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Stalker0's Alternate Arcane Casters - Sorceror
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<blockquote data-quote="Hawk Diesel" data-source="post: 7304446" data-attributes="member: 59848"><p>There are aspect of this that I like, and aspects of this that I dislike.</p><p></p><p>Things I like: </p><p></p><p>-Careful Spell: I already house ruled this to be like this. It just makes sense to me.</p><p></p><p>-Distant Spell: This is an interesting twist that I actually hadn't thought of. I haven't examined how this might change spell casting strategy, but I think its a cool move.</p><p></p><p>-Consistent Spell: I love this. It definitely speeds up gameplay and has value to make sure you know exactly how the spell is going to go off. I still think Empower spell has a place in metamagic though. I've personally based it around one of the Loremaster abilities, allowing a spell to add 2d10 damage to every target of the spell.</p><p></p><p>-Enduring Spell: I like the addition. </p><p></p><p>-Subtle Spell: Good clarification.</p><p></p><p>Things I am not really digging or unsure about:</p><p></p><p>-Blood Magic: I get what you are trying to do here, and it certainly makes sense. Sorcery points are already roughly equivalent to Arcane Focus for the Wizard, but also worse because Sorcery Points are a resource for metamagic and spell slots, whereas a Wizard is able to focus on just the spell slots. But I don't like the idea of using Hit Dice for 2 reasons.</p><p></p><p>1) You only recover half of spent Hit Dice per long rest.</p><p></p><p>2) Now you are having to choose between healing yourself or casting spells.</p><p></p><p>That's not good for the longevity of the sorcerer, and ensures that the sorcerer is going to be very low on hit dice because of the slow recharge rate and multiple abilities using it as a resource.</p><p></p><p>My way to address this was to make Flexible Casting completely reversible. If you pay 2 points to create a 1st level spell slot, you should get 2 points when you consume a 1st level spell slot. If you consume a 5th level spell slot for spell points, you should get back just as many as it costs.</p><p></p><p>This ensures that a Sorcerer will be able to sacrifice lower level spell slots to empower spells with metamagic, while maintaining their overall number of spell slots in comparison to a wizard using Arcane Recovery.</p><p></p><p>-Inner Spell: I'm just not sure about this one. But then, I haven't played a high level sorcerer or ever been in a game that tracked costly components all that hard.</p><p></p><p>-Sorcerous Restoration: I'm not a fan of this ability, but only because I have a different philosophy regarding Capstones. A Capstone should be game-breaking. You are an epic level character. If a Cleric can always count on at least one personal favor from their deity once a week, if a Wizard can cast second level spells like cantrips, and if Paladins become living avatars embodying their oaths, then the sorcerous capstone should be equally exciting. </p><p></p><p>Personally, I have written up this as a potential capstone replacement for the sorcerer:</p><p></p><p><strong>Limitless Font of Magic</strong> </p><p>At 20th level, whenever you begin your turn with 0 sorcery points, you immediately gain 3 sorcery points.</p><p></p><p>My reasoning is that you always have a 1st or 2nd level spell slot to cast if you run out of spell slots, or you always have some spell points to use metamagic. A level 20 sorcerer should ALWAYS be using metamagic. This allows them to do so with impunity.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7304446, member: 59848"] There are aspect of this that I like, and aspects of this that I dislike. Things I like: -Careful Spell: I already house ruled this to be like this. It just makes sense to me. -Distant Spell: This is an interesting twist that I actually hadn't thought of. I haven't examined how this might change spell casting strategy, but I think its a cool move. -Consistent Spell: I love this. It definitely speeds up gameplay and has value to make sure you know exactly how the spell is going to go off. I still think Empower spell has a place in metamagic though. I've personally based it around one of the Loremaster abilities, allowing a spell to add 2d10 damage to every target of the spell. -Enduring Spell: I like the addition. -Subtle Spell: Good clarification. Things I am not really digging or unsure about: -Blood Magic: I get what you are trying to do here, and it certainly makes sense. Sorcery points are already roughly equivalent to Arcane Focus for the Wizard, but also worse because Sorcery Points are a resource for metamagic and spell slots, whereas a Wizard is able to focus on just the spell slots. But I don't like the idea of using Hit Dice for 2 reasons. 1) You only recover half of spent Hit Dice per long rest. 2) Now you are having to choose between healing yourself or casting spells. That's not good for the longevity of the sorcerer, and ensures that the sorcerer is going to be very low on hit dice because of the slow recharge rate and multiple abilities using it as a resource. My way to address this was to make Flexible Casting completely reversible. If you pay 2 points to create a 1st level spell slot, you should get 2 points when you consume a 1st level spell slot. If you consume a 5th level spell slot for spell points, you should get back just as many as it costs. This ensures that a Sorcerer will be able to sacrifice lower level spell slots to empower spells with metamagic, while maintaining their overall number of spell slots in comparison to a wizard using Arcane Recovery. -Inner Spell: I'm just not sure about this one. But then, I haven't played a high level sorcerer or ever been in a game that tracked costly components all that hard. -Sorcerous Restoration: I'm not a fan of this ability, but only because I have a different philosophy regarding Capstones. A Capstone should be game-breaking. You are an epic level character. If a Cleric can always count on at least one personal favor from their deity once a week, if a Wizard can cast second level spells like cantrips, and if Paladins become living avatars embodying their oaths, then the sorcerous capstone should be equally exciting. Personally, I have written up this as a potential capstone replacement for the sorcerer: [B]Limitless Font of Magic[/B] At 20th level, whenever you begin your turn with 0 sorcery points, you immediately gain 3 sorcery points. My reasoning is that you always have a 1st or 2nd level spell slot to cast if you run out of spell slots, or you always have some spell points to use metamagic. A level 20 sorcerer should ALWAYS be using metamagic. This allows them to do so with impunity. [/QUOTE]
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