fuindordm said:
In AU splitting/merging slots like this is called "unraveling" and "weaving". It's somewhere in the magic chapter, since it's something all the spellcasting classes can do.
In D&D you can already use any higher-level slot to cast a lower-level spell; this version is less "wasteful". On the AU boards, I've heard that the largest side-effect is that casters rarely end the day with any spells left at all, since you can usually find a combination of slots that will get you the spell level you need. And the 3:1 ratio to trade up is pretty harsh. A 5th-level caster that is out of 3rd level spells but needs just one more fireball can do it at the cost of 3 1st level spells (= 1 2nd level) and 2 2nd level spells. You won't be able to do much afterwards, though!
If this were a class feature of sorcerers it would go a long way towards making their spellcastinng seem more "free-form" and less formulaic. It obviously wouldn't work for any class that has to prepare spells.
The first issue I have with this is that some people, somehow, already think the sorcerer’s Spell Mechanics are too complicated.
On a mechanics note, while this does allow a more free-form casting, I am not sure I like this mechanic as it is.
1) The cost is a bit exorbitant for the gain, especially as you go up in spell levels, as it scales almost exponentially.
A 1st level spell costs 3 0-level spell slots. In spell levels that’s a cost to gain ratio of 1.5:1 (0-level = ½ spell level).
A 2nd level spell costs 3 1st level spell slots. A CtG ratio of 3:2.
A 3rd level spell costs 3 2nd level spell slots. A CtG ratio of 6:3 (3:1)
A 4th level spell costs 3 3rd level spell slots. A CtG ratio of 9:4
A 5th level spell costs 3 4th level spell slots. A CtG ratio of 12:5
A 6th level spell costs 3 5th level spell slots. A CtG ratio of 15:6 (5:2)
A 7th level spell costs 3 6th level spell slots. A CtG ratio of 18:7
A 8th level spell costs 3 7th level spell slots. A CtG ratio of 21:8
A 9th level spell costs 3 8th level spell slots. A CtG ratio of 24:9 (8:3)
2) Worse yet, the Reverse Function, burning a Higher level spell slot to power lower level spells doesn’t even work at the same ratio? It’s a 1:2 ratio. Add insult to injury, and you cant double down spell levels like you can double up them. You can burn 3 0-level spells to make a 1st, to add to 2 other firsts to get a 3rd. However, you cannot use a 2nd level spell to get 2 1st level spells and use one of those 1st level spells to get 2 0-level spells?
Where is the logic in this? Not only is the cost exorbitant, it isn’t even balanced with itself, costing a 3:1 ratio to increase, but only gaining a 2:1 ratio to decrease.
If I were to implement this I would likely do the following, unless someone can convince me of the logic of the mismatched ratio mechanic…
Spell Weaving: Spell-slots can be woven to power lower or higher level spells (if the caster can cast spells of the higher level). This ability may be used at will as a free action, allowing the sorcerer to combine two slots of one level to cast one spell of the next higher level. This process may also be used in the reverse, allowing the sorcerer to sacrifice a spell level in a higher level spell slot to gain two spell slots of the next lower spell level. The new slots act just as any other spell slot, and may be used as any other spell slot of that level including for further spell weavings.
For example, a 6th level sorcerer (with spells per day of 6/6/5/3) chooses to sacrifice two 1st level spells slots for the day to gain an additional 2nd level spell slot for the day, and then also chooses to sacrifice two 2nd level spell slots to gain an additional 3rd level spell slot for the day, ending up with 6/4/4/4 for the day. Later that day the sorcerer finds themselves at 1/0/0/2 and realizes that they really need to cast a Magic Missile to save a fight. They do not have enough 0-level slots to generate a 1st level spell slot and they do not have any 2nd level slots to sacrifice. Instead, they sacrifice a 3rd level spell slot to gain two 2nd level spells, then sacrifice one of those 2nd level spell slots to gain two 1st level spell slots, effectively bringing them to 1/2/1/1.
Here's an attempt at the shadow sorcerer:
Shadow lineage: Some sorcerers derive their power from a close connection to the plane of Shadow, that connects our own plane to a host of alternate universes. Most people fear shadow sorcerers because they associate powers of darkness with evil and the undead. Such sorcerers are certainly possible; there have been examples in the past of people tainted by an undead bloodline manifesting similar abilities. Most shadow sorcerers, however, are those whose lineage derives from an outsider native to the plane of shadow, or an ancestor with long exposure to this inhospitable realm.
Spell Access: The shadow sorcerer can learn any spell with the darkness or shadow descriptors. They cannot learn spells with the light descriptor.
Lineage gifts: Hide is a class skill, the sorcerer gains low-light vision if they don't already have it.
