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

Regarding Meta Magic feats.

How unbalanced is it to let the Sorcerer use them without an increase in casting time?

How unbalanced is it to let the Sorcerer use the Quicken Spell feat?

Here's a quick idea for how to use Meta Magic feats as class abilities for the Sorcerer (whether you have them increase casting time or not):

Sorcerers manifest their powers differently from how a Wizard's cast spells. At most it takes a powerful gesture combined with a word of power, but often a flick of the wrist or the utterance of a single syllable is all it takes. And sometimes not even that.

In addition, Sorcerers can shape and mold their magic 'on the fly'.

In game terms, this gives them the following abilities:

Eschew Materials at 1st lvl.
Bonus Meta Magic feat at 2nd and every even level thereafter (4, 6, 8, etc until 18)

Thus a Sorcerer will know all 9 Meta Magic feats by the time he reaches 18th level.

Besides an increase in HD and a modified skill list, this should propably be the only class abilities granted over the core Sorcerer, but would it be too much?
 

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I'm a big fan of eschew materials. Its easy to put in, a lot of people house rule sorcs this way anyway so it has a lot of fan popularity.

I would not limit the higher gp spells (options not restrictions). I see nothing wrong with sorcs for certain powerful spells needed ingredients, as long as they don't need them for practically everything.

However, as an option you could allow sorcs to spend xp instead of the gp for those items. Its been suggested before in other threads and I think it has merit. That way the sorc has a choice. Xp is a harsh harsh price to pay but its does grant flexibility. Most sorcs will probably stick with using gp most of the time, but hey, its there if they need it, its cool, and not really unbalancing.

I think the spells known issue should be put on the back burner until some of the other ideas are debated on. Spells known directly translate to more power for the sorc, so once the other ideas are decided on, the spells known can be used to fill in the last gaps.

Right now I think giving all those domains to the general sorc and then having heredities again gets too complex. I would suggest giving general sorcs... a general ability. Maybe a bonus feat or something. Something quick, clean, and customizable. Focus all of the domain stuff with the heredities, its a long enough list as is:)

Personally, for the domain abilities, I'm more of a fan of abilities that scale with level.
1) This makes sorc domains different from cleric domains, which are usually 1/day abilities or new class skills.
2) You can give the sorc something to look forward to at high levels.
3) You reduce complexity. When you having a single scaling ability its easy for players to track. You don't need a chart full of different things.
4) It helps when balancing. One main ability per domain I can balance. When I start having 4 abilities per domain that I have to balance with each other, then balance with other domains, then balance with other core classes it just gets to be a headache.
 

Another option would be to have each heredity grant some penalty as well, like specializing wizards.

1) Again this differentiates them from clerics.
2 Again, it makes for easier balance. I use the assumption that while the sorc may be a tad underpowered, it is not very underpowered. By giving a penalty it gives you more freedom in your domain abilities without risking the sorc growing too much in power.
 

From Grayhawk
Regarding Meta Magic feats.
How unbalanced is it to let the Sorcerer use them without an increase in casting time?
Personally, I think it depends on the Feat and the frequency. I like the “Daily Uses” rule from Unearthed Arcana for most feats, it makes the feats more appealing and useful. For something like Eschew Materials, it’s a pretty weak ability overall and really doesn’t hurt the balance of the game so I would say that this could be used as a permanent sorcerer ability.

How unbalanced is it to let the Sorcerer use the Quicken Spell feat?
In this particular instance you have to tackle the above choice first, but if you are allowing the “Daily Use” rule, it does allow the use of Quickened spells, and personally I don’t see this as an issue. If others can do it a limited number of times per day, so should a sorcerer.

