 1st level, then learn Levitate at 4th level, I can evolve Feather Fall into Levitate but still be able to cast feather fall as a free action when I walk into that pit.

I think this would be reasonable under the following restrictions:
a) the sorcerer does this instead of a spell swap, and only at a level where they would normally get the option to change a spell.
b) any spell can only subsume one other spell. So in this example, the sorcerer has to learn Fly separately, but could later tie Fly to the spell Overland Flight.
c) The spells tied together have to be thematically *very similar*, as judged by the DM--simply lying on the same path may not be enough.
d) At the DMs option, spells that are the reverse of each other may also be tied together: Enlarge/Reduce person, Daylight/Deeper Darkness, Haste/Slow, etc.

LINEAGE ABILITIES

I agree that more abilities is more fun than one ability that keeps growing, but this could vary from lineage to lineage.

SORCERER FOCI

I don't think a sorcerer's focus should be based on lineage; the default sorcerer is one that learns on their own and these will invariably come up with a wide range of personal foci for their magic. I've described this idea before. Under the philosophy of KISS, probably better to have no foci at all.


SORCERER SKILLS

Here's a radical idea: give each lineage a list of appropriate class skills, and let the sorcerer pick any two to add to their skill list. I'm still not crazy about the idea of giving them all the social interaction skills just like that. One or two only should be automatic, and their skill points should still be 2/level.

I know their flavor text argues for a lot of roles, but no one sorcerer should be able to fulfull all of them. One could argue that fighters should all be athletic (Climb/Jump/Swim), know how to ride (Ride/Handle Animal), and repair their own weapons/armor (Craft)--but they still only get 2 skill points per level. Clerics have it even worse, IMO. Let them invest in Int if they want a skilly character; magic trumps skills in almost every case anyway.

Gypsy might have Prof: fortune-telling, Sense Motive, Appraise, Perform, Speak Language
Dragon: Appraise, Intimidate...?
etc.


--Ben
 

The one problem that I have with spell evolution is defining it is a pain. What spells evolve, and what don't. Sounds like common sense, but lawyers don't believe in common sense.

You either have to define a large series of rules, or state every spell group that can be evolved. Both are tedious.
 

Stalker0 said:
The one problem that I have with spell evolution is defining it is a pain. What spells evolve, and what don't. Sounds like common sense, but lawyers don't believe in common sense.

You either have to define a large series of rules, or state every spell group that can be evolved. Both are tedious.
Sean K. Reynolds has already made spell paths for this purpose.

Find them here.
 

MASS REPLY

I was suggesting a different ability at higher level, again not from a power but a flavor perspective. You don't necessarily have to have a hardcore +5 to something insane ability to make it cool, just different. Of course, now what those would be will take more intellectual effort:)
I agree that more abilities is more fun than one ability that keeps growing, but this could vary from lineage to lineage.
Ok. As much as flavor is really nice, flavor can still be maintained with an iterating ability. Perfect examples are Wild Shape, DR, Sneak Attack, Favored Enemy. I would prefer to keep the lineage abilities as relatively simple as possible, but more important come some form of balance.

Now granted, balance is purely subjective. However, there are two key points for balance. Is the power SO powerful that it is game breaking? Is the power so weak that it is not an incentive to remain in the class long enough to get it? As long as the power falls within these – its basically balanced.

With that said, I would like to try and keep the iterating abilities that are currently 8th and 17th, though I am not sure the levels acquired are correct yet. What I may agree is that the “Third Lineage Power” you all want be the 20th level power. Thoughts?

I am also thinking of staggering the Innate Spells to a wider level range as they ARE quite powerful. I am also looking at placing a further penalty on the Innate Spells. In addition to losing a Spell-Known slot, the Sorcerer ALSO loses one Spell Per Day slot of that spell level. This basically means that when the sorcerer gains their 1st level Spell-Like Ability, they lose a Spell-Known (thus cant be cast out of their daily spell slots anymore) and lose one 1st level spell per day that they can cast. In exchange they gain an Innate Spell-Like Ability that can be used CHA Mod. times/day. Thoughts?

Be careful when making spells known comparisions because higher level spells are innately worth more than lower level ones. I would do a weighting system... perhaps a 1st level spell is worth 1/9 a spell known, 2nd 1/8 and so on... though level 9's should get a slightly higher than just 1 imo, they are a far step above 8th than 8th is over 7th. If anyone would like to run those numbers and see the comparision that would be nice to see.
I am totally lost by what you mean here. If you mean a comparison of spells known at 20th…
Yes there is the potential to know more higher level spells, but no more potential to use them. More flexible but not more powerful. There are also more low level spell forced to be known as well.

