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<blockquote data-quote="steeldragons" data-source="post: 7341644" data-attributes="member: 92511"><p>I think it's a great idea, and would have made sorcerer's in general, a significantly more flavorful and interesting class concept.</p><p></p><p>"Themed" magic + metamagic would be my take. I agree with Frogreaver that the concept is better served (and made all the more interesting) by using spells from across the spectrum that work/fit to the particular theme. </p><p></p><p>I would, perhaps, limit the amount of themes somewhat... leave additional ones for tables to homebrew themselves off of the template the class/subclass structure provides. </p><p></p><p>I think 3 is a good number to work, if you can find/pick spells of each spell level to fit the theme. 2 is probably easier. Some of the lists you present offer spells of wildly varying spell/power levels. And I don't think that, particularly, works. It needs to be uniform across the themes just for fairness/"balancing" purposes. </p><p> </p><p>Off the top of my head (just making things up as I go along) I would give the options/breakdowns something like this:</p><p>Sorcerer</p><p>1st. lvl: 3 cantrips, 2 1st level spells.</p><p>2nd: metamagic 1</p><p>3rd: 2 2nd level spells.</p><p>4th: metamagic [hereafter "MM"] 2.</p><p>5th: 2 3rd level spells</p><p>6th: MM3</p><p>7th: 2 4th level spells</p><p>8th: MM4</p><p>9th: 2 5th level spells</p><p>10th: MM5</p><p></p><p>So half way through the game, and I would argue where the vast bulk of the game is played, a Sorcerer would "know" 13 spells (including cantrips) and 5 metamagic shaping/forming tricks to so with that magic. I might actually assign metamagics, but I suppose players would probably desire the choices themselves.</p><p></p><p>Fire Sorcerer</p><p>1st: Control Flames [EE], Firebolt, Resistance (fire only), Burning Hands (natch), Jump (fire jets from your hands or feet propel you to amazing jumps).</p><p>3rd: Flaming Orb, Pyrotechnics </p><p>5th: Fireball, Fly (extension of the Jump foot jets...c'mon every fire-using superhero can fly.)</p><p>7th: Fire Shield (warm/fire damage only), Wall of Fire</p><p>9th: Immolation [EE], Conjure Elemental (Fire only).</p><p></p><p>Water Sorcerer</p><p>1st: Shape Water [EE], Ray of Frost, Resistance (cold only), Create/Destroy Water, Fog Cloud.</p><p>3rd: Hold Person (encase/"squeeze" people in water up to their necks), Snillog's Snowball Swarm [EE, offer cold damage from snow or bludgeoning damage from "water" spheres, caster's choice]</p><p>5th: Tidal Wave [EE], Wall of Water (EE)</p><p>7th: Control Water, "Black Tentacles" (the "tentacles" are actually composed of water shaped and controlled by the sorcerer)</p><p>9th: Maelstrom [EE], Conjure Elemental (Water only).</p><p></p><p>Radiance/Light Sorcerer</p><p>1st: Dancing Lights, Light, Sacred "Flame" (light bolt), Faerie "Fire", Shield of "Faith" (low level light/force field)</p><p>2nd: Darkvision, Invisibility (wrapping light around you to disappear)</p><p>3rd: Daylight, Magic Circle</p><p>4th: Greater Invisibility, "Resilient" Sphere (more powerful light/force field)</p><p>5th: Dispel Evil/Good, Scrying (look into a light source or generate your own "window" of light to peer into)</p><p></p><p>...and so on. I'd probably do an Earth, Air/Weather, Shadow, Mind/Mental-based...maybe Nature/Plants? Illusion-based. Shapeshifting/Alteration-based. Healer. You can just keep going as much as you want...but I don't know if you need to do more than 7 or 8 (like the cleric and wizard, respectively) and leave the rest to supplements and individual tables to come up with.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7341644, member: 92511"] I think it's a great idea, and would have made sorcerer's in general, a significantly more flavorful and interesting class concept. "Themed" magic + metamagic would be my take. I agree with Frogreaver that the concept is better served (and made all the more interesting) by using spells from across the spectrum that work/fit to the particular theme. I would, perhaps, limit the amount of themes somewhat... leave additional ones for tables to homebrew themselves off of the template the class/subclass structure provides. I think 3 is a good number to work, if you can find/pick spells of each spell level to fit the theme. 2 is probably easier. Some of the lists you present offer spells of wildly varying spell/power levels. And I don't think that, particularly, works. It needs to be uniform across the themes just for fairness/"balancing" purposes. Off the top of my head (just making things up as I go along) I would give the options/breakdowns something like this: Sorcerer 1st. lvl: 3 cantrips, 2 1st level spells. 2nd: metamagic 1 3rd: 2 2nd level spells. 4th: metamagic [hereafter "MM"] 2. 5th: 2 3rd level spells 6th: MM3 7th: 2 4th level spells 8th: MM4 9th: 2 5th level spells 10th: MM5 So half way through the game, and I would argue where the vast bulk of the game is played, a Sorcerer would "know" 13 spells (including cantrips) and 5 metamagic shaping/forming tricks to so with that magic. I might actually assign metamagics, but I suppose players would probably desire the choices themselves. Fire Sorcerer 1st: Control Flames [EE], Firebolt, Resistance (fire only), Burning Hands (natch), Jump (fire jets from your hands or feet propel you to amazing jumps). 3rd: Flaming Orb, Pyrotechnics 5th: Fireball, Fly (extension of the Jump foot jets...c'mon every fire-using superhero can fly.) 7th: Fire Shield (warm/fire damage only), Wall of Fire 9th: Immolation [EE], Conjure Elemental (Fire only). Water Sorcerer 1st: Shape Water [EE], Ray of Frost, Resistance (cold only), Create/Destroy Water, Fog Cloud. 3rd: Hold Person (encase/"squeeze" people in water up to their necks), Snillog's Snowball Swarm [EE, offer cold damage from snow or bludgeoning damage from "water" spheres, caster's choice] 5th: Tidal Wave [EE], Wall of Water (EE) 7th: Control Water, "Black Tentacles" (the "tentacles" are actually composed of water shaped and controlled by the sorcerer) 9th: Maelstrom [EE], Conjure Elemental (Water only). Radiance/Light Sorcerer 1st: Dancing Lights, Light, Sacred "Flame" (light bolt), Faerie "Fire", Shield of "Faith" (low level light/force field) 2nd: Darkvision, Invisibility (wrapping light around you to disappear) 3rd: Daylight, Magic Circle 4th: Greater Invisibility, "Resilient" Sphere (more powerful light/force field) 5th: Dispel Evil/Good, Scrying (look into a light source or generate your own "window" of light to peer into) ...and so on. I'd probably do an Earth, Air/Weather, Shadow, Mind/Mental-based...maybe Nature/Plants? Illusion-based. Shapeshifting/Alteration-based. Healer. You can just keep going as much as you want...but I don't know if you need to do more than 7 or 8 (like the cleric and wizard, respectively) and leave the rest to supplements and individual tables to come up with. [/QUOTE]
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