Here's a quick idea for how to use Meta Magic feats as class abilities for the Sorcerer (whether you have them increase casting time or not):
Sorcerers manifest their powers differently from how a Wizard's cast spells. At most it takes a powerful gesture combined with a word of power, but often a flick of the wrist or the utterance of a single syllable is all it takes. And sometimes not even that.
In addition, Sorcerers can shape and mold their magic 'on the fly'.
In game terms, this gives them the following abilities:
Eschew Materials at 1st lvl.
Bonus Meta Magic feat at 2nd and every even level thereafter (4, 6, 8, etc until 18)
Thus a Sorcerer will know all 9 Meta Magic feats by the time he reaches 18th level.
Besides an increase in HD and a modified skill list, this should propably be the only class abilities granted over the core Sorcerer, but would it be too much?

While I see the value of Metamagic for the Sorcerer I was hoping not to pin them down into just receiving the same “Bonus Feat” level ability that a Wizard gets. I may have to for simplicities sake, but I am hoping to find an alternative to it being their only option. As for the number of feats, I think it might be a bit too much. We will hash out the actual progression as we go.


From Stalker0
I'm a big fan of eschew materials. Its easy to put in, a lot of people house rule sorcs this way anyway so it has a lot of fan popularity. I would not limit the higher gp spells (options not restrictions). I see nothing wrong with sorcs for certain powerful spells needed ingredients, as long as they don't need them for practically everything.
I will think on this. If it is included as just a standard class ability, it MUST state that any spell with a material component over 1gp is still required. However this breaks away from the innate feeling of the sorcerers casting. I was also using the ban on gp components as a way to begin whittling down the sorcerer spell list. We shall see what other people’s thoughts are.

However, as an option you could allow sorcs to spend xp instead of the gp for those items. Its been suggested before in other threads and I think it has merit. That way the sorc has a choice. Xp is a harsh harsh price to pay but its does grant flexibility. Most sorcs will probably stick with using gp most of the time, but hey, its there if they need it, its cool, and not really unbalancing.
I’ll think on this. Im not a personal fan of lots of choices to let PC burn XP. What do others think?

I think the spells known issue should be put on the back burner until some of the other ideas are debated on. Spells known directly translate to more power for the sorc, so once the other ideas are decided on, the spells known can be used to fill in the last gaps.
Overall it’s a really minor discussion. We will see what others say.

Right now I think giving all those domains to the general sorc and then having heredities again gets too complex. I would suggest giving general sorcs... a general ability. Maybe a bonus feat or something. Something quick, clean, and customizable. Focus all of the domain stuff with the heredities, its a long enough list as is:)

Ok. Clarification time. The choices are not difficult (at least in my vision) as they are the same decisions a Cleric has to make or a Wizard for that matter.

The top level choices are:
Cleric = Do I worship a Deity or just “have faith in the cosmose”?
Wizard = Do I specialize or be a generalist?
Sorcerer = Am I generic or do I have a strong bloodline?

The detail choices are:
Generalist Cleric = What domains do I chose? Do I heal or harm? Do I turn or rebuke?
Deity Cleric = What deity do I follow? What alignment do I have to be? What domains can I choose? Do I heal or harm? Do I turn or rebuke?
Generalist Wizard = What spells do I choose?
Specialist Wizard = What School do I choose to specialize in? What school do I ban from? What are my spells?
General Sorcerer: What is my domain? What are my spells?
Heredity Sorcerer: What is my heritage? What are my spells?

Now as for the structure of the domains, what I planned on was all Generic domains having the same “granted powers” per say but use the spell list as detailed in the UA. The heritage domains will be unique and individual.

An example idea I have been thinking of for all Generic Sorcerers. This is the “Daily Use” Spontaneous Maetamagic rule from UA but changing it from 3/day to 3+Charisma Modifier. This makes the abilitymore like a Cleric’s Turning, and gives the Sorcerer a focused and useful secondary ability based on their Charisma other than spells but yet still is involved in their innate use of magic, since all the other classes get variable "secondary" effects form their primary stat which the sorcerer doesn't.

