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The Sorcerer Fix
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<blockquote data-quote="Ilbranteloth" data-source="post: 7105489" data-attributes="member: 6778044"><p>My initial post may not be clear. </p><p></p><p>So at 1st level, a sorcerer picks two energies (damage types), such as fire and lightning. And they select two of the forms - such as burst and blast. Those are the bread and butter of their abilities. As they gain levels, they select additional energy types, and forms. </p><p></p><p>So instead of them knowing say, <em>burning hands</em>. They essentially know <em>burning hands</em> and <em>acid hands</em>. As the gain in levels they can also do <em>lightning hands</em> and <em>thunder hands</em>, <em>force hands</em>etc. </p><p></p><p>When you break down how damaging spells are cast, they fit the forms I've listed. Some need a melee spell attack, some a ranged spell attack. Others are an area of effect that requires a saving throw.</p><p></p><p>Their maximum spell level increases in a manner similar to a warlock, so they are able to blast foes with more power as they gain levels. And they recover spell points during short rests (maximum of 3 in my campaign). The basic idea is that instead of a fixed spell, they can do many variations of any energy-based spell (since they are directly shaping the magical energy itself).</p><p></p><p>I haven't fully settled on how many forms they get, and how quickly, nor on how many total energies they get and how quickly. I'm inclined toward somewhat limited so each sorcerer has a unique mix, but no sorcerer has all of them.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7105489, member: 6778044"] My initial post may not be clear. So at 1st level, a sorcerer picks two energies (damage types), such as fire and lightning. And they select two of the forms - such as burst and blast. Those are the bread and butter of their abilities. As they gain levels, they select additional energy types, and forms. So instead of them knowing say, [I]burning hands[/I]. They essentially know [I]burning hands[/I] and [I]acid hands[/I]. As the gain in levels they can also do [I]lightning hands[/I] and [I]thunder hands[/I], [I]force hands[/I]etc. When you break down how damaging spells are cast, they fit the forms I've listed. Some need a melee spell attack, some a ranged spell attack. Others are an area of effect that requires a saving throw. Their maximum spell level increases in a manner similar to a warlock, so they are able to blast foes with more power as they gain levels. And they recover spell points during short rests (maximum of 3 in my campaign). The basic idea is that instead of a fixed spell, they can do many variations of any energy-based spell (since they are directly shaping the magical energy itself). I haven't fully settled on how many forms they get, and how quickly, nor on how many total energies they get and how quickly. I'm inclined toward somewhat limited so each sorcerer has a unique mix, but no sorcerer has all of them. [/QUOTE]
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