Live to Tell the Tale by Keith Ammann

Live to Tell the Tale by Keith Ammann

Author:Keith Ammann
Language: eng
Format: epub
Publisher: Gallery / Saga Press
Published: 2020-07-07T00:00:00+00:00


SORCERER: SHOW ’EM HOW TO IMPROVISE

In so many respects, the sorcerer and the wizard are cut from the same cloth. The key difference between them: Wizards study; sorcerers improvise. This allows sorcerers to customize their spells.

Sorcery points, granted by the level 2 Font of Magic feature, let you either gain additional spell slots or—starting at level 3, with the Metamagic feature—customize your spells. When you receive the Metamagic feature, consider your options very carefully, because this is the second-most important standing decision you have to make. It’s a huge mistake to choose options that don’t harmonize with your existing spell repertoire. If there are a couple of Metamagic options you really want and you have a spell that works with neither of them, consider dumping it and replacing it with one that does, because your repertoire of spells is not large. Conversely, as you pick up new spells in the future, you’ll want to make sure they harmonize with the Metamagic options you’ve chosen.

Here’s what each Metamagic option is for:

Careful Spell. Normally, when you cast an area-effect spell, you have to take care that none of your allies is in the area of effect. This lets you cast such a spell with allies inside the area of effect. Note that automatic saving throw successes usually don’t negate damage, only halve it, so even a Careful fireball spell may displease your allies. This option works much better with spells that have effects other than direct damage—in particular, those that require Wisdom saves. Alternatively, you can use it with a damaging spell to kill a bunch of enemies but leave one alive for questioning.

Distant Spell. Mainly useful for ranged spell attacks, but also works with area-effect spells that you’d like to cast from a very safe distance. Note, though, that range is not the same thing as area of effect: This option lets you double the distance of the point the spell is centered on, not double the area of effect. And it does nothing for spells that affect a conic area, since these are always centered on you.

Empowered Spell. Works with any damaging spell—and can be layered on top of another Metamagic option, which no other option can. But it’s especially good with area-effect spells, because the cost doesn’t increase with the number of targets.

Extended Spell. Okay with concentration spells, if you don’t mind concentrating for all that time, but better with spells that last 1 minute or longer and don’t require concentration.

Heightened Spell. Useful only with spells that require saving throws to resist their effects—and best with spells that permit only one saving throw. These are usually ones with instantaneous effects. It has a high point cost and affects only one target, so use this option to take down bosses.

Quickened Spell. Obviously, not useful with any spell that already takes only a bonus action to cast. Also, you can’t use this option to cast a leveled spell as a bonus action, then another one as an action. But you can



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