Changes for Sorcerers and Magic

Started by Loops, September 19, 2019, 12:09:50 AM

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Loops

Hi!

Just some brain dead ideas that came to mind, in order to add more dynamicism and playability to sorcerers, and some fun wackiness to magic in general. I understand that a lot of these changes may effect wizards too, which are acknowledged as more mechanically potent than sorcerers. Perhaps to bring this more in line, these changes could only effect wizards with a certain spell school specialisation - evocation in particular.



The ability to use metamagic on cantrips.

Let cantrips cast by sorcerers regenerate, even if they are cast with meta magic. No-one will want to replace a fireball with an empowered flare anytime soon. But by the time a sorcerer could cast an empowered flare, they will be sort-of at the level where that's acceptable round-by-round ranged damage progression, to keep up with their companions in random encounters and in long, drawn out adventures. The same could apply to maximise and extend effects, quickened and even silent or still spells for sorcerers who choose to take those feats.

This will also add another layer of possible unique-ness to each sorcerer, as they can differ in how they cast by spell choices, perks and by meta-magic now too.



Adding attribute modifiers to damage.

Alternatively, or in addition to the above suggestion, cantrips could be unlocked to start increasing in damage based upon the caster's stats. For a spellcaster who has Greater Spell Focus: Evocation, they could add their spellcasting attribute modifier to cantrips that deal damage. This would be charisma for sorcerers and bards, wisdom for clerics and druids and intelligence for wizards.

Though at a glance, this might result in a significant amount of damage when used in conjunction with the above suggestion, that metamagic become reusable on cantrips, I don't think it would be an unreasonable boost by the time a character invests 3 or more feats in this. It is certainly still lower than the basic attacks available to other classes, even with this significant investment.

For example, a fire themed sorcerer with 16 charisma, who has GSF: Evoc and Empower Spell, casting flare: (1d3 x 1.5) + 3 damage (average damage = 6), with a 1d4 fire effect every subsequent round until a reflex saving throw is made, at DC 17.



Changing 'Flame Weapon' in game.

This is once again referencing the recent Greater Spell Focus: Evocation changes. They were great and really fun! The ability to change your 'Flame Weapon' element on the fly would add some flexibility to these sorcerers. By the time a sorcerer levels up, they get all the cantrips and I feel these could be an awesome source of progression for sorcerers that can help them stay relevant, even on long adventures. For example, being able to swap from fire to cold if they need to use Ray of Frost to slow opponents down, or to electricity to use Electric Jolt on large mobs.

This could be done using a system similar to the summons themes. This means it could be automated and be placed as a high level reward for players to earn, adding to the theme of progression.



New 'Flame Weapon' themes.

These are just ideas for effects, similar to the recent Greater Spell Focus: Evocation changes, that could be implemented for other damage types. Combined with the ability to change your 'Flame Weapon' theme listed above, this could make for some creative spell casting on the fly.

Illusory:

Weapons effected by Flame Weapon become no-damage items. Illusion and mind effecting spells with a HD cap have their HD increased by 2.

Bright:

Weapons effected by Flame Weapon cause magic damage. Spells that do magic damage increase the caster's effective spellcaster level by 1 for 2 rounds. This is stackable.

Dark:

Weapons effected by Flame Weapon cause negative energy damage. Spells that do negative energy damage will call for a save or remove 1 attribute point from a target for 1 turn, selected at random. This has the opposite effect on undead, enchanting their attribute instead of reducing it. This is stackable.

Sonic:

Weapons effected by Flame Weapon cause sonic energy damage. Spells that do sonic damage will call for a saving throw, or reduce the targets saving throws by -1 (universal) for 1 round.



Anyway there's probably 1001 problems with these suggestions. I just think these, or changes like these, could help sorcerers feel even more fun and be in line with recent changes.

Thanks!

LoveLess

The metamagic on cantrips is not a bad suggestion, but I feel it is sort of redundant in that you get unlimited uses of them anyway. This goes doubly for any sort of buff to them really, such as the example of flare damage getting changed. Flare is the weakest of the spells in terms of damage, but as a GSF: Evocation wizard using Flare, I felt like my Pyromancer doing more damage than a Cryomancer who is 1d8 with Cold Ray. Being because I could cast flare for 1d3+1d4 because of ignite, then change to a new target to ignite it too and if they are both on fire, that PC would be far outdamaging the other in a cantrip war on multiple enemies. They each have their pros and cons, Evo Fire being that there was a save involved on doing this bonus damage in the first place.

There actually are sources of changing your in-game flame weapon element! It's not just a character creation thing.

I do think adding more sources of improvements with GSF Evocation flame weapon elements like sonic, negative, positive, and divine could be a thing, but they would need to be more unique with more sources of the element readily available. I cannot imagine what sort of effects any would give especially because aside from Negative, sources of such are far and in-between. The Dark suggestion is not too bad though.