Generic Sorcerer: Gain one metamagic feat of choice that may be used “on-the fly” a number of times per day equal to 3+Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. (Editted to add the full text for those who dont have the UA) The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
Possible Limitation: This ability may only be used on spells of the sorcerer’s chosen spell path.
Spell Path: Choose one of the following Spell Paths: Abjuration, Antimagic, Battle, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Once selected a Spell Path cannot be changed. These spell path spells may never be changed through spell swapping or spell evolution. A spell path grants one additional spell known at each spell level as soon as the sorcerer is able to cast spells of that spell level. The sorcerer casts these spells as a caster one level higher than their normal level. This bonus applies only to the spells of the spell path, not all spells of the school or subtype whose name matches the spell path name. All spells on the spell path are considered to be on the sorcerer's spell list even if they do not normally appear on the sorcerer/wizard spell list.
(Examples)
ANTIMAGIC: 0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction
BATTLE: 0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop


Personally, for the domain abilities, I'm more of a fan of abilities that scale with level.{snip}
Examples of scaling powers?

Another option would be to have each heredity grant some penalty as well, like specializing wizards.
1) Again this differentiates them from clerics.
2 Again, it makes for easier balance. I use the assumption that while the sorc may be a tad underpowered, it is not very underpowered. By giving a penalty it gives you more freedom in your domain abilities without risking the sorc growing too much in power.

Not necessarily a bad idea. Something along the line of Specialization. That’s not too hard. We will need some examples and some opinions.

Thoughts??
 
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About the heredities from a material standpoint it is complex.

Right now, you would have a whole list of domains for general sorcs, with abilities and progression and yada yada. And then a whole other list of of heredities with abilities and progression and yada yada. That's a lot. And from a player making the choice, they have to switch back and forth between two different lists of things to figure out what they want.

With my suggestion, you have the generalist option, which is just a few lines of text for the player to mull over. Okay, I get this ability with generalist, or a chance for a bonus feat... alright now let's see what the heredities have got. The player then looks at the list of heredities, compares them to each other, and to the one generalist ability. He decides, and goes with it.

With two lists, his comparing heredities to each other, domains to each other, domains to heredities, heredities to domains. He's flipping pages (or scrolling text as the case may be) back and forth remembering all the progressions and special abilities and...phew!!


The difference here between that and a clerics choice is that choosing whether to turn or rebuke undead requires a paragraph of reading. Choosing here requires multiple tables and lots of text.



About metamagic. I would put in a clause that says you can't freely metamagic a spell you couldn't normally metamagic. Going into the realm of maximising 9th level spells is noman's land. Also, you have to be really careful about freely letting players use metamagics that often a day. Even the one's in the minatures handbook (which require a whole other feat and can only be used 1/day) have sparked heated debates about abuse issues. Here's an alternative option to use charisma that's a bit less powerful.

Instead of freely granting metamagics, allow for a number of free levels of metamagic equal to your charisma mod. So a 18 cha sorc could empower two fireballs freely a day, or empower 4 fireballs, if they only cost one slot.


Btw, considerig your idea for turning I had a couple of other ideas to throw out there.
1) A turn check that allows a sorc to lower SR.
2) A turn check to gain resistance to certain effects.
3) A charisma check to allow sorcs to cast in antimagic fields
 
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I just had a couple of other thoughts.

1) If your going to include a metamagic mechanic for sorcs, you have to give them metamagics as bonus feats. You can't just assume sorc will take them. Which brings me to my next thought.

2) Perhaps the generalist would gain a bonus metamagic feat, and then the metamagic mechanic either Khaalis or I worked out. But here's the sticker, we can apply the same system to the heredities (oh by the way, I like the name heritage better, what do you think?)

For instance anti-magic heritage gives the sorcs as bonus spells: dispel magic, greater dispelling, and maybe a couple of others. A sorc gains a number of points equal to his charisma mod per day. For every point he spends he can increase the caster level of his given spells (the ones from the list) by 1. So a sorc could gain a +4 to caster level on dispel magic, or +1 to dispel magic 4 times.

For an elemental heritage, let's say fireborn. You gain a fair number of fire spells. A number of times per day equal to your charisma mod, you gain ER 10 (fire) for 1 minute.

