"Specialist" Sorcerers: How do you balance them?

Forrester said:


That is EXACTLY how specialized he is -- he can't use wands or scrolls of any of the other schools. That's one helluva limitation.

Right, we're singing from the same hymn-sheet now :)

Spells known is normally the PITA for Sorcerers, so you could "double" the number he can learn at each level, with the proviso that he can't get more than the max at each level... so if there are only 7 conju+divin spells at 1st level, he can't get more than 7 (although he could concievably *research* new ones).

As an additional benefit, I would say that he knows his subject *so well* that he can cast metamagic on the fly for his spells without turning it into a full-round action. He can even use the quicken feat (if he gets it) on his spells too.

The latter is a powerful addition to his armoury, and would match up with his greater specialisation. He doesn't have to "think so much" about changing his spells with metamagic. Plus, how many sorcerers would kill for the opportunity to quicken a spell now and then?

Cheers
 

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I encourage my players to choose their spells by some sort of "theme" in my game, but usually that doesn't translate into only one or two schools. Still, I allow them to choose some spells (subject to my approval) from other spell lists (such as Cleric or Druid) if they fit the "theme." You might try something like that -- you don't have to worry about balancing new rules, and it's fairly easy to judge the "balancing" effect of individual spells.
 

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