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LookingForABentoBox
08-11-2009, 02:04 PM
I saw people commenting that the prestige enhancements for sorcerers were focused on damage dealing and didn't help those sorcerers who focused on other types of spells. How about an implementation of the Child of Night prestige class? It's on pg. 117 of the Tome of Magic. I'll post a few things that I think can work in DDO:

Cloak of Shadows (Su): Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 4th level, once per day as a swift action, you can make your outline shadowy and indistinct, as the blur (http://compendium.ddo.com/wiki/Spell:Blur) spell, for a number of minutes equal to your class level. When you reach 6th level, you can use the blur effect three times per day. At 8th level, your form permanently becomes hazy and you continually have a blur effect. At 10th level, two times per day as a swift action, you can make your true location more difficult to discern, as if you were affected
by the displacement (http://compendium.ddo.com/index.php/Spell:Displacement) spell, for 10 rounds.

Cold Resistance (Su): At 1st level, the shadow in your essence provides cold resistance 5. This resistance increases
to 10 at 5th level and 15 at 9th level.

At 6th level, you gain immunity to nonmagical diseases and poisons. At 8th level, you no longer need to breathe.

At 3rd level, you can use dancing shadows once a day. At 7th level, twice a day.

Dancing Shadows:
Range: touch
Duration: 1 round/level
Give one creature per 5 levels each concealment (20% chance to miss attacks on him) or only one creature total concealment (50% chance)

At 10th level can become incorporeal and gain flying for 1 minute a day (I don't know how flying would work)
(An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons)

SneakThief
08-11-2009, 03:29 PM
Now turn that into a 3 tier enchancement. Remember the PrCs are actual levels so you will have to tone it down some but keep the spirit of it.

Personally ... I wouldnt see the point on my sorc. He can cast blur and displacement ... so while a clickie might be useful to open up the spell slots ... you would never have enough clickies to buff a party ... just yourself. Cold Resistance, Disease/Poison immunity = Cast, Item, Potion.

The incorporeal part might be fun ... but how exactly does this help the non-damage casters?

LookingForABentoBox
08-18-2009, 02:50 PM
I thought about what you said SneakThief and you make good points, I guess that wasn't such a good idea. I looked around for a bit and I found this, which seems more useful. It's from the Player's Guide to Faerun, pg 61, but I don't see why it can't be adapted to Eberron.

The Incantatar (male)/ Incantatrix (female)
Incantatars and incantatrixes are the definitive practioners of metamagic in [Eberron], devoting themselves to the study of spells and techniques that affect other spells. They deal with magic in its raw form, shaping it according to their own desires rather than any external laws of magic.

Requires: Any one metamagic feat.

Tier 1:
You give up a school of magic so as to focus more on the remaining schools. Choose a school of magic other than abjuration or divination as a prohibited school. You can no longer cast spells of this school, even from scrolls or wands.
You get one metamagic feat for free.
Cooperative metamagic: You can apply any metamagic feat you possess, except quicken, to a spell being cast by a willing allied spellcaster you are adjacent to. You pay the extra spell points.

Tier 2:
Metamagic Spell Trigger: You can apply a metamagic feat you posess to a spell trigger item such as a wand. Using this ability expends additional charges according to how many extra spell points it would take to use that metamagic on a spell.

Tier 3:
You get one metamagic feat for free.
Greatly reduces the amount of time it takes to toggle metamagic feats on and off. Metamagic also costs fewer spell points and the tier 2 ability doesnt expend as many additional charges.

SneakThief
08-18-2009, 04:14 PM
Better.
So far, none of the PrEs have granted feats, and Turbine might be very adverse to that. You might need to think of a way around that, or a replacement for that. Your original goal was to help non-damage casters, so some form of discount to heightening might be a better alternative. Some sort of bump to spell DC might also work there, but there are feats for that, so it would have to be situational to be enhancement level.
The cooperative spell part is interesting in PnP ... how do you see the mechanics of that working in DDO?
Applying meta to wands/scrolls would help both all types of casters equally ... its not a bad thing for an enhancement though. I dont know if extra charges would translate well to DDO. At that point people think, "well then what is the difference between using 2 charges and just whipping it twice?".