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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Stalker0" data-source="post: 1378535" data-attributes="member: 5889"><p>Problem with that is that's assuming the sorc gets those kinds of spells which many don't. Also, if it was just the spells, why wouldn't the wizard just do that as well?</p><p></p><p>I agree with the idea they should be more diplomatic.</p><p></p><p>Khaalis, when I said higher level spell casting, I was refereing to the extra spells known. I believe they now get 2 per sorc level with your version. I think that's already a big boost, and so from there only small tweaks are needed.</p><p></p><p>I think maybe you could solve the lack of versatility and the flavor with the domains all in one swift motion. Just have the domains grant a couple of bonus spells known, and give maybe a skill as a class skill. I really think more than that and your starting to push the power envelope.</p><p></p><p>As far as ideas to give to sorcs:</p><p>1) They gain some kind of bonus with intelligent items.</p><p>2) They can burn hp or spells to gain greater spellcasting (or just an innate 1/day thing like my irthos ixen idea)</p><p>3) They can specialize with certain spells so they automatically still and silent certain ones.</p><p>4) They can enhance items for brief periods of time. (really like this one).</p><p>5) There blood has medicinal or magical properties.</p><p>6) They can transfer their power to others to give certain effects.</p><p>7) When they die, there aura spreads and give a temporary morale bonus to their allies.</p><p>8) They can talk to magical creatures or elements or elementals.</p><p>9) They can abosrb magical power.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1378535, member: 5889"] Problem with that is that's assuming the sorc gets those kinds of spells which many don't. Also, if it was just the spells, why wouldn't the wizard just do that as well? I agree with the idea they should be more diplomatic. Khaalis, when I said higher level spell casting, I was refereing to the extra spells known. I believe they now get 2 per sorc level with your version. I think that's already a big boost, and so from there only small tweaks are needed. I think maybe you could solve the lack of versatility and the flavor with the domains all in one swift motion. Just have the domains grant a couple of bonus spells known, and give maybe a skill as a class skill. I really think more than that and your starting to push the power envelope. As far as ideas to give to sorcs: 1) They gain some kind of bonus with intelligent items. 2) They can burn hp or spells to gain greater spellcasting (or just an innate 1/day thing like my irthos ixen idea) 3) They can specialize with certain spells so they automatically still and silent certain ones. 4) They can enhance items for brief periods of time. (really like this one). 5) There blood has medicinal or magical properties. 6) They can transfer their power to others to give certain effects. 7) When they die, there aura spreads and give a temporary morale bonus to their allies. 8) They can talk to magical creatures or elements or elementals. 9) They can abosrb magical power. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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