This system has several advantages:
1) Another way for easier balance. Since spells known is such a commodity for sorcs, we can balance different heritage abilities based on the number of spells you gain. So some would get maybe 9 spells total, we just a bonus language or something, some might gain only one spell but give a really nifty bonus.
2) Another way to get away from cleric domains. Cleric domains all have 9 spells and a ability. These don't, they are unique to sorcs.
3) Its uses charisma more.
4) It differientiates sorcs from each other. Now they don't just have different abilities they gain them at different rates. So some sorcs may gain power quickly but it caps early, some may not see any real power until higher levels. That appeals to different types of players.
5) Reduces complexity. Before, for every heritage you need a lof of abilities and spells and whatnot. That's a lot of page space. Now each heritage has an ability and a couple of spells gained. That's a small paragraph and easy to understand.
 

From Stalker0
About the heredities from a material standpoint it is. {snip}

Actually the way it will look in the text is along the lines of this:

Magic Source: Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical heritage is so lost in the ancient past of the lineage that the sorcerous power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, the lineage of their heritage runs strong so strong in them that it influences the sorcerer and their magic. Choose a Path for your sorcerer: either a General Sorcerer or a Hereditary Sorcerer. The sorcerer’s path choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a path they they must then choose the specific nature of that path. General sorcerers choose a specific Thematic Spell Path, while Hereditary Sorcerers choose a specific heritage. See Table X-X for the details of the sorcerer paths.

Then we have the separate page (like domains do) with the table of choices, that will have a Format basically like this:

GENERIC SORCERER: Ability(ies) gained
Thematic Spell-List Choice List
(Name: Spells)

HEREDITARY SORCERER
Hereditary Choice List
(Heredity: Ability(ies); Spell List)

Short, sweet, simple.

About metamagic. I would put in a clause that says you can't freely metamagic a spell you couldn't normally metamagic. {snip}
See the “edit” to the text in the original post. This is all handled, I just hadn’t bothered to typw it all in from the text in the UA.

Also, you have to be really careful about freely letting players use metamagics that often a day. Even the one's in the minatures handbook (which require a whole other feat and can only be used 1/day) have sparked heated debates about abuse issues. Here's an alternative option to use charisma that's a bit less powerful.
Instead of freely granting metamagics, allow for a number of free levels of metamagic equal to your charisma mod. So a 18 cha sorc could empower two fireballs freely a day, or empower 4 fireballs, if they only cost one slot.

Well I’m not real sure I like the addition of a new mechanic especially since it kind of acts like spell points, and when the UA has one ready to go. So just for current sanity’s sake lets assume we keep it at the basic concept of “Free” uses per day like a Turn Ability. Especially since this is already self-limited. They may only use it their “free” uses per day. This is NOT granting the feat that they may use whenever they choose like a “Bonus Feat” would. It is like Turning. When your uses per day are gone – they’re gone.

However, with that said, there are 3 option to use with the mechanic as it is (like Turning) to limit the “abuse” factor even further.
1) Change the number of times per day from 3+CHA mod. to either a flat “3/day” or to “CHA mod./day” or even “1+CHA mod” (for those low Charisma Sorcerers).
2) Instead of saying “Gain one metamagic feat of choice …”, we can limit the selection to those that could be used by a 1st level Sorcerer, thus only those with up to a 1 Spell Level adjustment (Eschew Materials, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, Still Spell). This removes the Empower, Maximize and Quicken arguments (as well as Widen Spell).
3) This ability may only be used on spells of the sorcerer’s chosen spell path. That means they only have 1 spell per spell level they can use this “free” metamagic on, not all their spells. Makes the sorcerer really plan well on their construction.
** OR any combination there-of.


Btw, considerig your idea for turning I had a couple of other ideas to throw out there.
1) A turn check that allows a sorc to lower SR.
2) A turn check to gain resistance to certain effects.
3) A charisma check to allow sorcs to cast in antimagic fields

All good idea, though I am not sure where to fit in more abilities unless these are ideas for skills gained in place of the “Sorcerer Ability” on the table.

