Huw
First Post
Hello.
I'm thinking of a sorceror variation. The idea is that sorcery is the original magic, and wizards have taken a subsection of it and expanded on it. Here is a list of the differences
The idea is that the wider range of spells compensates for the loss of metamagic. Many druid spells are less useful without animal companions and wild shape, although these sorcerors have summon nature's ally instead of summon monster. Another option I'm toying with is increasing the skill points to four.
Is this balanced?
I'm thinking of a sorceror variation. The idea is that sorcery is the original magic, and wizards have taken a subsection of it and expanded on it. Here is a list of the differences
- Sorcerors' magic is handed down orally, in the form of legends and mystic teachings. Sorcerors do not have any dragon (or other supernatural blood)
- Sorcery has no link to writing. Sorcery cannot be written on scrolls, and no sorcery spells exist with written components (such as symbol)
- Sorcery spells are immutable. Sorcerors cannot use metamagic
- Sorcerors can choose any spell from the druid list (except as detailed below), and spells from all wizard schools except evocation, illusion and conjuration(summoning)
- Sorcery is arcane, and sorcerors cannot use hallow, unhallow or atonement. Flame strike only does fire damage
- Sorcerors lose bluff, but add diplomacy, heal, intimidate, handle animal and knowledge (nature)
The idea is that the wider range of spells compensates for the loss of metamagic. Many druid spells are less useful without animal companions and wild shape, although these sorcerors have summon nature's ally instead of summon monster. Another option I'm toying with is increasing the skill points to four.
Is this balanced?