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Sorcerer (Playtest 7)
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<blockquote data-quote="Kinematics" data-source="post: 9142199" data-attributes="member: 6932123"><p>I'll try.</p><p></p><p>Shadow Sorcerer</p><ul> <li data-xf-list-type="ul">Eyes of the Dark: [3-4 SP]</li> <li data-xf-list-type="ul">Strength of the Grave: [1-2 SP]</li> <li data-xf-list-type="ul">Hound of Ill Omen: Budget neutral</li> <li data-xf-list-type="ul">Shadow Walk: [3 SP]</li> <li data-xf-list-type="ul">Umbral Form: Budget neutral</li> </ul><p>Total: 7-9. Low SP value. I would probably set Hound of Ill Omen and Umbral Form to have one use each before spending sorcery points for re-use. That would bump the total to 16-18.</p><p></p><p>Storm Sorcerer</p><ul> <li data-xf-list-type="ul">Wind Speaker: Ribbon</li> <li data-xf-list-type="ul">Tempestuous Magic: [2 SP]</li> <li data-xf-list-type="ul">Heart of the Storm: [4 SP] (3 for resistance, 1 for damage)</li> <li data-xf-list-type="ul">Storm Guide: Ribbon</li> <li data-xf-list-type="ul">Storm's Fury: [3 SP]</li> <li data-xf-list-type="ul">Wind Soul: [6 SP] (damage immunity replaces resistance, so net 0, and improved flight at late level)</li> </ul><p>Total: 15.</p><p></p><p>Divine Sorcerer</p><ul> <li data-xf-list-type="ul">Divine Magic: No cost</li> <li data-xf-list-type="ul">Favored by the Gods: [2 SP] (Bend Luck costs 1 SP for 1d4, vs this 2d4)</li> <li data-xf-list-type="ul">Empowered Healing: New metamagic option. Use is budget neutral. [1 SP?]</li> <li data-xf-list-type="ul">Otherworldly Wings: [5 SP]</li> <li data-xf-list-type="ul">Unearthly Recovery: (~ 50 HP of healing at level 18, which is about 10 SP; limit: only usable on self at below half health) [8 SP]</li> </ul><p>Total: 15-16 (heavily weighted towards Unearthly Recovery)</p><p></p><p>Access to divine magic spells does not increase the power budget, but it does introduce options that are not available to other sorcerers, which is why people are likely to value this subclass more highly. In terms of actual power, it's actually fairly weak for most levels.</p><p></p><p>Lunar Sorcerer</p><ul> <li data-xf-list-type="ul">Lunar Embodiment: [2 SP] (free 1st level spell slot)</li> <li data-xf-list-type="ul">Moon Fire: [1 SP] (barely above ribbon)</li> <li data-xf-list-type="ul">Lunar Boons: [3 SP] (3+ free sorcery points, limited magic schools)</li> <li data-xf-list-type="ul">Waxing and Waning: [2 SP] (budget neutral phase change, extra 1st level spell casts)</li> <li data-xf-list-type="ul">Lunar Empowerment: [3 SP]</li> <li data-xf-list-type="ul">Lunar Phenomenon: [5 SP] with budget-neutral re-use</li> </ul><p>Total: 16</p><p></p><p></p><p>So these are budgeted at about 16. I'm fine with a fuzzy 15-16 range.</p><p></p><p>Lunar has a number of modest options spread through the levels. It seems well-balanced. Divine leans on its unique access to cleric spells to hold it through, but dumps most of its actual power in a late-game feature. Shadow needs a tweak for its two most defining features, at which point I'd consider it good. And Storm is... OK.. but its early levels are more strongly ribbon than power, and it doesn't have unique spells to compensate like Divine Soul does.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9142199, member: 6932123"] I'll try. Shadow Sorcerer [LIST] [*]Eyes of the Dark: [3-4 SP] [*]Strength of the Grave: [1-2 SP] [*]Hound of Ill Omen: Budget neutral [*]Shadow Walk: [3 SP] [*]Umbral Form: Budget neutral [/LIST] Total: 7-9. Low SP value. I would probably set Hound of Ill Omen and Umbral Form to have one use each before spending sorcery points for re-use. That would bump the total to 16-18. Storm Sorcerer [LIST] [*]Wind Speaker: Ribbon [*]Tempestuous Magic: [2 SP] [*]Heart of the Storm: [4 SP] (3 for resistance, 1 for damage) [*]Storm Guide: Ribbon [*]Storm's Fury: [3 SP] [*]Wind Soul: [6 SP] (damage immunity replaces resistance, so net 0, and improved flight at late level) [/LIST] Total: 15. Divine Sorcerer [LIST] [*]Divine Magic: No cost [*]Favored by the Gods: [2 SP] (Bend Luck costs 1 SP for 1d4, vs this 2d4) [*]Empowered Healing: New metamagic option. Use is budget neutral. [1 SP?] [*]Otherworldly Wings: [5 SP] [*]Unearthly Recovery: (~ 50 HP of healing at level 18, which is about 10 SP; limit: only usable on self at below half health) [8 SP] [/LIST] Total: 15-16 (heavily weighted towards Unearthly Recovery) Access to divine magic spells does not increase the power budget, but it does introduce options that are not available to other sorcerers, which is why people are likely to value this subclass more highly. In terms of actual power, it's actually fairly weak for most levels. Lunar Sorcerer [LIST] [*]Lunar Embodiment: [2 SP] (free 1st level spell slot) [*]Moon Fire: [1 SP] (barely above ribbon) [*]Lunar Boons: [3 SP] (3+ free sorcery points, limited magic schools) [*]Waxing and Waning: [2 SP] (budget neutral phase change, extra 1st level spell casts) [*]Lunar Empowerment: [3 SP] [*]Lunar Phenomenon: [5 SP] with budget-neutral re-use [/LIST] Total: 16 So these are budgeted at about 16. I'm fine with a fuzzy 15-16 range. Lunar has a number of modest options spread through the levels. It seems well-balanced. Divine leans on its unique access to cleric spells to hold it through, but dumps most of its actual power in a late-game feature. Shadow needs a tweak for its two most defining features, at which point I'd consider it good. And Storm is... OK.. but its early levels are more strongly ribbon than power, and it doesn't have unique spells to compensate like Divine Soul does. [/QUOTE]
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