Sorceror with more spells known

sfedi said:
Let's take a twist on the classical houserulings.

What if the Sorceror got DOUBLE spells known than it actually has?

It does'nt seem to break the game...

or does it?

I've played a few Sorcerers so far and by my experience DOUBLE the spells would be a HUGE benefit after level 5-6 or so: at lower levels you really suffer from having few spells (except at level 1), so having double would probably put you over the Wiz but not broken yet; but at higher levels, a Sor with an appropriate spell selection (not necessary THE best selection) is quite powerful is very good without a bonus. If you want a bonus because you feel it's still weak - and even if I disagree, I acknowledge that SORCERER is the most considered weak of core classes - you can give it 1 more spell known per spell level and it's already a good benefit.

Coredump said:
Assuming the Sorc player is willing...

What about doubling the spells known, but they are chosen randomly. The idea is the sorcerer gets spell innately, so whatever shows up....shows up.

This is a very peculiar bonus, since almost nothing nowadays is random in PC (HP is the only thing left). Very many players won't accept something random, but I second this idea because not only it would be fun, it would also force players to get some use out of those random spells.

Otherwise, one more thing is possible. You could give the Sorcerer more known spells beyond their table, but only if they are used for spells similar to what you already have. For example, if you have Sleep as regular spell, Deep Slumber could be a bonus spell; same with Lightning Bolt->Chain Lightning, or any Summon Monster.

You could for example still double the spell known, but those bonus ones won't count as powerful/useful as the base spells because they would be more or less only replicas (usually not worth at all for a Sor). This way a Sorcerer could "spend" a base spell for one SM, and only "bonus" spells for other SM. It gives a slight edge, and increase the flavor of spell-crafting for Sorcerers in general.
 

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Give all the other classes spontaneous casting and dump the sorcerer as a failed experiment. :)

Okay, okay, constructive advice... I have changed the sorcerer so they get 2nd level spells at 3rd level. I've changed their spell acquisition so that they gain spells of *all* levels as they go up in level. They end up with 14 cantrips and 11 1st level spells.

Cantrips: 4 at 1st level, +1 at 2nd level and all even class levels.

1st level spells: 2 at 1st level, +1 at 3rd level and all odd class levels.

2nd, 4th, 6th, and 8th level spells: 1 spell when you first get spells of that level, 1 spell then next class level, +1 spell every even class level.

3rd, 5th, 7th, and 9th level spells: 1 spell when you first get spells of that level, 1 spell on each of the next two class levels, +1 spell every odd class level.

You end up with 14/11/10/9/8/7/6/5/4/4 spells at 20th level (I give a 9th level spell every level from 17th-20th out of pure generosity of spirit). Not huge, nothing compared to the spell list of even the ranger, but reasonable.
 

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