SPELL EVOLUTION
One thing I never liked about SKR's suggestion for spell evolution is that you actually lose functionality. If you trade up invisibility for invisibility sphere and take a new second level spell, it means you have to cast invis. as a 3rd level spell forevermore. Not only that, you can't cast it in the middle of a crowded combat without turning everyone around you invisible. Ditto for fly/overland flight and all the other spell paths.
I see Spell Evolution as just the opposite. Keep in mind the ability states the same thing that Spell Swapping states.
“When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell.”
This is a choice up to the player. A sorcerer does not HAVE to Swap spells nor do they HAVE to evolve spells. Personally I have played sorcerers in 3.0 and 3.5 and I love Spell Evolution. When I have Invisibility already but I really want Improved Invisibility – I hate feeling like I am wasting 2 precious spell slots for the same effect especially when one is better than the other. This only allows a “logical” way to increase that ever so precious Spell Swapping. But instead of just making standard Spell Swapping every level, this puts some control on it and only allows it for logically linked spells, unlike Spell Swapping which you can trade Invisibility for Melf’s Acid Arrow if you really want.

Can't we come up with a better way? One solution would be to let the spell you trade up for subsume a lower-level spell. So if I have Feather Fall at 1st level, then learn Levitate at 4th level, I can evolve Feather Fall into Levitate but still be able to cast feather fall as a free action when I walk into that pit.
Though I really like this idea… It would require re-writing the magic system, which is something I don’t want to get into doing. Not for a class build. Maybe for the advanced rules?

SORCERER FOCI
I don't think a sorcerer's focus should be based on lineage; the default sorcerer is one that learns on their own and these will invariably come up with a wide range of personal foci for their magic. I've described this idea before. Under the philosophy of KISS, probably better to have no foci at all.
IF they have a focus I agree that it should be personal and not lineage based. What I have been toying with to fill this role and combine it with the % of people that want sorcerers to have familiars is to use the Item Familiar rules from Unearthed Arcana.
For any who do not have that resource, the basics are thus:

Prerequisites: 3rd level, Item must be a permanent magic item usable by the sorcerer (must have appropriate proficiencies and know how to use the item), be of at least 2,000gp value
Loss: If you lose the item (removed from possession for a continuous period of more than one day per level) or if destroyed, automatically lose 200XP per level as well as all benefits derived from possessing the linked item (plus any resources placed in the item). If the item is recovered, regain the lost XP. May replace a lost or stolen item familiar after advancing one level, as if gaining the it for the first time.
Bonding: Similar to familiar bond. Can be suppressed by antimagic field or similar effect, but not dispelled. Once bonded the item gains additional powers or intelligence, and can be invested with abilities.
Item Familiar Table
3…..Invest Life Energy, Invest Skill Ranks, Invest Spell Slots
7…..Sapience, Senses, Communication
10…Special Ability
14…Special Ability
18…Special Ability
23+..One additional Special Ability per 3 levels over 20
Brief Summary:
* Investing Life: Must be done before 7th level and grants a 10% XP bonus on current and all future gained XP. Loss of the item = loss of all extra XP gained as well as the 200xp/level penalty.
* Investing Skill Ranks: When gaining skill points may put some or all into the item. Assign points normally but indicate that some ranks are stored in the item. Per 3 ranks invested = +1 bonus to any one skill (including one already at max ranks). Multiple bonuses can be applied to the same skill, but cant have more bonuses than ranks in the skill. Loss of item = loss of all skill points invested, the ranks from those invested points, the bonuses gained from the investment and the 200xp/level penalty.
* Investing Spell Slots: Cannot be activated until have access to 2nd level spells. Invest a slot of the highest level available and gain a bonus slot of 2 levels lower in return. As the caster gains or loses the levels the spell slot invested changes so it is always the highest level spell slot. Note that the invested spell slot works normally – but if the item is lost BOTH bonus and normal spell slots are lost.
* Sapience: Gains INT, WIS, CHA (2 @ 10, 1 @ 12). Also gains an Ego (not to effect the player as the item is utterly loyal unless the owner radically changes alignment, is under compulsion, etc.).
* Senses: Sees and Hears within 60’ – does not roll separate Spot & Listen but grants owner Alertness when wielded.
* Communication: Empathic when carried or worn
* Special Ability Choices: (All have special costs – usually gp and time)
Armor, Shield or Weapon Special Ability (If armor, shield or weapon)
Cantrips/Orisons (invested with ability to cast all 0-level spells on owners spell list a number of times per day as a Sorcerer of the owner’s level)
Lesser Power (as Intelligent item table)
Greater Power (as Intelligent item table; must have 1 lesser)
Improved Senses (darkvision 60’)
Greater Senses (Blindsense 30’; must have Improved Senses)
Increased Sapience (+4 to 1 score, +2 to 2 scores, communicates telepathically to 120’ and speaks common + 1 language per Int Mod; may be taken more than once – all stack but telepathy)
Special Purpose/Dedicated Power (as Intelligent item table)
Spell Use (Makes a single spell an Innate Spell-Like Ability; must invested a spell slot, must abide by Eschew; counts against spells per day, must have access to 3rd level spells)
* Improving: The item can be improved as other magic items, but doesn’t require the item creation feat, but all other costs apply.

