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Spell Versatility is GONE. Rejoice!
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<blockquote data-quote="Asisreo" data-source="post: 8132003" data-attributes="member: 7019027"><p>You could either be surprised or started at round 2 and not immediately at round 1. </p><p>But you can force someone to do something with Suggestion. </p><p></p><p>Geas' purpose is to force them to do something for an extended period of time, like a long-term curse. Suggestion's purpose is to force the target to complete a task for you out of their will. Phantasmal Force's purpose is to assault their mind with visions in order to change their behavior. </p><p></p><p>I don't think it requires any sort of check, not at the sorcerer's end. The sorcerer isn't talking or using any sort of their personality. They're using the knowledge on their target against them and hoping they bite. I mean, something so obvious as "I am your god. Uh, give that random guy your kingdom, thanks," isn't going to work on anyone short of idiots. A sorcerer has to be more knowledgeable and cunning, and this amount of work from the player's side should be rewarded. </p><p></p><p>Maybe the target makes an insight check or a religion check to notice if anything is off or they can make their investigation check, but the sorcerer isn't really using his own personality to convince anyone. He's appealing to the authority of someone else. </p><p>Its just a parlor trick compared to the ability to have 5 other spells they can cast, 2 of which are at-will and 3 more from a very diverse spell list. I mean, Eldritch Knight gets Weapon Bond but nobody really goes "Wow, Eldritch Knight is so strong. I get to have my weapon on me as a bonus action!" There's creative uses, no doubt, but you won't be breaking any games with it. </p><p></p><p>Magical Ambush doesn't even relate to Mage Hand Legerdemain since it talks about forcing a save. You can be hidden when you cast a spell, but once you do, you've made a noise and per the rules of hiding, you are no longer hidden.</p><p></p><p>Its useful for picking locks when traps are possible or doing so behind cover or casting it outside a tavern then walking in. Its not all that useful to cast when engaged in a conversation with. </p><p>Out of the 22 spell slots you have at level 20, you expect to cast all of them at a distribution equal to the allotted table every adventuring day? </p><p></p><p>Even if that's possible, spell power goes up by alot the higher your spell slots are (not just damage), so 3 2nd-level spells might not be as combat-ending as a single 5th-levels spell slot. If the sorcerer wants to twin PWK because he's a lunatic, they've essentially turn 3 3rd-level spells into a whole other 9th-level spell slot. This is the most expensive metamagic option. Cheaper metamagics are possible, but you get an idea what you can do. </p><p>The scenario could happen once every 100 sessions and it would be once too many since that means a 99 session campaign ended because of a TPK. You get closer to these scenarios over the course of a full adventuring day when during the last battle, the cleric is down, the fighter is not within range, the druid is out of wildshapes and the sorcerer has used up all their best spell slots. </p><p></p><p>Just one extra push could be all you need, so that last fireball may come in clutch. Or maybe its a 3rd counterspell or a 3rd dispel magic.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8132003, member: 7019027"] You could either be surprised or started at round 2 and not immediately at round 1. But you can force someone to do something with Suggestion. Geas' purpose is to force them to do something for an extended period of time, like a long-term curse. Suggestion's purpose is to force the target to complete a task for you out of their will. Phantasmal Force's purpose is to assault their mind with visions in order to change their behavior. I don't think it requires any sort of check, not at the sorcerer's end. The sorcerer isn't talking or using any sort of their personality. They're using the knowledge on their target against them and hoping they bite. I mean, something so obvious as "I am your god. Uh, give that random guy your kingdom, thanks," isn't going to work on anyone short of idiots. A sorcerer has to be more knowledgeable and cunning, and this amount of work from the player's side should be rewarded. Maybe the target makes an insight check or a religion check to notice if anything is off or they can make their investigation check, but the sorcerer isn't really using his own personality to convince anyone. He's appealing to the authority of someone else. Its just a parlor trick compared to the ability to have 5 other spells they can cast, 2 of which are at-will and 3 more from a very diverse spell list. I mean, Eldritch Knight gets Weapon Bond but nobody really goes "Wow, Eldritch Knight is so strong. I get to have my weapon on me as a bonus action!" There's creative uses, no doubt, but you won't be breaking any games with it. Magical Ambush doesn't even relate to Mage Hand Legerdemain since it talks about forcing a save. You can be hidden when you cast a spell, but once you do, you've made a noise and per the rules of hiding, you are no longer hidden. Its useful for picking locks when traps are possible or doing so behind cover or casting it outside a tavern then walking in. Its not all that useful to cast when engaged in a conversation with. Out of the 22 spell slots you have at level 20, you expect to cast all of them at a distribution equal to the allotted table every adventuring day? Even if that's possible, spell power goes up by alot the higher your spell slots are (not just damage), so 3 2nd-level spells might not be as combat-ending as a single 5th-levels spell slot. If the sorcerer wants to twin PWK because he's a lunatic, they've essentially turn 3 3rd-level spells into a whole other 9th-level spell slot. This is the most expensive metamagic option. Cheaper metamagics are possible, but you get an idea what you can do. The scenario could happen once every 100 sessions and it would be once too many since that means a 99 session campaign ended because of a TPK. You get closer to these scenarios over the course of a full adventuring day when during the last battle, the cleric is down, the fighter is not within range, the druid is out of wildshapes and the sorcerer has used up all their best spell slots. Just one extra push could be all you need, so that last fireball may come in clutch. Or maybe its a 3rd counterspell or a 3rd dispel magic. [/QUOTE]
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