If your going to include a metamagic mechanic for sorcs, you have to give them metamagics as bonus feats. You can't just assume sorc will take them. Which brings me to my next thought.
Perhaps the generalist would gain a bonus metamagic feat, and then the metamagic mechanic either Khaalis or I worked out. But here's the sticker, we can apply the same system to the heredities (oh by the way, I like the name heritage better, what do you think?)

Actually the mechanic in this case IS the “bonus”. It is more limited than having the feat that they may use at will. It gives the sorcerer an innate ability to modifier their spells a few times per day. It is not a learned metamagic feat they can use at will.

As for the Heritage Sorcerer I am not sure what abilities they will receive yet but they should be magical and should represent their Heritage.
Maybe something such as “Fear Aura” 3+Cha Mod per day for Draconic; or ”Alter Self” 3+Cha Mod per day for shapechangers (Just off the top of my head).

For instance anti-magic heritage gives the sorcs as bonus spells: dispel magic, greater dispelling, and maybe a couple of others. A sorc gains a number of points equal to his charisma mod per day. For every point he spends he can increase the caster level of his given spells (the ones from the list) by 1. So a sorc could gain a +4 to caster level on dispel magic, or +1 to dispel magic 4 times.
For an elemental heritage, let's say fireborn. You gain a fair number of fire spells. A number of times per day equal to your charisma mod, you gain ER 10 (fire) for 1 minute.

While I like the inherent ideas of Energy Resistance for the Children of the Elements, the effective bonus to Dispel Checks is already granted through the generic sorcerer spell path (all spell path spells are cast as if one level higher).

I have to again say I am not so keen on the “point system”. I would rather simply the mechanic, as others have suggested, to a “known” mechanic. Something like…
Energy Resistance: The sorcerer gains energy resistance (5) against their chosen element for one minute. This may be activated as a free action a number of times per day equal to 3+ the sorcerer’s charisma modifier.

This system has several advantages:
1) Another way for easier balance. Since spells known is such a commodity for sorcs, we can balance different heritage abilities based on the number of spells you gain. So some would get maybe 9 spells total, we just a bonus language or something, some might gain only one spell but give a really nifty bonus.
2) Another way to get away from cleric domains. Cleric domains all have 9 spells and a ability. These don't, they are unique to sorcs.
4) It differientiates sorcs from each other. Now they don't just have different abilities they gain them at different rates. So some sorcs may gain power quickly but it caps early, some may not see any real power until higher levels. That appeals to different types of players.
5) Reduces complexity. Before, for every heritage you need a lof of abilities and spells and whatnot. That's a lot of page space. Now each heritage has an ability and a couple of spells gained. That's a small paragraph and easy to understand.
But this is really much more complex.
It requires weighing and calculating. If all sorcerers gain the same number of spells known (10) it is much more simple. Uniformity I think is the best course as many others have suggested for certain aspects of the class build. The Path Template should be uniform. The abilities it grants are different, thus granting some differentiation, but it holds a standard template to help make balance issues much more simple to deal with.

I think part of the issue is answered above. There are not a “group” of abilities for each path any more. The abilities will be standardized and generic. The only thing in the core build to “differentiate” the different “breeds” of sorcerer will be the Path Choice and the ability and spell theme they gain from that choice. All abilities at later levels will be more generic like “Bonus Feat” or “Spell-Like Ability (1st)”. We aren’t going to get into something like:
Dragon gets SR at X level and ER at Y level.
Shapechanger gets Wild Shape at X level a Thousand Faces at Y level.

That stuff will come in the “Advanced” section. Now once we get to the “Advanced” section which will be optional rules and PrC’s – some of these will present great ideas to much further differentiate the sorcerers. The “Path” will determine what choices the sorcerer has to follow in the advanced options.

Does that help?

And PLEASE don’t take this as bashing your ideas because its not. I do agree with you on a lot of points (go check my original version in the first thread), but for a Core Class Substitution Build I think there are certain “rules” we need to follow. Those rules are:
· Keep it Simple
· Use known mechanics
· Standardized Abilities
· Short and Concise Writing (2-4 pages with flavor text)

3) Its uses charisma more.
And this is easily mimicked by making the ability based on uses per day linked to Charisma, just like Turning. Again, as so many have pointed out, sticking to a known mechanic is the best course.

