Which is such a titanic flaw on sorcerer casting that I'm lost for words.

There is a serious fucking problem if you need to be 14th level and cast Lesser Wish in order to, say, cast a Shield spell, if it doesn't happen to be on your spells known list.

How can a 13th level sorcerer casually cast spells of such complexity and potency as Disintegrate, Contingency, Geas, Anti-Magic Field, True Seeing, but can't shape a simple, staple, trivial first level spell? Aren't you essentially getting outdone by a first level wizard in terms of skill?

How can you say with a straight face that person has a strong connection to, a innate understanding of Magic?
I'd argue that this are just different ways of achieving the same effect, a wizard's Geas is a intricate spell of xy, a sorcerer's Geas compells by it's overawing majesty.
(But I think you should mainly direct your complaint toward "sorcerer/wizard" dualclassing is xp mechanically a kick to the balls)

As a DM I would allow anyone as part of "basic magical literacy" to do something like this;
-create a ritual circle for an arbitrary spell, the spell has a casting time of at least 10 minutes per level of the spell and requires a (concentration+spellcraft) > 2*(spelllevel +1)² check. Familiarity with the spell reduces the spelllevel for the purposes of this check by 1. Wizards do not require this check for spells they can prepare.
So "anyone" can do magic, wizards/sorcerers just have different ways of doing it quick and dirty in combat (I know that this is not supported by the rules^^).
 
Combat Arcane load-out(Caster level 8):

Level 0: Detect Magic, Light, No light, Prestidigitation
Level 1: Mage Armor, Enlarge Person, Power Word Pain, Magic Missile x2, Free Slot (UF)
Level 2: Glitterdust x2, Mirror Image, Eagle's Splendor , Free Slot (UF)
Level 3: Fireball, Dispel Magic, Great Thunderclap, Free Slot (UF)
Level 4: Enervation, Free Slot (UF) x2

Just as a note, the free level 4 slots can also be used for Great Thunderclap, so she can spam up to 4 of those now. And she can leave one more free slot now due to increase in INT. up to 6 total.

Combat Divine Load-out(Caster level 6):

Level 0: Light x2, No light x2
Level 1: Bless x2, Detect Evil, Command, Sunstroke, Calm animals
Level 2: Barkskin x3, Silence, Lesser Restoration, Free Slot (UF)
Level 3: Heart of Water x2, Call Lightning x2

Doubling Heart of Water in case she needs to use the Freedom of Movement function and then renew it for breathing.
Eit: Left out Cure spells because of spontaneus option now.

Is that an agreeable loadout, @everyone?
 
Last edited:
@Artemis1992
2* Level 3 (typo)
Who's the Fox's cunning for?
Class Features: Lore of Positive Energy; Lore of Good and Evil >> means, she can spontaneously cast cures
 
Part MCXVI: Maritime Mysteries
Maritime Mysteries

Twentieth Day of the Fifth Month 292 AC

On winds out of the east where the day is born you fly, Daenerys at your side scales gleaming silver. Like Aegon and his sisters in times long past you are... on wings of change, not those of beasts but soaring by the will by magic long forgotten over the water. The Narrow Sea roils and froths vivid greens and blues streaked with pearly white. The only dampener on the journey is the dearth of provisions, for while your forms contain locked within themselves the instincts to swoop and snatch up fish lingering in the sunlit shallows they do not make the most fulfilling meals... at least until Dany remembers her ring. Tis passing strange all the same to rip into raw wriggling fish with your small sharp teeth to find the taste of fine lamp ribs with pepper sauce.

Keeping east and north by the sun is a tricky business so you've no real expectation of making landfall anywhere near your expected destination... but that's hardly the worst that can happen. The Usurper's dogs will have a hard time tracking you from some nameless shoreline in the Stormlands, the Reach or the Crownlands. Though sharp-eyed fishers may catch a glimpse of your forms... whoever will believe them when they claim to have spotted small dragons on the wing?

As the last rays of the sun begin to fade from the sky and the journey nears its end you begin to appreciate just how exhausting flying the day through can be, impossible most like without Dany healing magics... you spot something odd on the water... a back of milky white mist moving slowly across the surface of the water further out in the deep waters... moving against the wind.

"I can see land!" Dany calls out at that very moment gaze fixed on the western horizon. "It looks stony but no mountains in sight... It must be Cape Wrath from the maps."

You should be able to make it to Weeping Town before its full night, when Dany will have a harder time flying. Thus you'll have a chance to get your bearings straight and carry on in the morning, if that is you do not allow yourself to become distracted by the Fog that does not belong.

What do you do?

[] Continue on your course

[] Investigate the strange mist


OOC: You really needed better navigation aids to have any realistic chance of flying straight to Crackclaw Point.
 
[X] Investigate the strange mist

// Shiny ... or another trap like the figurehead. But: SHINY!!!
 
Missed the vote...really wanted to know what's happening in kings landing..


[X] Investigate the strange mist
 
Quick question guys, when are we planning on conquering the rest of the step stones, because once we hold all of them we can effectively control the sea trade in the entire area and crush. It also nets us some more population.
 
[X] Continue on your course

no. Whatever it is can probably see us coming and prepare 1 to 2 rounds of spells.
 
Back
Top