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    Sorcerers

    Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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    • CrystalRLC
      CrystalRL
      last edited by

      My biggest issue with sorcerers has always been that wizards are just flat out better. Sorcs get less feats, less skills (due to being CHA based), no flexibility, and often as many spell slots due to the proliferation of wizard slot gear (they should have more).

      They fixed this in 5E by giving only sorcerers metamagic. Maybe sorcerers should get metamagic every 3 levels.

      I'm also all for predetermined spell lists (aka kits) that give additional passive bonuses.
      Geomancer
      Aquamancer
      Pyromancer
      Skymancer (Wind + Elec)
      Feyblood
      Shadowmancer
      Escritorian (Rune-based)
      Golemancer

      It’s alright, you want to fight, you’ve got a hunger
      I was just like you when I was younger
      Head full of fantasies of dyin’ like a martyr?
      Dying is easy, young man, living is harder.

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      • Man in the MistM
        Man in the Mist
        last edited by

        I'd say the sorcerer's greatest weakness is lack of flexibility through limited spells. If there was a way to give them extra spells known that would be a huge help. Kits that grant special abilities as well as bonus known spells would be huge. What may be more simple is to give sorcerors the "mandatory" spells that every spellcaster needs to shine for free as bonus spells. Mage armor and that sort of thing. I'm not sure if that could really be done or not though.

        I've got lots of ideas for kits.

        NULL SORCERER

        Certain sorcerers boast a unique ability to nullify magic. Whether it is from some mysterious bloodline or magical scarring, or even a blight upon servants of Mystra, is unclear. What is clear is that magic has a way of just not working around them.

        The kit should include GSF Abjuration, +3 (maybe even +5?) Spellcraft, and maybe a 1/day greater dispel once they hit level 8 or so.

        If it's possible to give them lesser dispel, dispel, and so in for free as a spell known, even better.

        The whole kit should be built around dispels and counterspelling.

        I had visions, I was in them;
        I was looking into the mirror,
        to see a little bit clearer,
        the rottenness and evil in me.

        MiladyMouseM 1 Reply Last reply Reply Quote
        • Man in the MistM
          Man in the Mist
          last edited by

          WILDFIRE SORCERER

          Pyromancers are of course well known, the masters of smoke and flame are infamous for their destructive capability, but few willingly partake in the usage of wildfire magic, due to it's own unstable and unpredictable nature.

          Burning hands, burning bolt, fireball, flame arrow, etc, are granted to the sorcerer freely.

          Chance to combust on hit, for everything. If the wildfire sorc casts on someone else, hostile spell or beneficial, there's a chance it will additionally cast combust. There's also a chance the sorcerer himself will also combust. Also if anyone hits the sorcerer they too may suffer the effects of combust. Fire. Fire everywhere. Fireballs should result in an additional mass combust effect on everyone involved.

          -5 concentration

          Empower spell for free.

          I had visions, I was in them;
          I was looking into the mirror,
          to see a little bit clearer,
          the rottenness and evil in me.

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          • R
            raedler
            last edited by

            Wizards can prep spells for whatever they're doing, which has a lot of ramifications both for adventuring as well as RP. As others have said, the sorcerer "pick spells and live with it" is somewhat lacking. I think the balance would come from making those spells more plentiful and/or more powerful, perhaps with that *mancy focus suggested by Crystal.

            One other thing - maybe it's just me, but I see sorcerers more as an offensive weapon than wizards in terms of RP, especially with mastery over an element. In that case, there would perhaps be an effect like "lots and lots of poweerrr...oh shit it's an AC-less guy with a crossbow". Mages are similar, I suppose, but again, with the ability to change the spellbook they can at least tailor them to a specific use case.

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            • Miss_BehaviourM
              Miss_Behaviour
              last edited by

              A sorc's weakness in such a low level setting is twofold:

              Feats - Sorcs don't gain a free class feat every 5 levels like a wiz does.By level 9 a non-human sorc only has 4 feats. Two of which will be taken up with a Greater Spell focus, leaving only 2 more. They can grab 2 Spell Foci, 2 meta magic or another Greater Spell Focus or a mixture of mete + SF.
              They have very few choices to make what few spells they have flexible.
              This is an issue because sorcerers are supposed to be inflexible regarding what spells they know, but extremely flexible in casting those spells. Currently wizards are more flexible at both. A human wizard at Level 10 has 7 feats.

              Choice of spells - Casters start to sharply rise in power at lvl 9 usually. This is because wizards get access to 5th circle where they can learn any and all 5th circle spells. Clerics get their 5th circle spells. Druids get theirs too.
              Sorcerers will spend ages working from lvl 8, where they got their first 4th circle spell, to hit lvl 9 and get... another 4th circle spell.
              Once they hit 10, which is the server's cap and only supposed to be done regularly by a few, they get their first 5th circle spell. They're still miles behind wizards until about level 12 where they become equal in power.