Lineage Ability: The sorcerer has a particular affinity for shadow and darkness, and can function more effectively therein. Against oppenents with concealment due to natural or magical darkness and shadow, decrease the miss chance by 10%. Oppenents attacking the sorcerer in such conditions suffer a miss chance 10% greater than normal.
Improved Lineage Ability: The benefits specified above double to 20%; the sorcerer therefore suffers no miss chance against opponents in shadowy illumination.
Greater Lineage Ability: Cloak of Shadow. The sorcerer gains the Hide in Plain Sight and Shadow Jump abilities of a 10th level shadowdancer. They seem to absorb light, always appearing more dimly lit than their environment. This unsettling aspect also gives them a +2 circumstance bonus to intimidate checks.
Lineage domain: Cause Fear, Darkness, Deeper Darkness, Shadow Conjuration, Shadow Evocation, Shadow Walk, Greater Teleport, Discern Location, Shades.
Ok, here is what I would do this, because I agree with Coredump on the abilities. Though interesting and flavorful, the application would be almost useless. I would take some more hints from the Shadowdancer and the Shadow Mind.
SHADOW LINEAGE: Some sorcerers derive their power from a close connection to the plane of Shadow, that connects our own plane to a host of alternate universes. Most people fear shadow sorcerers because they associate shadow with evil and the undead. Such sorcerers are certainly possible as there have been examples in the past of people tainted by an undead bloodline manifesting similar abilities. Most shadow sorcerers, however, are those whose lineage derives from an outsider native to the plane of shadow, or an ancestor with long exposure to this inhospitable realm.
Benefit: Shadow sorcerers gain Hide and Knowledge (Planes) as class skills. They also gain low-light vision if they don't already have it. If the sorcerer already has low-light vision, they may see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They may also
control shadow, as a spell-like ability, at will. This ability acts as a 0-level spell and lasts for up to one minute per sorcerer level and has a range of 100’ + 10’ per level. The shadow sorcerer controls the shadow cast by anyone or anything with a total area of up to 100 sq. ft. The controlled shadow is like a puppet that parodies imagined actions of the object or creature casting the shadow, even if the subject stands still. The sorcerer can even make the shadow move away from its source, so long as it is cast along a wall or flat surface and remains within range. The shadow sorcerer can also learn any spell with the Darkness or Shadow descriptors.
Special Limitation: A shadow sorcerer is strongly affected by their shadow lineage. They are thus influenced by the shadow in their outlook on the world, seeing light and dark in all things and thus they must be partially neutral. They may also never learn any spell, spell-like ability or supernatural ability with the Light descriptor or of a radiance based effect, nor that belongs to a Sun, Light or other radiance oriented clerical domain. The sorcerer also cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of shadow and darkness, they are left with a natural weakness toward magic of light abd radiance, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Light descriptor or of a radiance effect or domain, or used by creatures of the angel subtypes. A shadow sorcerer who loses their neutrality or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a shadow sorcerer may be a multiclass character, but they face a special restriction. A shadow sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically Shadow oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).
Lineage Spells: The sorcerer has a specific affinity with shadow magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Shadow Lineage spell list.
Shadow Lineage Spell List: 0–ghost sound; 1st-obscuring mist; 2nd-darkness; 3rd-deeper darkness; 4th-shadow conjuration; 5th-shadow evocation; 6th-shadow walk; 7th-plane shift; 8th-screen; 9th-shades
Lineage Ability: The sorcerer’s affinity with their shadow lineage grows over time.
…..At 8th level the sorcerer gains more control of shadows and may create visual illusions from shadow. This spell-like ability’s effects are identical to the spell
silent image and may be employed a number of times per day equal to 3+ their Charisma modifier.
…..At 14th level the shadow sorcerer’s gains the spell-like ability to Shadow Step between shadows as if by the
dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. In all other respects this ability functions exactly as the spell. The shadow sorcerer may shadow step a number of times per day equal to their Charisma modifier.
…..At 20th level, a shadow sorcerer becomes so attune to their inner shadow that they become one with their shadow lineage gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as deep dark gray to black skin, and grey, white or purple eyes with no pupils. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the shadow sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain
Spell Resistance to Energy (Ex): Grants Spell Resistance 30 against spells of the Enchantment, Illusion, and Necromancy schools, as well as all spells with the darkness descriptor.
• Gain
Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain
Hide in Plain Sight (Su): A shadow sorcerer can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, they can hide themselves from view in the open without anything to actually hide behind. Note that if they use their
control shadow ability first, to detach their shadow, they may hide in their own shadow for the duration of the
control shadow.
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.