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Sorcerer spell chains
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<blockquote data-quote="Kinematics" data-source="post: 7341663" data-attributes="member: 6932123"><p>OK, my thought on the spell chain design is that it should not replace the standard spell selection. It adds complexity, and feels like it would add a bit too much power, while also reducing the number of picks, which feels annoying for a spellcaster. Only allowing picks every other level would be kind of frustrating, even with the extra spells.</p><p></p><p>More, though, the spell chains feel like areas where the sorcerer has really focused and specialized, so they should be special rewards. My thought would be that you get to pick one spell chain at levels 5, 10, and 15, <em>instead</em> of your normal spell picks, and that you don't get to replace spell chain picks except at levels that are multiples of 5, like the picks themselves are (so at 10, 15, 20). (Can still do normal spell swapping otherwise.)</p><p></p><p>Assuming each spell chain is 3 spells, you'd effectively get 6 additional spells, which is in line with a lot of suggestions for additional spells for sorcerers.</p><p></p><p></p><p>For each chain, I'd probably try to make sure the spells were related in such a way that you could see someone having learned how to tweak the same spell in different ways. So, for example, Alter Self and Polymorph are both transmutation spells, while Disguise Self is an illusion spell. As such, I'd want the non-concentration version of Alter Self, which effectively acts like Disguise Self, rather than Disguise Self itself, as the third option of that chain.</p><p></p><p>Meanwhile, the lower level spells of a chain should provide <em>some</em> benefit other than just "lower level spell slot". You don't take Charm Person with Charm Monster in the same chain, because Charm Person offers nothing that Charm Monster can't do.</p><p></p><p></p><p>Many of the suggested sets look good. Going to list the ones I think work well, some of which are repeats, some of which I've modified, but with the spell level for each spell in brackets to get a comparative feel.</p><p></p><p></p><p></p><p>"Disguise Self" [1], Alter Self [2], Polymorph [4]</p><p></p><p>— A transformation-based Disguise Self, ie: non-concentration Alter Self.</p><p></p><p>Charm Person [1], Suggestion [2], Dominate Person [5]</p><p></p><p>— Various ways to manipulate a person's mind.</p><p></p><p>Silent Image [1], Hypnotic Pattern [3], Seeming [5]</p><p></p><p>Mirror Image [2], Major Image [3], Seeming [5]</p><p></p><p>— Illusions</p><p></p><p>Phantasmal Force [2], Hypnotic Pattern [3], Fear [3]</p><p></p><p>— Mental assaults</p><p></p><p>Web [2], Slow [3], Hold Monster [5]</p><p></p><p>— Limit, slow, and stop a target.</p><p></p><p>Jump [1], Levitate [2], Fly [3]</p><p></p><p>— Various ways to move someone. Levitate is useful on an enemy target. Jump is non-concentration, and lasts one minute.</p><p></p><p>Color Spray [2], Hypnotic Pattern [3], Confusion [4]</p><p></p><p>— Disorientation and confusion illusion effects. Confusion doesn't seem that great, as it's a much smaller radius than Hypnotic Pattern, and isn't as effective, so this set is debatable.</p><p></p><p>Crown of Madness [2], Enemies Abound [3], Confusion [4]</p><p></p><p>— Insanity.</p><p></p><p>Fog Cloud [1], Sleet Storm [3], Ice Storm [4]</p><p></p><p>— Cold weather effects of various types. Skip Cone of Cold, as that should be its own pick.</p><p></p><p>Thunderwave [1], Thunder Step [3], Storm Sphere [4]</p><p></p><p>— Lighting/Thunder effects of various types. Skip Lightning Bolt, as that should be its own pick.</p><p></p><p>Aganazzar’s Scorcher [2], Pyrotechnics [2], Wall of Fire [4]</p><p></p><p>— Fire effects of various types. Skip Fireball, as that should be its own pick. Someone iffy on the first spell, as it should be something that won't be obsoleted by the other expected spells.</p><p></p><p>Water Breathing [3], Water Walking [3], Watery Sphere [4]</p><p></p><p>— Water effects of various types.</p><p></p><p>Spider Climb [2], Web [2], Insect Plague [5]</p><p></p><p>— Insect theme effects.</p><p></p><p>Detect Magic [1], Darkvision [2], See Invisibility [2]</p><p></p><p>— Perception enhancements</p><p></p><p>Comprehend Languages [1], Suggestion [2], Tongues [3]</p><p></p><p>— Understanding communication, and being able to influence with it. Comprehend Languages allows understanding writing as well as speaking, while Tongues allows others to understand you.