              To fix these, I think kits need to focus on granting sorcerers feats and a bonus spell at each odd level. i.e. 9th lvl sorc gains their first 5th circle spell related to their kit.
              The trouble with that would be that they may not have the spellslot to use the spell at that level, so I'm not sure it's possible.
              If DMs didn't want to give feats determined by kits, I like Crystal's idea with free metamagic feats, but they would have to be closer to a wizard's class feat progression at either 1/4 levels or 1/5 levels.

              My kit I'd suggest would obviously be Ooze Savant/Cultist. I'm sure Spiffy already knows what to do with it >_>

              J 1 Reply Last reply Reply Quote
              • MiladyMouseM
                MiladyMouse @Man in the Mist
                last edited by

                In the current settings, I would agree they do not get enough spell slot considering they get their spells 1 level behind all other classes.

                For me, the only issues I really have with sorcerers is their epic squishiness. But that's me. >_>

                @petey512 said in Sorcerers:

                NULL SORCERER

                What I like to call a counterspeller or a magebreaker.

                For the kit, I would go with GSF Abju, bonus to spell craft and access to universal counters. (aka, make new hak spells).
                Right now, the universal counter are lesser dispel, dispel and greater dispel. Which leaves some circle with no universal counters. I would see spells added via hak for those circles.
                Level 1: Minor dispel (new)
                Level 2: Lesser dispel (existing)
                Level 3: Dispel Magic (existing)
                Level 4: Either make dismissal or lesser spell breach a universal counter, or add a new one. Major Dispel?
                Level 5: Greater Dispel (existing)
                Level 6: Either make banishment or greater spell breach or add a new one. Mass Dispel?

                As for kits/archetype/bloodlines, what I would like to see is:
                Elemental sorcerers (Pyromancer?, Frostwalker?, Windrider?, Earthbender?)
                Dragonblooded
                Feydancer
                Chaosborn

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                • HellzYeahH
                  HellzYeah
                  last edited by HellzYeah

                  I think that we should just let players flavor their choices however they want, and instead just give Sorcerers an option to focus on a specific school.

                  There's a couple ways to do this. Either give them free feats, or have their spells of the selected school automatically become affected by their school's metamagic selection.

                  As examples off the top of my head:

                  Evokers either get Empower Spell for free or have their spells automatically empowered (But you cannot empower twice.)
                  Conjurers get Extended Spells
                  Transmuters get Maximized or Extended spells
                  Necromancers get Empowered Spells
                  Diviners get... Something. Noone plays diviners anyway.
                  Abjurers get Extend Spell
                  Illusionists get Silent Spell

                  This will be powerful, but Sorcerers really do need the boost. More importantly it allows players to flavor their particular brand of sorcerer as they see fit without being constrained to pre-determined templates.

                  Magpie [17:05] I am begining to notice that people have my quotes within their signitures on the forums <_<

                  Man in the MistM 1 Reply Last reply Reply Quote
                  • Man in the MistM
                    Man in the Mist @HellzYeah
                    last edited by

                    I dont think the metamagic feats are that powerful tbh. Some are straight up not useful.

                    I had visions, I was in them;
                    I was looking into the mirror,
                    to see a little bit clearer,
                    the rottenness and evil in me.

                    J 1 Reply Last reply Reply Quote
                    • ?
                      A Former User
                      last edited by

                      Extend and Empower are really good, the rest would find trouble being useful in our level ranges.

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                      • J
                        JoeKickAss @Man in the Mist
                        last edited by

                        @petey512 said in Sorcerers:

                        I dont think the metamagic feats are that powerful tbh. Some are straight up not useful.

                        I'd take a 5th circle spell at 9 over nearly all metamagic feats. They need decent abilities, particularly around 8 or 9 or it will be too much of a slog.

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                        • J
                          JoeKickAss @Miss_Behaviour
                          last edited by

                          @Miss_Behaviour said in Sorcerers:

                          To fix these, I think kits need to focus on granting sorcerers feats and a bonus spell at each odd level. i.e. 9th lvl sorc gains their first 5th circle spell related to their kit.
                          The trouble with that would be that they may not have the spellslot to use the spell at that level, so I'm not sure it's possible.
                          If DMs didn't want to give feats determined by kits, I like Crystal's idea with free metamagic feats, but they would have to be closer to a wizard's class feat progression at either 1/4 levels or 1/5 levels.

