Sorcerer: Wider spell selection?

Oni

First Post
Given the sorcerers limited number of spells known, what is your opinion on the game balance ramifications of opening up the druid and cleric spell list for selection by the sorcerer? Given the nature of a sorcerers power many of the spells on these list would make sense for sorcerers, such as healing spells and a great deal of the druids spells. Balance aside I think this has a lot of potential. Mysterious arcane powers that wizards cannot duplicate, a greater selection of spells that seem more more natural and raw, than many of the more oddball wizard spells, a better precedent for arcane healing (why can bards do this?), more varied expalantions of the sorce of a sorcerers powers (i.e. divine). Anyway, thoughts?
 

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I think its a good idea (I have another thread about this which allows sorcerors to add 3 spells potentially not on the sor/wiz list at 10th and 20th level). However, if you are going to open the floodgates I think the only proper way is to create a "sorceror spell list", something unique to them, incorperating things from cleric, bard, and druid list (with level changes where appropriate). Of course, this is a bit of work, but I'd be happy to help revise! :)

Technik
 

This is something that in some ways comes back to a lot of the MT discussions lately. Are there any combinations of spells from the various list that just shouldn't be in the hands of one caster?

Also are there any spells from the cleric and druid list that would have disasterous results if they could be cast spontaneously.

All this keeping in mind that a sorcerer is pretty limited in the number of spells they can take, every spell they take off another list is one less spell they can take off the sorcerer/wizard list.

There are some spells that I find worrisome, such as harm, but think the problem lies with the spell and I think fixing it would be better than simply nixing the idea because of a couple broken spells.
 

Oni said:
Also are there any spells from the cleric and druid list that would have disasterous results if they could be cast spontaneously.

Miracle. The Anyspell line, maybe. Anything that requires direct action by a god (Commune, etc.) would have to be thrown out, too. Nothing I'd consider "disastrous", just maybe a bit unbalancing.

But, before you do this, you'd need to follow the Monte Sorcerer method for spell levels, i.e. bump Haste, Shield, etc. up one level. That way, you won't be as good an arcane caster as a Wizard, or as good a divine caster as a Cleric, but you'll be capable of both.
 

Good idea to open it up, but i think only for the lower levels. I would limit it to adding only the bard spell list perhaps, as there is cure light wounds and summon monster alike, but all of the 'religious' spells are out.
 

I give access to the Wu-Jen spell list for sorcerers.

Otherwise, I've come up with an Exotic Magic feat. It allows you to add a spell to your spell list (if you have a limited number of spell known, it is added as a bonus as per the Extra Spell feat).

Exotic Magic [General]
Your have gained insights in magic allowing you to reproduce rare or unusual spells.
Benefits: Chose a spell not on your spell list. This spell is now on your spell list, and don't count toward your eventual number of spell known. If the spell is of a different type of magic (for example, a sorcerer gaining a divine spell), add +1 to its level. If the spell is exclusive to a prestige class or a domain, add +2 to its level.
Special: You may take this feat multiple times. Each time it applies to a different spell. If you have multiple spellcasting classes, it applies each time to a single class of your choosing.
 

A long time ago I came up with something similar, but with a narrower scope. It was designed to help the "hybrid" classes a bit.

EXPANDED REPERTOIRE
(Bard, Psychic Warrior, Ranger, Paladin only)
Choose four spells from the class list of your "parent" spellcasting class. (That's Sorcerer, Psion, Druid, Cleric respectively). These spells are now on your class' spell list at 1 level higher than listed.

(Optional: allow the player to trade 2 of these 4 to get one spell at its original level)

For Bards and Sorcerers, you still have to pick these as known spells before you can cast them, of course.

Since your parent class will have most of the same spells, it's not really abuseable. Paladins and Rangers have the most overlap with their parents, but they can immediately use these new spells. Bards and PsyWars have to actually pick them as spells known, but they get the most benefit. (You might note that they could use wands or something now that they're on the class list, but I'd point out that both classes have Use Magic/Psionic Device)

This originally came up in regards to a Psychic Warrior who wanted Body Adjustment and Invisibility, even if it meant taking them as 3rd-level powers.
 

Shouldn't really be a problem

if you want to add healing spells, but you don't want to add a lot of the religious spells just rule that anything of the conjuration-creation-healing group of spells can be cast by a sorcerer (prolly plant spells too, dontchathink?). Most of the "offensive" spells in the cleric/druid lists are not up to snuff compared to the arcane stuff anyway.
 

I also don't think it'd be a problem. However, I also try to make most Sorcerer's have a specific theme and while they can pick spells from any list, they have to fit the theme.
 

I did something similar in one campaing. The sorcerer character had Cure moderate wounds and Flamestrike (at 4 level) and nothing were going bad.
 

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