Here's a radical idea: give each lineage a list of appropriate class skills, and let the sorcerer pick any two to add to their skill list. I'm still not crazy about the idea of giving them all the social interaction skills just like that. One or two only should be automatic, and their skill points should still be 2/level.
I know their flavor text argues for a lot of roles, but no one sorcerer should be able to fulfull all of them. One could argue that fighters should all be athletic (Climb/Jump/Swim), know how to ride (Ride/Handle Animal), and repair their own weapons/armor (Craft)--but they still only get 2 skill points per level. Clerics have it even worse, IMO. Let them invest in Int if they want a skilly character; magic trumps skills in almost every case anyway.
Gypsy might have Prof: fortune-telling, Sense Motive, Appraise, Perform, Speak Language
Dragon: Appraise, Intimidate...? etc.
I will think on this. The problem here is the argument made before. There is only one class with this mutable a skill list – Expert. All others have a set skill list with clerics also gaining a possible bonus due to domain. If we do a different “Skill List” for every lineage – we are getting into the realm of writing lineage specific PrC’s again – which will come later.
As for points, Fighters get 2+ because they are an unlearned class, and are portrayed as the dumb sword swinger. I personally don’t agree with the fighter skill selection or skill points. There is more to being a fighter than swinging a weapon. But that’s JMHO. The only reason wizards have 2+ is because their primary stat is already INT and the bonus stacking would be ridiculous. Sorcerers are a self-taught class. All of the other self-taught classes have more than 2+ skill points.
I will keep my mind open on this one, but most alt. designers have gone with 4+ including Monte.

Keep them coming.
 
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Khaalis said:
MASS REPLY
Personally I have played sorcerers in 3.0 and 3.5 and I love Spell Evolution. When I have Invisibility already but I really want Improved Invisibility – I hate feeling like I am wasting 2 precious spell slots for the same effect especially when one is better than the other. This only allows a “logical” way to increase that ever so precious Spell Swapping. But instead of just making standard Spell Swapping every level, this puts some control on it and only allows it for logically linked spells, unlike Spell Swapping which you can trade Invisibility for Melf’s Acid Arrow if you really want.

Yes, but then you have an invisibility spell that lasts rounds instead of
minutes and is useless for recon. In very few of these "natural evolutions"
does a higher-level spell simply add extra function onto the lower-level
spell--usually each does something the other can't.

However, I don't think knowing invis + improved invis is really worth it for a
sorcerer, I agree. Really it's like 1.5 spells known in terms of value, not
2 spells known.

And I don't think it's any more complicated than introducing spell-like
abilities or item familars.

BTW, having the sorcerers more likely to take item familiars is a great idea.



As for points, Fighters get 2+ because they are an unlearned class, and are portrayed as the dumb sword swinger. I personally don’t agree with the fighter skill selection or skill points. There is more to being a fighter than swinging a weapon. But that’s JMHO. The only reason wizards have 2+ is because their primary stat is already INT and the bonus stacking would be ridiculous. Sorcerers are a self-taught class. All of the other self-taught classes have more than 2+ skill points.
I will keep my mind open on this one, but most alt. designers have gone with 4+ including Monte.


I guess its fair to say that in a campaign where every class has at least
4 skill points/level, I'd be happy with the sorcerer having that as well. But
in the standard PH rules, I think they're on a par with the other 2 SP/level
classes.

In general, the classes with really potent class features get only 2 SP/level--I don't think it's just a "self-taught/trained" issue, more of a balancing and niche protection issue.

--Ben
 
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As far as the foci idea, I'd say leave that to the gm... make it a variant rule. But I'd say for the bread and butter variant sorc we should go with no foci.

As someone mentioned Sean Reynolds has posted a lot of spell paths. But again, its a lot of writing to have to go into the sorc.

My suggestion is just do a naming system. Since 3.5 cleaned up the names this would be easier.

For example a lesser spell... spell... greater spell are on a spell path. This also allows the variant to extend past the core spells and to other splatbooks, etc.
 

"However, I don't think knowing invis + improved invis is really worth it for a sorcerer, I agree. Really it's like 1.5 spells known in terms of value, not 2 spells known."

I agree as well, but this variant is again about options, not restrictions. That option is there if the player wants it... many wouldn't do the swap with invis but who are we to argue with the players who would?
 

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