                          How easy is it to import a domain system like they have for clerics, where certain spells are given lower circle magic (e.g., endurance for suffering is 1st circle not 2nd, etc)

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                          • W
                            Walrus Warwagon
                            last edited by

                            giving sorcerers something to make them more universal, in my opinion, is like missing the whole point of the class. Wizards is universal casters. Sorcerers is heavy specialized casters due to amount of their spells. I think that their kits should push their specialization further, making them really good at one specific task.

                            D J ? 3 Replies Last reply Reply Quote
                            • D
                              DracoS @Walrus Warwagon
                              last edited by

                              @Walrus-Warwagon +1 on that thought. I like the idea of kits that build on a theme.

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                              • J
                                JoeKickAss @Walrus Warwagon
                                last edited by

                                @Walrus-Warwagon said in Sorcerers:

                                giving sorcerers something to make them more universal, in my opinion, is like missing the whole point of the class. Wizards is universal casters. Sorcerers is heavy specialized casters due to amount of their spells. I think that their kits should push their specialization further, making them really good at one specific task.

                                Well yes, but it would still mean access to spells at lower circles I suspect

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                                • lunatichighL
                                  lunatichigh
                                  last edited by

                                  I don't have a lot of input for sorcerers, but I'd give them significantly more spells per day than the wizard. I would also give them some stronger offensive cantrips that scale with level. Maybe they can get spell mastery with certain spells and cast them per day more often or even unlimited amounts of time?

                                  Current:
                                  Daren Boldshield
                                  Notable PCs:
                                  Wilhem Alun Drakensorrow
                                  Dawnsquire Amaire Anglemorn
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                                  Private Rikk'ash Deluth

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                                  • ?
                                    A Former User @Walrus Warwagon
                                    last edited by

                                    @Walrus-Warwagon said in Sorcerers:

                                    giving sorcerers something to make them more universal, in my opinion, is like missing the whole point of the class. Wizards is universal casters. Sorcerers is heavy specialized casters due to amount of their spells. I think that their kits should push their specialization further, making them really good at one specific task.

                                    This is what I would much rather see, instead of compensating sorcerers for being different than wizards.

                                    SadGruffmanS MiladyMouseM 2 Replies Last reply Reply Quote
                                    • SadGruffmanS
                                      SadGruffman @A Former User
                                      last edited by

                                      @Bowser this is the way.

                                      Nicholas Alwin Appleberry
                                      Victor Grauch
                                      Kyre'Kerrym
                                      Arfas Klennemen
                                      Nelven Nevelbi
                                      Vulgaris Penn
                                      Felkyr Esolen
                                      Sir Azcar Materii
                                      Ebatus
                                      Anton Black
                                      Michanderous, Ogrebane, Dandyluckonsen
                                      Ryann Macgullen
                                      Bronn

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                                      • MiladyMouseM
                                        MiladyMouse @A Former User
                                        last edited by

                                        @Bowser said in Sorcerers:

                                        @Walrus-Warwagon said in Sorcerers:

                                        giving sorcerers something to make them more universal, in my opinion, is like missing the whole point of the class. Wizards is universal casters. Sorcerers is heavy specialized casters due to amount of their spells. I think that their kits should push their specialization further, making them really good at one specific task.

                                        This is what I would much rather see, instead of compensating sorcerers for being different than wizards.

                                        Yup! This.

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                                        • ChipsC
                                          Chips
                                          last edited by

                                          Sorcerers struggle with variability/adaptability, at low levels they don't have enough spells known to really cover their bases and adapt to situations.

                                          Their point of struggle is that because they can't choose the best spell for that particular situation, their spells are less impactful than a wizards, the spell is still useful but not ideal. They make up for it by spamming the less efficient spell enough times to make up the difference.

                                          A way to capitalize on the sorcerers strengths and uniqueness would be multi spell synergy. The ability to combine a multitude of spells together in order to create a special effect, this is something wizards can't afford to do because every single spell they cast needs to count for as much as it can. They can't afford to combine too many things together in order to get a desired result.

                                          Lumomancer and Shadow adept accomplished this back in v4 (especially Lumomancer), what was most fun about the class wasn't how broken the two spells that broke the kit was, but rather how much synergy its spells had with each-other, made the class feel different.


                                          As for suggestions for kits?
                                          I suggest we look into giving each sorcerer bloodline a power that functions similar to Fallow Staves, an infinitely spammable item with a minor effect that scales a little bit with caster level, who's effect varies based on what you're using it on (use on self to get a buff with a cooldown, use on floor to get an aoe effect, use on person to have a targeted effect, use on door or object to have a utility effect)
                                          This capitalizes on what sorcerers are all about, weak but adaptable effect that makes up the difference in potency with quantity or with the fact that you can combo multiple things together in order to get a better result.

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                                          • Prof. MisclickP
                                            Prof. Misclick
                                            last edited by

                                            Giving this a bump for any last minute suggestions.

                                            Retired

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