Sorcerors no magicals in exchange for spellfire & esch. materials

Should sorcerors be allowed to sacrifice magic making for spellfire & eschew material


  • Poll closed .
Give them both feats free...not a chance. That is insane.
Give them Eschew Materials for free, do that already, sorcerers IMC do not require Material Components as to me it just doesn't fit the idea of someone developing magic without being taught. How would they ever know to use those components in the first place?

Now if they want to burn a feat to gain Spellfire at 1st level and I like the background story they want to weave around it. No problem. But it will not come free.

I have used spell fire IMC already but it was given to a player that wanted it, but not in the way he got it. He was a epic level wizard that failed a quest for the Goddess of Magic and basically told her "no". Long story. So she cursed him to have "that that he loves the most burn him". Now he can't prepare spells without burning, taking damage. He has spell mastery and that is his "Spells Known" list. :]


RD
 

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Chalk up another poll to the "I don't know how to make a poll" crowd. If somebody marks the fourth choice ("What? Are you stupid") are you assuming that to be the same as the second choice? If someone doesn't get what you mean, which spot do you assume they marked? Polls should be informative at the very least.

(Stepping off the Soap Box. I spent too many years in college, and at least three of the semesters had to do with survery design, test making and polling. These kind of things are like a fork on the chalkboard to me.)
 

Never, ever give a concrete benefit for giving up a choice. All it means is that people who weren't going to create magic items anyway now get a free power-up.

If you want to give them Spellfire for free, take away some of their spells per day.
 

I think the real reason there's a DM check for Spellfire is not that it is powerful, it's that the feat can be either incredibly weak, or really strong, depending on the style of campaign, its pace, and party composition.

Having to prepare an action to absorb spells make it very weak in combat, because it means sacrificing your actions to prepare for something that may very well not happen. So, to load your spellfire, you need both a genuine spellcaster in the party -- as you can't both prepare an action and perform another at the same time, you can't load yourself -- and enough downtime so that the spellcaster will have days where he can "waste" his spell slots for you. Otherwise, if it's a dungeoncrawl -- fight, rest, fight, rest, etc. -- or a perilous journey without downtimes, the spellcaster will prefer to keep his spell slots for combat spells -- compare a the area 5d6-to-10d6 of a fireball to the single target 3d6 of a spellfire powered by a 3rd-level spell, it's a no-brainer.

I know in the campaign I run, a character with Spellfire would have trouble getting use out of it -- that is, if I allowed Spellfire in my homebrew. I didn't think it deserved a place.
 


Well, first off, I don't allow traditional (RAW) Sorcerers. Instead I use the Sorcerer variant in the Complete Book of Eldritch Might. Secondly, all characters in my homebrew begin with three feats at first level: one regional, one racial and any other one of their choice. Granted my campaign is a bit tougher on first level characters, so it balances out. Even in my case I would nae allow the sorcerers of my campaign an additional two feats.
 


My first thought after reading your question was that sorcerers already cannot make magic items, and anyone else. They need to take item creation feats to do that ;) So essentially, you're just forbidding them from taking those feats, and give them 2 bonus feats in exchange.

Now the point here is: do you think sorcerers are kinda weak, and would be fine to grant them 2 specific bonus feats? If your answer is yes (as would be the answer of many poster of the HR forum), then go for it. Many DMs already give Eschew Material for free to all sorcerers, because it fits the class archetype and it's a minor feat anyway.

I have no direct experience with Spellfire, but IIRC it allows to turn spells into raw damaging energy or raw healing energy. For a wizard it seems very powerful, but for a sorcerer it's much less a trouble probably. Sounds like giving the sorcerer a free damaging spell and a free healing spell, for a total of 2 bonus known spells: hardly a game breaking bonus, although they are very scalable (IIRC how spellfire works, you can "sacrifice" higher spell slots for a stronger effect). Eventually, adding healing spellcasting is the biggest change, but I also know DMs who allow sorcerers to learn spells from other classes and it is not completely bad.

In brief, I think that it's quite fine, definitely a no-cost bonus you should acknowledge, and the only thing you may want to rule out is the healing ability (you could keep the spellfire damaging ability).
 

Li Shenron said:
I have no direct experience with Spellfire, but IIRC it allows to turn spells into raw damaging energy or raw healing energy.

Not directly. You can't use your own spell energy, you have to absorb it beforehand. This requires you to ready an action for that, and to have somebody cast a spell that targets you (i.e., not an Area or Effect spell, but a Target spell, and not a spell that targets somebody else unless it also targets you). Then IIRC there's some sort of check, and you absorb the spell energy, which you can then spend to fuel one of those effects.

Potentially potent, but potentially lame as well.
 

Spellfire isn't that bad and it's more common than people think. Anyway, I wouldn't give them two bonus feats at 1st level. I'd up their skills point to (4 + Int), pad out their class skills and maybe allow them bonus metamagic feats every 5 levels. The skill boost definitely.
 
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