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Thoughts for Sorcerer change?
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<blockquote data-quote="Spatzimaus" data-source="post: 1018391" data-attributes="member: 3051"><p>Mangahunter, while stylistically you could argue that maybe Sorcerers SHOULD be able to ignore them, the rules as written have never allowed Sorcerers to ignore material components. This has been confirmed many times over by developers, in the FAQ, and so on. That whole "internal" thing is just flavor text, with no actual game effect beyond what the class abilities specifically state.</p><p></p><p>There are several feats that seem appropriate for Sorcerers, Eschew Materials and Spell Thematics being two of the main ones. If you wanted to give both of these abilities to low-level Sorcerers in exchange for something minor, it'd probably be balanced. For example, what if you gave them Eschew Materials at level 1, Spell Thematics at level 5, and to compensate reduced their Familiar abilities (lowering it by two levels and delaying until level 3)? Or maybe remove Spellcraft from their class skills, who knows.</p><p></p><p>For those who don't have Magic of Faerun, they've rewritten the entire Feat in the errata, this is the latest version. You can download the errata from the WotC website if you don't want to buy the book.</p><p></p><p><strong>SPELL THEMATICS (General)</strong></p><p>You have developed a signature thematic manifestation that gives your spells unique visual or auditory qualities. You are more effective when casting spells strongly linked to your theme, and any spell you cast reflects your signature theme to a greater or lesser extent.</p><p><strong>Benefit:</strong> Choose a theme for your spellcasting. You cast spells designated as central to your theme at +1 caster level. Add +5 to the DC of any Spellcraft check made to identify any spell you cast, whether or not it is designated as a thematic spell.</p><p>A spell theme is comprised of two components. The first is a set of spells central to your theme. This consists of one spell at each spell level you can cast. For example, a 5th-level wizard might select <em>ray of frost, magic missile, Snilloc's snowball swarm,</em> and <em>fly</em> as spells central to his theme.</p><p>The second component is a common visual or auditory effect all your spells share, such as "fire", "ice", or "screaming skiulls." The special effect does not change the spells in any way, other than enhancing your caster level with the spells you coose to be central to your theme. For example, if your theme is "fire" then your <em>magic missile</em> spell might appear to produce bolts of filre, although the bolts are still a force effect and cause normal damage, not fire damage. If your theme is "screaming skulls", your <em>fly</em> spell might manifest as a dozen small screaming skulls that orbit around you, bearing you aloft.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1018391, member: 3051"] Mangahunter, while stylistically you could argue that maybe Sorcerers SHOULD be able to ignore them, the rules as written have never allowed Sorcerers to ignore material components. This has been confirmed many times over by developers, in the FAQ, and so on. That whole "internal" thing is just flavor text, with no actual game effect beyond what the class abilities specifically state. There are several feats that seem appropriate for Sorcerers, Eschew Materials and Spell Thematics being two of the main ones. If you wanted to give both of these abilities to low-level Sorcerers in exchange for something minor, it'd probably be balanced. For example, what if you gave them Eschew Materials at level 1, Spell Thematics at level 5, and to compensate reduced their Familiar abilities (lowering it by two levels and delaying until level 3)? Or maybe remove Spellcraft from their class skills, who knows. For those who don't have Magic of Faerun, they've rewritten the entire Feat in the errata, this is the latest version. You can download the errata from the WotC website if you don't want to buy the book. [b]SPELL THEMATICS (General)[/b] You have developed a signature thematic manifestation that gives your spells unique visual or auditory qualities. You are more effective when casting spells strongly linked to your theme, and any spell you cast reflects your signature theme to a greater or lesser extent. [b]Benefit:[/b] Choose a theme for your spellcasting. You cast spells designated as central to your theme at +1 caster level. Add +5 to the DC of any Spellcraft check made to identify any spell you cast, whether or not it is designated as a thematic spell. A spell theme is comprised of two components. The first is a set of spells central to your theme. This consists of one spell at each spell level you can cast. For example, a 5th-level wizard might select [i]ray of frost, magic missile, Snilloc's snowball swarm,[/i] and [i]fly[/i] as spells central to his theme. The second component is a common visual or auditory effect all your spells share, such as "fire", "ice", or "screaming skiulls." The special effect does not change the spells in any way, other than enhancing your caster level with the spells you coose to be central to your theme. For example, if your theme is "fire" then your [i]magic missile[/i] spell might appear to produce bolts of filre, although the bolts are still a force effect and cause normal damage, not fire damage. If your theme is "screaming skulls", your [i]fly[/i] spell might manifest as a dozen small screaming skulls that orbit around you, bearing you aloft. [/QUOTE]
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