Tweaking Metamagic


log in or register to remove this ad

Be helpful or don't bother posting. Kthnxbye.
Fine: you have openly acknowledged two very serious consequences of your proposed action, but dismissed them as if they were trivial, then put forward a fairly trivial consequence as if it were the only serious concern.
 

Fine: you have openly acknowledged two very serious consequences of your proposed action, but dismissed them as if they were trivial, then put forward a fairly trivial consequence as if it were the only serious concern.
They're trivial because they're only available at a level where Sorcery point management is near-trivial.
 

They're trivial because they're only available at a level where Sorcery point management is near-trivial.
You can cast a heightened blindness or hold person at 3rd level. And even at 20th level, 20 sorcery points per day is not the same thing as infinite sorcery points. They go fast.
 
Last edited:


Your right, I apologise for getting annoyed for the first post in a thread asking for feedback and critique being entirely unhelpful, in attitude if not content.
 

id go the other way, on the SP.

id ditch spell slots, run the whole class off SP, double # of metamagics, and have metamagics cost SP. and increase SP, obviously.

THEN, I'd give the sorcerer ways to gain SP.

*Lose 1 Hit Die to gain 1 sorcery point

*Use Absorb Elements, instead of throwing the damage back, gain 1 spell point per die of damage absorbed.
**Also, x/day, free use of absorb energy.
***at level 10ish, gain absorb spell x/day

and also extra things to use them for, like healing or temporarily making an item magical

I'd also add in passive features to the metamagic list, like at will detect magic, ability to use arcana as if it were thieves tools for magic locks, traps, and effects, manipulate portals, etc. conjure mundane tools and weapons with magic and even mke them exist permanently, etc

maybe easiwr access to planar portals and such, since they access the magic that runs through all planes naturally? Maybe as part of a planar origin.
 

id go the other way, on the SP.

id ditch spell slots, run the whole class off SP, double # of metamagics, and have metamagics cost SP. and increase SP, obviously.

THEN, I'd give the sorcerer ways to gain SP.

*Lose 1 Hit Die to gain 1 sorcery point
I was tempted to do something similar for a Blood Sorcerer, but as for running the class off of SP, it's kinda impractical with multiclassing and spell slot classes.
 

Easy to fix, actually. Class would have a table of what level they have how many spell points, and when mulitclassing, you do the caster level calculation the same, and then give the sorcerer the number is sp for that level, and they can run spells gained from other classes on their so. Sorcerer/warlock works the same as any other warlock MC, in that the warlock magic runs a different system instead of interacting with the other class's system.


in other words, each spell slot has an sp value, so conversion is easy.
 

Easy to fix, actually. Class would have a table of what level they have how many spell points, and when mulitclassing, you do the caster level calculation the same, and then give the sorcerer the number is sp for that level, and they can run spells gained from other classes on their so. Sorcerer/warlock works the same as any other warlock MC, in that the warlock magic runs a different system instead of interacting with the other class's system.


in other words, each spell slot has an sp value, so conversion is easy.
Yes but which system's used? Does spell slot or sorcery point take priority? Or is it whichever's picked first? If so, how is that rationalised?
 

Remove ads

Top