Spell known

Post/Author/DateTimePost
#1

Sorxores

Aug 16, 2014 12:44:01

I finally got my PHB, and I am GREATLY disapointed by the sorcerer.

 

Full caster:

Druid/cleric can prepare (basically the same mechanic as learn except he can change them every day) wisdom+druid/cleric level (so up to 25 spell) plus there domain spell (on average 10 spells) for a total of 35 spell knows and 25 of them can be changed everyday +ritual

Wizard can prepare Int+wizard level (so up to 25 spell) plus he gain some spell that he always knows and that he can cast at will depending on his specialization +ritual

Sorcerer known 15 spell, if his dragonic decent he got a permanent cast mage armor at will, fly as a bonus action and some sort or protection VS 1 elements. If wild magic you can randomly cast some spell without any control over them (fireball center on yourself for example) cannot cast ritual

The Bard knows 22 bard spell plus 6 from any spell list for a total of 28 spell known +ritual

 

The half caster knows:

The ranger knows 11 spell

The paladin can prepare (basically the same mechanic as learn except he can change them every day) cha+half paladin level, so between 10 and 15 spell

 

the 1/3 caster knows:

Eldritch knight: knows 13 spells

Arcane trickster: knows 13 spells

 

Why is the sorcerer know so few spell compare to the other caster?

Yes he can transfert sorcerer point into spell up to level 5, but by doing so he cannot use metamagic or spell abilities. The wizard and druid can on a short rest recover half there level in spell level up to spell level 6, without loosing that abilities to use there other class abilities

 

Every class have class abilities: wildshape, sorcerer point, channel divinity, Inspiration, the capabilities to do physical combat etc... the most interesting class feature of the sorcerer is the sorcerer point which is a great concept and I love it, but the sorcerer need to choose between casting as many spell as the wizard by spending all his sorcerer point to recover uses spells or use them for metamagic/dragon heritage or choas bending stuff, while the wizard simply need a short rest and still can use his class features.

 

could it be possible that it is simply a mistake that an errata could fix, where the sorcerer would get maybe 25 known spells? or gain 10 extra knows spell trought there sorcerous originin? maybe a few more sorcerer point so they can use them to recover there spells and use there class abilities (like a wizard does) or maybe regain ALL sorcerer point during a short rest (and change the lvl 20 lackluster ultimate ability of the sorcerer, maybe for something

 

When the wizard gain 2 spell lvl 3 that he can cast AT WILL, the sorcerer regain 4 sorcerer point on a short rest? 4 sorcerer point let him do one of the following line (can mix and match if you have those abilities):

 

modifying 2 roll by 1d4 (wild magic)

gain resistance for 4 hours to a your dragoninc element

Twinned spell a spell lvl 4

cast 4 subtle spell (no somatic/verbal component)

quicken 2 spell (so the ability to cast 2 extra cantrip.

Heightnen 1 spell (with 1 sorcerer point remaining)

Extended 4 spell

Empower 4 spell

add range to 4 spell

make your friend take only half damage on 4 spell

 

Here are some changes to make the sorcerer more appealing, to make him more balance compare to the other class:

Carefull spell, work just like sculpt spell, the friendly target take no damage from the spell.

Extended spell, can be dismissed sooner at anytime.

Sorcerer get 50% more sorcerer point (so at level 2 you have 3 point instead of 2 and at lvl 20 you have 30 point instead of 40)

Sorcerer can convert spell slot to sorcerer point and sorcerer point to spell slot for the SAME price and no level restriction, this would show how the sorcerer can be versatile, if he can transform all 3 spell slot level 2 (3*2=6) and 3 spell level 1 (3*1=3) for a total of 9 sorcerer point so he could buy a single spell lvl 9.

On a short rest recover half the sorcerer maximum sorcerer point.

The 20th level ultimate ability would be something like : Choose one metamagic that you know with a sorcerer point cost of 1 or less. All your sorcerer spell that you cast are affected by the choosen metamagic for free. You can still pay sorcerer point to add an other metamagic.

If in future expension they add more metamagic choice that cost more then 1 sorcerer point, then if for some reason a sorcerer do not know a metamagic with a sorcerer point cost of 1, then he learn a metamagic with a cost of 1 and apply it to all his spells.

#2

Ashrym

Aug 16, 2014 15:30:31

 

You have errors. Clerics do get up to 35 prepared spells. Druids get up to 33 or 25 depending on subclass. Wizards do get up to 25 but renewal on covers up to 5th level for wizards and druids. Signature spells are per short rest and not at will. Bard magical secrets works like patron spells for warlocks and doesn't increase spells known; it's already included in the spells known portion of the class progression table. Lore bards get 2 extra so bards know 24 or 22 depending on subclass. Paladins get bonus spells known based on oath like domains or circles and can have up to 25 prepared. You might find metamagic boring but it's effective. It's not how big your list is; it's how you use it. Heighten and twin are particularly good. Twinning is just like a bonus slot with no additional action or time requirement to cast. Twinning 6 3rd level spells, for example, is far more additional castings than arcane renewal could provide. The design for sorcerers seems more about bigger effects at the expense of variety. I wouldn't expect errata on spells known.

(Reply to #2)

Sorxores

Ashrym wrote:
(Reply to #3)

Ashrym

Sorxores wrote:
#5

Souffle

Aug 17, 2014 7:40:41

Ashrym wrote:
#6

Kentus

Aug 17, 2014 8:12:10

Souffle wrote:
(Reply to #5)

Ashrym

Souffle wrote:
#8

Psikerlord

Aug 18, 2014 0:53:11

 

Yep sorcerors pretty much suck, unless you have a very specific dragon or  chaos magic concept, or one trick pony style pc in mind (eg twin spell witdhbolt a lot, use subtle spell for city charms a lot, etc). 4he fact you only start with 2 metamagic abilities, and slowly gain 2 more...adds insult to injury.

#9

Mephi1234

Aug 18, 2014 6:55:25

Ashrym wrote:
(Reply to #9)

Ashrym

Mephi1234 wrote: