hopeless said:
Yes that’s pretty much what I thought but up to that point there had been only 3 sorcerors’ run at that club.
Seriously, I recommend retiring the character and starting again. That restriction is just evil.
The first was when my cleric was aged 60 years by means of 2nd edition rules in a 3.0 game although the charcter was originally 2nd editon before being converted over.
The 2nd was run by a new player whose charcter was blown up after levitating down a pit filled with positive energy and the dm almost killed off my cleric/sorceror as well after first stating you had to gain a significant amount of extra hp before it happened and then tried to do it when my character went 1hp over.
This halfling is the third.
Okay, starting to get a bit worried about this DM now...
Originally the choice was between Enlarge spell, Energy Substitution and Extend spell since I was trying to run my character without a dependency on material spell components and hoped to pick up Eschew Material either at 6th level or having got the dm to let me use a variant rule for Summon Familiar from the Book of Familiars wher it gave me a bonus feat from a limited list at 3rd, 9th and 15th level to see if he'd allow me to swap the lot for a single bonus feat.
Energy Substitution would probably have been a better choice. In general, Metamagic feats are more useful for high-level casters than low. However, since you mention it below, why didn't you take Eschew Materials?
My experience is that its not the first person to act who wins but the last one standing and after having my cleric/sorceror avoid a 2nd edition rules flame strike scroll in a 3.0 game because he was casting spells before moving and the dm running that game declared you could only make a 5' move if you did cast before moving something that I believe only applies to metamagic only.
Okay, remember I said I was worried about that DM?
Well, firstly, mixing editions is a really bad idea. What was 'balanced' in 2nd Edition just isn't under 3.x, and vice versa. Heck, even mixing 3.0 and 3.5 can have unexpected consequences. So, that 2nd Ed Flame Strike is a red warning sign, for me.
As for the thing about the 5-foot step, both you and your DM need to read (or reread) the Combat chapter of the PHB, which explains allowed actions at length. The short version is as follows:
Each round, a character can either take a full-round action OR a standard action and a move-equivalent action OR two move-equivalent actions. Additionally, the character can take an arbitrary number of free actions, with some restrictions.
Casting a spell is usually a standard action (but, see the casting time of the particular spell).
Moving is a move-equivalent action (surprise!).
Taking a 5-foot step is a free action, except that you can only take 1 in a round AND you can't take a 5-foot step in a round you have also moved (as distinct from taking a move-equivalent action... the terminology here is a bit confused).
So, you were probably right, depending on the spell cast.
Now, about metamagic-ed spells: A prepared spell cast with a metamagic feat has the same casting time as a normal spell of the same name, unless of course the spell is Quickened. A spontaneous spell with a metamagic feat has a longer caster time than normal (so, most such spells take full-round actions to cast). So, Sorcerers and Bards suffer the longer casting time, as do Clerics and 3.5 Druids casting their spontaneous Cure/Inflict and Summon spells. Wizards, Paladins, Rangers, and Clerics and Druids casting any other spells do not suffer the longer casting time. (One consequence of this is that Sorcerers and Bards can't use the Quicken Spell feat.)
I later bought 2 of those and cast both on the Monk, along with a Protection from Evil scroll, would like to buy more but would really like to mult-class as both Cleric and Wizard so I can get the feat and the spells and not be bound to the material component problem.
What material component problem? Either take the Eschew Materials feat or, failing that, buy a Spell Component Pouch. It's in the PHB, costs 5 gp, and essentially solves that problem in most cases (and the ones that wouldn't be covered aren't helped by EM).
She has a Dex of 16 and I went for Shield because it was a 3.0 game and a +7 to AC and +3 to Reflex saves is a nice modifier. Of course Mage Armour was on the list once I could get Eshew Material so Id din't have to rip suits of leather or hide to pieces.
yes, in 3.0 Shield is a very nice spell. The mage armour components are included in the SPC, though.
In case you're wondering we found a big gold raft that was apparently unbreakable and unsinkable... how do I know that? Because I used up an identify spell at 3rd level and he refused to reveal anything other than its basic function even though a Wondrous Item with a permanent form of Stoneskin and Water Walk is hardly call to hide its nature from even an Identify spell. Had the game continued I planned on casting an Extended Detect Magic and make him admit what spells were present even if I had to cast it several times to locate all of its abilities. Somehow I suspect it was going to be stolen but thats just a suspicion for now.
Um, I thought the 3.0 Identify only gave the basic function of the item? Don't you need Analyze Dweomer (or somesuch) to get the full story?
That was one of the changes between 3.0 and 3.5 - the 3.5 Identify gives all powers of a single item, instead of a single power of each of many items.
Oh, and I suspect your Extended Detect Magic wouldn't help, either.
Magic missile and shield are nice ones. Depending on what you want form it, you might want to exchange Shield for Mage Armour. It really depends on what you want to do with it. Mage armour lasts longer, but armour bonuses are easier to come buy with magic items, and the Shield takes care of magic missiles. Either one can work well, though.
Can't exchange spells under 3.0 but planned to go for both once I could get Eshew Material.
I'm guessing, but I don't think that's what he meant.
I only went for it since I'm inclined to be honest, but some aren't and any dm worth his alt could stuff their players by making them pay for identify spells to be cast at a one for one basis. In case you've overlooked this the material component for an identify spell is a bottle of fine wine, an owl feather and a 100gp pearl, I'd like to see you buy a Scroll of Identify that didn't cost at least 125gp though...
DMs have no business setting out to 'stuff their players'. That aside, all you'd be losing is 25 gp per casting, which might be worth the expense. Bear in mind, you'll only ever know a few dozen spells, ever, so they really have to count. And this is even more true in 3.0 than 3.5, where you can't swap out spells.
He'd said there would be restrictions since he didn't like how available items were in the Faerun campaign.
They're available per the standard assumption in the DMG, unless the DM wants to change that. Therefore, each settlement has a 'GP limit' determining what can be found in the settlement. In general, anything you want to buy with a value less than or equal to that gp limit should be available reasonably easily. Therefore, it should be quite easy to find wands of most 1st level spells in most small towns.
To be honest, I most certainly would not play a sorcerer under this DM, and I might well simply not play under this DM at all. If your posts have been an accurate sample of the campaigns, I suspect I would have no fun in such a game. I'm just saying...
Its a 3.0 game and Warlocks are 3.5 personally I think they're rather silly since any other class that casts darkness can't see through yet they allow Warlocks to be able to do so, did anyone bother to read up on what came before?
That's your argument against Warlocks? That they can see through their own magical darkness? Odd.
