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Sorcerer Vs Wizard And Why its Closer Than You Think
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<blockquote data-quote="cbwjm" data-source="post: 7536465" data-attributes="member: 6788732"><p>I do agree that they could have had more elemental themed spells on the list, it's part of the reason why I opened up all thematic spells for a sorcerer's bloodline. As is though, altering spells has to be one of the easiest things in DnD. Burning hands and scorching ray could easily be themed for any other element. This may not be an option if you are playing AL, but in a home game, I'd be surprised if most DMs wouldn't allow it to be altered (mind you, from some of the horror stories I've read about DMs, maybe I shouldn't be surprised).</p><p></p><p>Sorcerers also have quite a few illusion and enchantment spells. Between the two schools, every spell level has at least 1 spell available to the sorcerer, most spell levels have more. If you did want to make one that focused on illusions exclusively though, then your spells are going to top out at 6th level.</p><p></p><p>I recall that mearl's mentioned that the activation of class abilities using sorcery points was something that rated quite poorly for the sorcerer which is probably why these abilities have been kept to a minimum for later bloodlines. Other than draconic which requires 5(!) points to activate their fear ability at 18th, I only spotted 2 others that spend sorcery points. Celestial which effectively gains an improved version of empowered spell for healing magic and shadow which allows you to cast darkness for 2 sorcery points which is effectively just casting it with a 2nd level spell slot anyway but with the added bonus of being able to see through the created effect.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7536465, member: 6788732"] I do agree that they could have had more elemental themed spells on the list, it's part of the reason why I opened up all thematic spells for a sorcerer's bloodline. As is though, altering spells has to be one of the easiest things in DnD. Burning hands and scorching ray could easily be themed for any other element. This may not be an option if you are playing AL, but in a home game, I'd be surprised if most DMs wouldn't allow it to be altered (mind you, from some of the horror stories I've read about DMs, maybe I shouldn't be surprised). Sorcerers also have quite a few illusion and enchantment spells. Between the two schools, every spell level has at least 1 spell available to the sorcerer, most spell levels have more. If you did want to make one that focused on illusions exclusively though, then your spells are going to top out at 6th level. I recall that mearl's mentioned that the activation of class abilities using sorcery points was something that rated quite poorly for the sorcerer which is probably why these abilities have been kept to a minimum for later bloodlines. Other than draconic which requires 5(!) points to activate their fear ability at 18th, I only spotted 2 others that spend sorcery points. Celestial which effectively gains an improved version of empowered spell for healing magic and shadow which allows you to cast darkness for 2 sorcery points which is effectively just casting it with a 2nd level spell slot anyway but with the added bonus of being able to see through the created effect. [/QUOTE]
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