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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerer: why the qualification in available spells?
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<blockquote data-quote="Plane Sailing" data-source="post: 5116516" data-attributes="member: 114"><p>I don't know what level the player is going to be, but some notes from my experience.</p><p></p><p>1st level is fine.</p><p>2nd level is the deadest of dead levels. I think you gain 1 extra cantrip!</p><p></p><p>Up to 6th level, things are pretty hard generally. From 6th level onwards, things start getting very good.</p><p></p><p>Metamagic is the sorcerers best friend. He'll have plenty of spell slots, probably more than he'll need in most cases, and metamagic like empower is incredibly valuable to him. Still or Silent also.</p><p></p><p>I'd recommend using the suggested rule from one of the arcane books and allow him to ditch the familiar and instead be able to apply metamagic with no penalty - allowing him to start making use of quicken spell from 10th level onwards.</p><p></p><p>One of the best spells in terms of survivability for sorcerers is False Life (2nd level). 1d10+level(max 10) temp hp which last a decent length of time - hour per level or something similar. Once 4th level spell slots are available an empowered false life can give you approx 13-27 temp hp for most of the adventuring day, or just top up when you are starting to get low. It might not be the first 2nd level spell taken, but it is incredibly useful for Sorcerers.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 5116516, member: 114"] I don't know what level the player is going to be, but some notes from my experience. 1st level is fine. 2nd level is the deadest of dead levels. I think you gain 1 extra cantrip! Up to 6th level, things are pretty hard generally. From 6th level onwards, things start getting very good. Metamagic is the sorcerers best friend. He'll have plenty of spell slots, probably more than he'll need in most cases, and metamagic like empower is incredibly valuable to him. Still or Silent also. I'd recommend using the suggested rule from one of the arcane books and allow him to ditch the familiar and instead be able to apply metamagic with no penalty - allowing him to start making use of quicken spell from 10th level onwards. One of the best spells in terms of survivability for sorcerers is False Life (2nd level). 1d10+level(max 10) temp hp which last a decent length of time - hour per level or something similar. Once 4th level spell slots are available an empowered false life can give you approx 13-27 temp hp for most of the adventuring day, or just top up when you are starting to get low. It might not be the first 2nd level spell taken, but it is incredibly useful for Sorcerers. Cheers [/QUOTE]
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Sorcerer: why the qualification in available spells?
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