Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Sorcerer spell selection
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 6425165" data-attributes="member: 92511"><p>This is also not true...or at best hyperbole.</p><p></p><p><em>Flexible Spellcasting</em>, page 101. You absolutely can use your spell points to get more slots...and/or burn slots to give yourself more spell points to use metamagic with. This, obviously, doesn't have any baring on your spell known. But it gives you comparable castings.</p><p></p><p>Those are player-point options/choices. Your sorcerer can "make more magic" or "make the magic I have do this cool trick I figured out". Those are options you get to play with for choosing to be a sorcerer. There is nothing "wrong" with the sorcerer's casting/slots/spells known because of this.</p><p></p><p>So while, yes, you have to wait alll the way to 2nd level before you can get an extra casting, the wizard is hardly running away with the casting.</p><p></p><p>Ritual casting is nice, to be sure. But it is only applicable to spells, in their spellbook, with the ritual tag...so the wizard must 1) have the spell to begin with, and 2) have the time to use/cast it "as a ritual." While the wizard hunts down useful rituals to learn or spending their 10 minutes-hour chanting away to float the treasure out of the dungeon, the sorcerer is busy metamagicking their spells known to blast the oncoming orcs before they slay the whole party. Again, not exactly pressing the sorcerer's face in the mud. </p><p></p><p> </p><p>At <strong><em>18th</em></strong> level they get 1 1st and 1 2nd <em>at their 1st and 2nd slot power level</em> at will, yes. How useful do you think that will be to an 18th level party? Sure, the wizard can auto-featherfal' or auto-detect magic or auto-invisible...or auto-spam-attack-spells doing next to no damage against 18+ level foes. How game-breaky is that going to be to an 18th level game? How "unbalanced" or "unfair" to the sorcerer is that?</p><p></p><p>At <strong><em>20th</em></strong> level they get 2 3rd they can cast, <em>as 3rd level slots<strong> once</strong></em> without preparation. The fluff is you "always know them"/they don't count against your prepared spells for the day...not that they can be cast all day at will, just that you know them automatically. This is not exactly something to 'cry havoc' about. </p><p></p><p>Now, if this is simply, I should be able to cast MOAR [as much as a wizard]! Then there is no pleasing sorcerer fans. </p><p></p><p></p><p></p><p>So, now, the argument/target/goal post is they should be given more spell castings <em>slots</em> or more spells <em>known</em>? And/or more versatile spell options in their spell lists?</p><p></p><p>What's going to "fix" these poor poor sorcerers?</p><p></p><p>Again, complete hyperbole. </p><p>Sorcerers have [cantrips] Dancing Lights, Friends, Mage Hand and Message, [1st] Detect Magic, Charm Person, Featherfall, Expeditious Retreat, [2nd] Alter Self, Darkvision, Knock, Levitate, [3rd] Clairvoyance, Fly, Tongues, Water Breathing...and that's not even scratching the surface at only 4 possibilities each spell level. </p><p></p><p>There is no "quality/mostly blasty spells" argument to be made.</p><p></p><p></p><p></p><p>Let's take, say, 5th level PCs...all other things being equal...</p><p><strong>Wizard:</strong></p><p><strong>Spells Prepared:</strong> 5 + Int. mod., so...what...with a hypothetical +5 Int. mod., no more than 10.</p><p><strong>Spell Slots:</strong> [4 1st/3 2nd/2 3rd] = 9 spell castings + Arcane Recovery (<strong><em>if</em></strong> it gets used, as [rounded up] 3rd level) for additional 4 1st, 2 2nd = 6 castings...Note that these are <em>expended slots!</em> You can recover <em>up to</em> 4 1st and 2 2nd slots<em> if you've already cast them.</em> So there is no guarantee [and extremely unlikely on a daily basis] a wizard could regain all of these slots. But let's just say they do.</p><p>Total castings per day: 15.</p><p>Spell choices to have at-the-ready: 10.</p><p></p><p><strong>Sorcerer:</strong></p><p><strong>Spells Known:</strong> 6. </p><p><strong>Spell Slots:</strong> [4 1st/3 2nd/2 3rd] = 9 spell castings + Spell Points: 5 gets you 1 additional 3rd level spell, 1 2nd and 1 1st, or 2 1st + 1 leftover SP for metamagic. So max, 2 extra castings or...</p><p>Total castings per day: 11.</p><p>Spell choices to have at-the-ready: 6.</p><p></p><p>Pound for pound, more or less, the sorcerer gets half choices for their total castings.</p><p></p><p>Proportionally, the wizard gets<em> a couple</em> [exactly, 2 in the above example] more options. They are the "default" class of the arcane magic-users, the broadest archetype, the largest spectrum of possible characters.</p><p></p><p>The wizard,, yes, can "change it up" every day by studying different spells from their spellbooks. That's what they do.</p><p></p><p>The sorcerer can not do that. They can only swap out 1 spell at each level up. That's completely in keeping with the sorcerer's fluff. It's why they're oh so necessary as a separate class: Innate magic-users who know/figured out magic <em>without study or preparation</em>. That's what they do.</p><p></p><p>That all makes sense. I'm not willing to say 2 extra spell choices and classes filling their fluffy archetypal bits is unfair/broken/wrong.</p><p></p><p>That's pretty balanced.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6425165, member: 92511"] This is also not true...or at best hyperbole. [I]Flexible Spellcasting[/I], page 101. You absolutely can use your spell points to get more slots...and/or burn slots to give yourself more spell points to use metamagic with. This, obviously, doesn't have any baring on your spell known. But it gives you comparable castings. Those are player-point options/choices. Your sorcerer can "make more magic" or "make the magic I have do this cool trick I figured out". Those are options you get to play with for choosing to be a sorcerer. There is nothing "wrong" with the sorcerer's casting/slots/spells known because of this. So while, yes, you have to wait alll the way to 2nd level before you can get an extra casting, the wizard is hardly running away with the casting. Ritual casting is nice, to be sure. But it is only applicable to spells, in their spellbook, with the ritual tag...so the wizard must 1) have the spell to begin with, and 2) have the time to use/cast it "as a ritual." While the wizard hunts down useful rituals to learn or spending their 10 minutes-hour chanting away to float the treasure out of the dungeon, the sorcerer is busy metamagicking their spells known to blast the oncoming orcs before they slay the whole party. Again, not exactly pressing the sorcerer's face in the mud. At [B][I]18th[/I][/B] level they get 1 1st and 1 2nd [I]at their 1st and 2nd slot power level[/I] at will, yes. How useful do you think that will be to an 18th level party? Sure, the wizard can auto-featherfal' or auto-detect magic or auto-invisible...or auto-spam-attack-spells doing next to no damage against 18+ level foes. How game-breaky is that going to be to an 18th level game? How "unbalanced" or "unfair" to the sorcerer is that? At [B][I]20th[/I][/B] level they get 2 3rd they can cast, [I]as 3rd level slots[B] once[/B][/I] without preparation. The fluff is you "always know them"/they don't count against your prepared spells for the day...not that they can be cast all day at will, just that you know them automatically. This is not exactly something to 'cry havoc' about. Now, if this is simply, I should be able to cast MOAR [as much as a wizard]! Then there is no pleasing sorcerer fans. So, now, the argument/target/goal post is they should be given more spell castings [I]slots[/I] or more spells [I]known[/I]? And/or more versatile spell options in their spell lists? What's going to "fix" these poor poor sorcerers? Again, complete hyperbole. Sorcerers have [cantrips] Dancing Lights, Friends, Mage Hand and Message, [1st] Detect Magic, Charm Person, Featherfall, Expeditious Retreat, [2nd] Alter Self, Darkvision, Knock, Levitate, [3rd] Clairvoyance, Fly, Tongues, Water Breathing...and that's not even scratching the surface at only 4 possibilities each spell level. There is no "quality/mostly blasty spells" argument to be made. Let's take, say, 5th level PCs...all other things being equal... [B]Wizard: Spells Prepared:[/B] 5 + Int. mod., so...what...with a hypothetical +5 Int. mod., no more than 10. [B]Spell Slots:[/B] [4 1st/3 2nd/2 3rd] = 9 spell castings + Arcane Recovery ([B][I]if[/I][/B] it gets used, as [rounded up] 3rd level) for additional 4 1st, 2 2nd = 6 castings...Note that these are [I]expended slots![/I] You can recover [I]up to[/I] 4 1st and 2 2nd slots[I] if you've already cast them.[/I] So there is no guarantee [and extremely unlikely on a daily basis] a wizard could regain all of these slots. But let's just say they do. Total castings per day: 15. Spell choices to have at-the-ready: 10. [B]Sorcerer: Spells Known:[/B] 6. [B]Spell Slots:[/B] [4 1st/3 2nd/2 3rd] = 9 spell castings + Spell Points: 5 gets you 1 additional 3rd level spell, 1 2nd and 1 1st, or 2 1st + 1 leftover SP for metamagic. So max, 2 extra castings or... Total castings per day: 11. Spell choices to have at-the-ready: 6. Pound for pound, more or less, the sorcerer gets half choices for their total castings. Proportionally, the wizard gets[I] a couple[/I] [exactly, 2 in the above example] more options. They are the "default" class of the arcane magic-users, the broadest archetype, the largest spectrum of possible characters. The wizard,, yes, can "change it up" every day by studying different spells from their spellbooks. That's what they do. The sorcerer can not do that. They can only swap out 1 spell at each level up. That's completely in keeping with the sorcerer's fluff. It's why they're oh so necessary as a separate class: Innate magic-users who know/figured out magic [I]without study or preparation[/I]. That's what they do. That all makes sense. I'm not willing to say 2 extra spell choices and classes filling their fluffy archetypal bits is unfair/broken/wrong. That's pretty balanced. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sorcerer spell selection
Top