Dan True said:
Mongoose Pete said:
I'm not really sure what Eberron is like, but being a D&D setting isn't magic supposed to be big and flashy?
Well, Eberron has an abundance of magic, but usually low-level. Spells level 1-3 are pretty common, level 4 are rare but accessible, 5-6 is very rare and 7+ have only been cast by mortals very few times (that kind of power belongs to the dragons of Argonessen, or the Giant Empires of ancient Xen'Drik).
But that's not really a proper way to write it.
Already at level 2 spells in D&D The game gets broken, at level 4 spells, it gets silly and above that wizards usually stops caring about what's happening around them. They are crazy good in any D&D based setting. The fact that WoTC never realised this is just silly. Neither did the makers of Ebberron apparently.
Eberron is an awesome world, but from a D&D perspective it makes as little sense as all of their settings.
I don't really have a problem with players doing awesome stuff - even from the beginning - but the sorcerer can pretty much outshine any melee-oriented character with that spell ... But maybe the problem is only with that spell (and enhance), instead of with sorcery in general.
I've been thinking about this a good deal, and I think the problem lies with the melee oriented character.
If you are ignoring some of your stats to the extent that you ignore POW, if you play Runequest and don't get spells, people that use those stats will clearly outshine you.
Another quick and really dirty way to systematically de-power sorcery is to have the effect level of the spell to be based on the spell roll not the skill.
E.g. a sorcerer knows Enhance (INT) at 75% and rolls 34. The sorcerer gains +8 to INT for rolling 34. (34/10 = 3.4 = 4. 4*2 = +8 INT).
On a critical the sorcerer gains the full effect of the spell. E.g. Skill 92% rolls 07. Gets +20 INT.
You might want to allow sorcerers with a skill above 100 to add the difference. E.g. sorcerer with skill 117% can add 2 "levels of effect" to any spell cast (117-100 = 17. 17/10 = 1.7=+2)
Finally you could add a new Manipulation called Potency. Each point of Potency adds +1 level of effect to a spell (but can't exceed the normal maximum).
E.g. Sorcerer with Enhance (INT) 75% and Manipulation 50%. Uses Manipulation to add +5 levels to his spell. rolls 41. Normally that would give 5 levels but he adds an extra 5 from his Manipulation. This is enough for 10 levels but his maximum is 8 so he gets a total of 16 INT.
The game effect of this is that a sorcerer has to spend an extra Magic Point to make their magic more reliable.
If you don't want a new manipulation, you could say that Magnitude adds levels of effect as well as increasing a spell's magnitude (with the same limits as above).
I quite like this trick, sorcery as it is now is very secure.
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All in all I think people around these forums have a big focus on sorcery, and while I initially agreed that sorcery was the most powerful magic in the system, I quickly turned my head and saw something else, Divine Magic.
Do you realise how crazy good divine magic is? Starting with Acolyte ranking and thus 75% of your POW dedicated, is sort of basic. Which means a character who has put like a 12 in POW could prepare 9 spells.
And these spells are all easily the power of a 2 or 3 magic point sorcery spell. They are often multi target spells that are devastating, or buff spells that are both more powerful than their sorcery counterparts, and can be made to last indefinately. Better yet, all the spells take a single CA to cast, as opposed to sorcery, where the big effects cost at least 3 or 4 CA.
Also, while sorcery takes an entire skill per 4 spells you want to learn, you can just throw in 2-3 Improvement rolls to get more Divine spells.
And then there is spirit magic, once you wrap your head around it, it is pretty good.
First you get 200 skill points for you fetch, and then you can also get it's extra reserve of magic points, which can easily be 13, meaning you have around double the normal amount of magic points.
Then if the spirit he has is of a kind that can discorporate his enemies, it can initiate spirit combat. In spirit combat, you need two advanced skills to fight it, if you don't have them, you are pretty much screwed. Then the guy with the bear who just used 1 or 2 magic points to command his spirit to eat you.
I think the detriment towards sorcery is by comparing it to hitting someone with a sword, or by comparing it to common magic. I don't think it should be. I think sorcery is pretty balanced against Spirit Magic and Divine Magic.
In any setting were magic exists, people who refuse the use of it will be weaker in most fights. This is were I love Glorantha the most, everybody can do some form of magic, because those that can't are extinct.
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Outside of Glorantha, I think what I'd do to sorcery is this:
Remove the Grimoires, they are mainly a glorantha thing anyway. Sorcerers now know one spell per 50% Sorcery they have, so 0-50% gives 1, 51-100% gives 2, and so on. Any spell a sorcerer doesn't know he can cast from a scroll, but each scroll only has a set number of charges, before it cannot be used by that sorcerer anymore.
A sorcerer advancing his Sorcery skill wont be getting more spells automatically but will have to find them in scrolls.
The sorcerer can use a week in study with a scroll to remove an old spell from his knowledge and get a new one, essentially preparing new spells.
This way, sorcery is powerful and magic, but the DM has a good say in what spells the sorcerer can get, and he has a very limited number of spells at the ready at all times. Yes a sorcerer could have Enhance Int and Shapechange, but the only thing he'd be doing in a combat was turning into different creatures, and turning into a wyrm is very inversatile. I mainly use it when there is enough space, which is rare unless you are outdoors at all times. If I was fighting a sorcerer who turned into a wyrm, I'd hide inside a house, under a tree or in a dungeon. NPCs should think like that.