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General Tabletop Discussion
*Dungeons & Dragons
Sorcerous Origin: Spellfire
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<blockquote data-quote="Khaalis" data-source="post: 6383261" data-attributes="member: 2167"><p>I would make 2 changes to this.</p><p>1) I would make it so that you must succeed a saving throw against the spell to absorb it. This makes it a little hearder to absorb magic.</p><p>2) As a balance I would remove the 1/encounter restriction and use the already in herent limit of Sorcery Points. Basically you can only absorb up to your maximum Sorcery Points. </p><p></p><p>As an aside, If you want to give Spellfire a small unique nitch, add in an option that allows them to gain X amount of Sorcery Points beyond their normal maximum limit, but that they must be utilized with Y turns (either by the end of the next turn or something like with a number fo turns equal to your Con mod.).</p><p></p><p></p><p><strong>Drain Magic Item</strong></p><p>Really not certain I like this. Now granted this is D&D but 5E has really gone out of its way to make magic items supposed to be much less common than in prior editions where Spellfire existed. Giving the class a pivotal level ability based on something that may or may not ever see play in a game. </p><p></p><p>Perhaps you could make level 6 about the above mentioned Overpower, then add as an additional option to absorbing spells, absorbing magic items - along the lines that draining a magic item automatically allows you to gian Sorcery Points beyond your normal maximum, but make it so that the points gained this way last longer, say maybe until your next long rest? This makes draining a magic item potent, but it doesn't make the class feature at 6th worthless if you're in a no or low magic item game.</p><p></p><p>Also as mentioned, I wouldn't allow Artifacts to be drained, at least not at level 11. Maybe as a capstone ability at level 18-20.</p><p></p><p></p><p><strong>Fly</strong></p><p>As for this, it should be 5 Sorcery points to activate the Fly spell. See p.101 "Creating Spell Slots" table. Fly is a level 3 spell, thus 5 SP.</p><p></p><p>Thus I'd word it as:</p><p>At 14th level, you can spend 5 sorcery points to cast <em>fly</em> on yourself as a bonus action, even if you don't know the spell.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 6383261, member: 2167"] I would make 2 changes to this. 1) I would make it so that you must succeed a saving throw against the spell to absorb it. This makes it a little hearder to absorb magic. 2) As a balance I would remove the 1/encounter restriction and use the already in herent limit of Sorcery Points. Basically you can only absorb up to your maximum Sorcery Points. As an aside, If you want to give Spellfire a small unique nitch, add in an option that allows them to gain X amount of Sorcery Points beyond their normal maximum limit, but that they must be utilized with Y turns (either by the end of the next turn or something like with a number fo turns equal to your Con mod.). [b]Drain Magic Item[/b] Really not certain I like this. Now granted this is D&D but 5E has really gone out of its way to make magic items supposed to be much less common than in prior editions where Spellfire existed. Giving the class a pivotal level ability based on something that may or may not ever see play in a game. Perhaps you could make level 6 about the above mentioned Overpower, then add as an additional option to absorbing spells, absorbing magic items - along the lines that draining a magic item automatically allows you to gian Sorcery Points beyond your normal maximum, but make it so that the points gained this way last longer, say maybe until your next long rest? This makes draining a magic item potent, but it doesn't make the class feature at 6th worthless if you're in a no or low magic item game. Also as mentioned, I wouldn't allow Artifacts to be drained, at least not at level 11. Maybe as a capstone ability at level 18-20. [b]Fly[/b] As for this, it should be 5 Sorcery points to activate the Fly spell. See p.101 "Creating Spell Slots" table. Fly is a level 3 spell, thus 5 SP. Thus I'd word it as: At 14th level, you can spend 5 sorcery points to cast [i]fly[/i] on yourself as a bonus action, even if you don't know the spell. [/QUOTE]
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Sorcerous Origin: Spellfire
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