</p><p></p><p></p><p></p><p></p><p>Really there's tons of connected spells, so designing a list of "approved" chains will likely be difficult. Spells that don't connect under one theme, might connect under another.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7341663, member: 6932123"] OK, my thought on the spell chain design is that it should not replace the standard spell selection. It adds complexity, and feels like it would add a bit too much power, while also reducing the number of picks, which feels annoying for a spellcaster. Only allowing picks every other level would be kind of frustrating, even with the extra spells. More, though, the spell chains feel like areas where the sorcerer has really focused and specialized, so they should be special rewards. My thought would be that you get to pick one spell chain at levels 5, 10, and 15, [I]instead[/I] of your normal spell picks, and that you don't get to replace spell chain picks except at levels that are multiples of 5, like the picks themselves are (so at 10, 15, 20). (Can still do normal spell swapping otherwise.) Assuming each spell chain is 3 spells, you'd effectively get 6 additional spells, which is in line with a lot of suggestions for additional spells for sorcerers. For each chain, I'd probably try to make sure the spells were related in such a way that you could see someone having learned how to tweak the same spell in different ways. So, for example, Alter Self and Polymorph are both transmutation spells, while Disguise Self is an illusion spell. As such, I'd want the non-concentration version of Alter Self, which effectively acts like Disguise Self, rather than Disguise Self itself, as the third option of that chain. Meanwhile, the lower level spells of a chain should provide [i]some[/i] benefit other than just "lower level spell slot". You don't take Charm Person with Charm Monster in the same chain, because Charm Person offers nothing that Charm Monster can't do. Many of the suggested sets look good. Going to list the ones I think work well, some of which are repeats, some of which I've modified, but with the spell level for each spell in brackets to get a comparative feel. "Disguise Self" [1], Alter Self [2], Polymorph [4] — A transformation-based Disguise Self, ie: non-concentration Alter Self. Charm Person [1], Suggestion [2], Dominate Person [5] — Various ways to manipulate a person's mind. Silent Image [1], Hypnotic Pattern [3], Seeming [5] Mirror Image [2], Major Image [3], Seeming [5] — Illusions Phantasmal Force [2], Hypnotic Pattern [3], Fear [3] — Mental assaults Web [2], Slow [3], Hold Monster [5] — Limit, slow, and stop a target. Jump [1], Levitate [2], Fly [3] — Various ways to move someone. Levitate is useful on an enemy target. Jump is non-concentration, and lasts one minute. Color Spray [2], Hypnotic Pattern [3], Confusion [4] — Disorientation and confusion illusion effects. Confusion doesn't seem that great, as it's a much smaller radius than Hypnotic Pattern, and isn't as effective, so this set is debatable. Crown of Madness [2], Enemies Abound [3], Confusion [4] — Insanity. Fog Cloud [1], Sleet Storm [3], Ice Storm [4] — Cold weather effects of various types. Skip Cone of Cold, as that should be its own pick. Thunderwave [1], Thunder Step [3], Storm Sphere [4] — Lighting/Thunder effects of various types. Skip Lightning Bolt, as that should be its own pick. Aganazzar’s Scorcher [2], Pyrotechnics [2], Wall of Fire [4] — Fire effects of various types. Skip Fireball, as that should be its own pick. Someone iffy on the first spell, as it should be something that won't be obsoleted by the other expected spells. Water Breathing [3], Water Walking [3], Watery Sphere [4] — Water effects of various types. Spider Climb [2], Web [2], Insect Plague [5] — Insect theme effects. Detect Magic [1], Darkvision [2], See Invisibility [2] — Perception enhancements Comprehend Languages [1], Suggestion [2], Tongues [3] — Understanding communication, and being able to influence with it. Comprehend Languages allows understanding writing as well as speaking, while Tongues allows others to understand you. Really there's tons of connected spells, so designing a list of "approved" chains will likely be difficult. Spells that don't connect under one theme, might connect under another. [/QUOTE]
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