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Sorcerous Magic Item Use Houserule
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<blockquote data-quote="Minigiant" data-source="post: 6739872" data-attributes="member: 63508"><p>Here are some house rules I use for sorcerer to make them feel more like a fountain of arcane energy. Using these house rules, sorcerers can channel magic energy from magic items into themselves and vice versa. This incentivizes sorcerers to find magic wands, rods, and staves to increase their magic versatility and power much how wizard seek spellbooks and spell scrolls.</p><p></p><p></p><p><strong>SORCEROUS ITEM DRAINING</strong></p><p>As an action, a sorcerer can drain charges from an attuned rod, staff, or wand to gain sorcery points. The rate is 1 sorcery point gained per charge drained. If the magic item has a chance to be destroyed if its last charge is expended, it is always destroyed if drained of its last charge this way.</p><p></p><p><strong>SORCEROUS ITEM ACCLIMATION</strong></p><p>As an action, a sorcerer can cast a spell from an an attuned rod, staff, or wand which uses charges from its own sorcery points. The sorcerer casts the spell from the magic item as if it were a spell known and expends a number of sorcery points to create a spot slot of the spell in the magic item. The spell cast uses the DC listed by the magic item.</p><p></p><p><strong>SORCEROUS ITEM INFUSION</strong></p><p>As an action, a sorcerer can restore charges from an attuned rod, staff, or wand by spending sorcery points. The rate is 1 charge gained per 2 sorcery points spent. the sorcerer cannot give a magic item more charges than it can normally have.</p><p></p><p></p><p>Example</p><p></p><p>Randyll Random the 8th level wild mage has taken a wand of fireballs as his share of dungeon loot. He attunes with it shortly afterwards.</p><p></p><ul> <li data-xf-list-type="ul">As an action, Randyll can drain up to 7 charges from the wand to give him equal sorcery points. If he ever drains the last charge from the wand, it crumbles to ashes and is destroyed.</li> <li data-xf-list-type="ul">As an action, Randyll can cast <em>fireball</em> from the wand. Doing so cost him 5 sorcery points for a 3rd level <em>fireball</em>, 6 sorcery points for a 4th level <em>fireball</em>, and 7 points for a 5th level <em>fireball</em>. The DC for the spells are always 15. He can apply his Empower Spell metamagic to these fireballs.</li> <li data-xf-list-type="ul">As an action, Randyll can restore up to 7 charges to the wand by expending sorcery points. The The rate is 1 charge per 2 sorcery points spent.</li> </ul><p></p><p>In a fight with some hobgoblins outside the dungeon exit, Randyll wins initiative and opens with a <em>fireball</em> from his wand of fireballs using 5 of his sorcery points. One his next turn, Randyll uses the wand normally for another <em>fireball</em>. With the hobgoblins near depleted and fleeing, Randyll uses his action to put 1 charge in the slightly spent wand using 2 sorcery points for future fireballs. </p><p></p><p>Your thoughts?</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6739872, member: 63508"] Here are some house rules I use for sorcerer to make them feel more like a fountain of arcane energy. Using these house rules, sorcerers can channel magic energy from magic items into themselves and vice versa. This incentivizes sorcerers to find magic wands, rods, and staves to increase their magic versatility and power much how wizard seek spellbooks and spell scrolls. [B]SORCEROUS ITEM DRAINING[/B] As an action, a sorcerer can drain charges from an attuned rod, staff, or wand to gain sorcery points. The rate is 1 sorcery point gained per charge drained. If the magic item has a chance to be destroyed if its last charge is expended, it is always destroyed if drained of its last charge this way. [B]SORCEROUS ITEM ACCLIMATION[/B] As an action, a sorcerer can cast a spell from an an attuned rod, staff, or wand which uses charges from its own sorcery points. The sorcerer casts the spell from the magic item as if it were a spell known and expends a number of sorcery points to create a spot slot of the spell in the magic item. The spell cast uses the DC listed by the magic item. [B]SORCEROUS ITEM INFUSION[/B] As an action, a sorcerer can restore charges from an attuned rod, staff, or wand by spending sorcery points. The rate is 1 charge gained per 2 sorcery points spent. the sorcerer cannot give a magic item more charges than it can normally have. Example Randyll Random the 8th level wild mage has taken a wand of fireballs as his share of dungeon loot. He attunes with it shortly afterwards. [LIST] [*]As an action, Randyll can drain up to 7 charges from the wand to give him equal sorcery points. If he ever drains the last charge from the wand, it crumbles to ashes and is destroyed. [*]As an action, Randyll can cast [I]fireball[/I] from the wand. Doing so cost him 5 sorcery points for a 3rd level [I]fireball[/I], 6 sorcery points for a 4th level [I]fireball[/I], and 7 points for a 5th level [I]fireball[/I]. The DC for the spells are always 15. He can apply his Empower Spell metamagic to these fireballs. [*]As an action, Randyll can restore up to 7 charges to the wand by expending sorcery points. The The rate is 1 charge per 2 sorcery points spent. [/LIST] In a fight with some hobgoblins outside the dungeon exit, Randyll wins initiative and opens with a [I]fireball[/I] from his wand of fireballs using 5 of his sorcery points. One his next turn, Randyll uses the wand normally for another [I]fireball[/I]. With the hobgoblins near depleted and fleeing, Randyll uses his action to put 1 charge in the slightly spent wand using 2 sorcery points for future fireballs. Your thoughts? [/QUOTE]
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