Again, please don’t get me wrong, I’m not vetoing anything – I am just stating the way I currently see things based on what has been said by everyone’s input to this point. We will see more when more people comment.


Comments and thoughts from anyone else? We need other’s input on Stalkers ideas.
 

Khaalis said:
First - Thanks for the input.

Secondly, as for the level abilities, we want to make sure it has the right balance. Do you think Sorcerer Ability and Innate are balanced correctly number wise and level wise?

Also instead of mutable "Sorcerer Ability" slots - do you think we should just assign specific abilities to those levels to make the sorcere more uniform?

Also, and very importantly, what are your thoughts on the Spell Use questions? As they are now? Eschew? Still?

Yes, I think the mixture and level requirements are fine. For the Sorcerer abilities I would like to see a menu of perhaps 10-20 abilities that have level and possibly heredity requirements.

I personally don't have a problem with sorcerer spells having components. I think components are an important limitation, actually, that helps balance the sorcerer's innate power. Perhaps, however, you can allow them to define their own components for each spell with the restriction that each spell must have the same number of components that it would for a wizard, and allow them to come up with their own. In the spirit of HERO, you could add options for C(oncentration) components,
SK(ill roll required) components, and others to further individualize the sorcerer's casting style.

Please excuse me if I am misreading this statement, but it seems that you are under the impression that the spell path is one extra Spell Per Day per spell level? If that’s correct, then we need to step back a step to see if we’re on the same page. The Spell Path is a bonus KNOWN spell per Spell Level, not an extra CAST spell per Day per spell level. Does that help your fears?

Yes, I understood this. The vanilla sorcerer, I think, has struck a good balance between versatility and spells per day. Giving them more spells known, even only one per level, gives them too much power relative to the wizard.

On this topic, I have been told by quite a few people that keeping the bonuses to the Non-Heredity path similar to the template structure of the Heredity path and keeping tham all with a set template is essential for uniformity and balance. Thus no one option outweighs another. Different yes, but not stronger or weaker per say.

Makes sense to me, also easier for the players to compare and
contrast options this way.

For the Non-Heredity, Skill and Language don’t really fit.

Actually, I think they fit just fine for the generalized Sorcerer.
Just give them any one Cha-based bonus class skill; this will
reflect how their natural aura of power affects those around
them. The Language may feel a little harder to justify, so
for the general sorcerer you could grant them two free ranks
in the Cha-based skill that they chose. How about that?

So the special benefits I had currently are the “Spell Focus” and “+1 Caster Level" to a specific set of spells (only 9 spells at 20th level). I had thought these weighed equally with the heredity templates Class Skill, Language, Special Ability, and Special Spell Selection. And were generic enough to fit any non-heredity style sorcerer.

Well, special spell selection should be balanced against the general sorcerer/wizard spell list. So a Celestial sorcerer might gain access to a subset of the clerical list but lose access to an equally potent subset of the wizard list. A Fire sorcerer would gain access to all spells with the Fire descriptor, but lose access to all spells with the Cold and Water descriptors. And so forth.

Losing access to one or more schools should usually be enough to balance adding a potent spell path or especially useful spells from another class's spell list, especially if it prevents them from using scrolls and wands from those schools.

What would you give for the 2 Special Bonuses for the Specialist and the Domain Paths instead of "Spell Focus" and "+1 Caster Level" on those 9 bonus known spells?

Thanks ahead of time for any and all input.

See above; I think an extra class skill and 2 free ranks balance
perfectly against an extra class skill and a language. I think the
general sorcerer/wizard spell list can be balanced against a more
themed spell access for heredity sorcerers. No extra bonuses
are required, and the extra spells known from an arcane domain
are already a very juicy reward for choosing two barred schools.

Cheers,
Ben
 



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