Same as my bard this is just a list of ideas I came up with for Sorcerer and metamagics.
I will post the rest of my sorcerer ideas tomorrow.
And yes, I went crazy with the metamagics, sue me.
Metamagics
Empower Healing: 75 -> 100 Positive Spell power fine, but not needed
Empower: 75 -> 100 Spell power ok but reduce the cost of it - right now its cheaper to cast spell twice
Enlarge: Doubles the range of a spell, increases the range of touch spells to 60 feet.
Eschew Materials: Unchanged
Extend Spell: Nerf reverted. Extend can now effect damage over time spells, such as Melfs Acid Arrow or Wall of Fire.
Heighten Spell: Unchanged.
Maximize Spell: 150 -> 200 Spell Power - see empower
Quicken Spell: Nerf. No longer makes spells uninterruptible. why not remove the whole feat then?
Embolden Spell: Unchanged.
Intensify Spell: Unchanged.
New: Widen Spell: Increases the size of AoE spells by 30%, increased to 50% is epics. Spells cost 10 more.
New: Twin Spell: Spells that only target 1 foe, such as Melfs Acid Arrow, Scorching Ray and Magic Missile, now target 2, with the second target chosen randomly. Lowers the spell power of these spells by 50 and must be within 30 feet of each other. Spells cost 20 more. At epic level, this metamagic lets spells effect 2 more creatures. sounds good but headache to code
New: Split Ray: Ray spells target another random creature for full effect. The creature must be within 30 feet of the main target. Stacks with Twin spell and the spell costs 10 more. At epic level, this metamagic lets ray spells effect 2 more creatures.
New: Fell Animate: When a spell kills a creature, it summons an undead appropriate to CR of the killed creature. This undead lasts 1 minute per caster level, but you can have a maximum of 5 undead at once. When you animate a creature successfully, you lose 15 SP, and when you hit 5 undead, this metamagic is automatically toggled off. just a headache
New: Corrupt Spell: Half of the damage of your spells is converted to evil damage, but benefit from the spells original penetration value for piercing evil damage reduction. Spells cost 15 more.
New: Chain Spell: Spells that chain effect more targets equal to half your caster level. Effected Spells cost 15 more. unneeded
New: Wild Spell: You and enemies roll on a wild magic table when you cast and when enemies are effected. Spell critical is increased by 1-10%, randomly per spell. Spells cost 10 more. boring
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Sorcerer
Overall: All SLAs have their cooldown reduced to normal spell levels (across the board, SLAs are currently 2-3x the cooldown of their respective spell).
Earth Savant
Cores -
Core 1: Fine
Core 2: Fine
Core 3: On top of current bonuses...
New: SLA Acid Blast good in theory, would act like fireball and still be broken
Core 4: On top of current bonuses...
New: On Acid or Conjuration spell damage: Inflict 0-2 stacks of Acid Vulnerability.
Core 5: On top of current bonuses...
New: SLA Black Dragon Bolt - seriously a level 8 sla?
Core 6: On top of current bonuses...
Modified: Elemental form no longer reduces the caster level of water and fire spells by 3.
Modified: Elemental form no longer increases the spell point cost of spells by 10% ok god yes please
New: You gain +2 DCs to your conjuration, earth and acid spells, and while in elemental form your conjuration, earth and acid spells benefit from heighten and quicken without the spell point cost increase.
Tier 1
One with the Soil:
Modified: Grants 3/6/10% acid resistance as opposed to 3/6/10 flat acid resistance.
Erosion:
Modified: Whenever you
damage with an
acid, earth or conjuration spell, you gain 5 spell power for 6 seconds, stacking
3/6/10 times.
Tier 2
Pierce Acid Resistance:
Modified: Your acid spells now bypass 5/10/15% of the targets acid resistance, as opposed to 5/10/15 flat acid resistance.
Devouring Earth:
Modified: Whenever you critically hit with an acid spell, you gain 3/6/10 temporary spell points.
Tier 3
Spell Penetration:
Modified: Max points is now 6, letting you get +3 caster level to spell penetration.
Tier 4
Earthen Armor:
Modified: Now grants 5/10 AC when wearing robes and whenever you cast an acid spell, you gain 5/10 points of Ablative Armor. This ablative armor can stack up to a number of times equal to your sorcerer level.
Tier 5
Acid Blast:
Moved: Changed to core 3 (level 6).
Acid Rain:
New: Acid Rain SLA think would be op, but compared to locks prob not
Earthgrab: this is just fun. dont remove and replace with a pet that probably wont work
Removed.
Summon Soulbound Earth Elemental
New: [Toggle] Summons an Earth Elemental similar to Skeleton Knight or Artificer dog... acts as a pet with scaling HP and a hireling bar. It's the DC for it's Earthgrab is (it's CR+your conjuration DC+your sorc level). It's CR is equal to the level of the quest. It gains your gear based stat increases (str, con, dodge, MP, ect) and it's attacks scale with your spell power. Can also cast your SLAs. Can be summoned and resummoned for 100 SP.
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Fire Savant
Cores -
Core 1: Fine
Core 2: Fine
Core 3: On top of current bonuses...
New: Fireball SLA
Core 4:
New: On Fire or Evocation spell damage: Inflict 0-2 stacks of Fire Vulnerability.
Modified: On Fire spell cast: Your target gains 1 stack of burning
per base caster level of the spell, dealing
(1d6 + 1) fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, losing 1 stack on expiration.
This damage can scale with spell power.
Core 5: On top of current bonuses...
New: Meteor Swarm SLA - really?
Core 6: On top of current bonuses...
Modified: Elemental form no longer reduces the caster level of electric and acid spells by 3.
Modified: Elemental form no longer increases the spell point cost of spells by 10%
New: You gain +2 DCs to your evocation and fire spells, and while in elemental form your evocation and fire spells benefit from heighten and quicken without the spell point cost increase.
Tier 1
One with the Inferno:
Modified: You gain 3/6/10% fire resistance, as opposed to 3/6/10 flat fire resistance.
Conflagration:
Modified: Whenever you
damage with an
fire or evocation spell, you gain 5 spell power for 6 seconds, stacking
3/6/10 times.
Tier 2
Pierce Fire Resistance:
Modified: Your Fire spells now bypass 5/10/15% of the targets fire resistance, as opposed to 5/10/15 flat fire resistance.
Fanning the Flames:
Modified: Whenever you critically hit with an fire spell, you gain 3/6/10 temporary spell points.
Anti-req; Scourge.
Tier 3
Spell Penetration:
Modified: Max points is now 6, letting you get +3 caster level to spell penetration.
Tier 4
Living Fire Guard
Modified: Now an aura. Enemies that attack (melee, ranged or spell) you or an ally get attacked with living flames, taking (1d4+1) per sorcerer level in damage. In addition, there is a low chance for hellfire to spew forth, dealing 100 fire damage. All damage from this effect scales with spell power. still worthless
Tier 5
Fireball
Removed
Delayed Blast Fireball
New: Delayed Blast Fireball SLA really
Heat Death you seem to want to take the fun and unique stuff out of the class
Removed
Summon Soulbound Fire Elemental
New: [Toggle] Summons an Fire Elemental similar to Skeleton Knight or Artificer dog... acts as a pet with scaling HP and a hireling bar. It can cast Heat Death, which deals (1d100+5) damage per Sorcerer level) to a single target on a 1 minute cooldown. The DC is (it's CR+your evocation DC+your sorc level) and it's CR is equal to the level of the quest. It gains your gear based stat increases (str, con, dodge, MP, ect) and it's attacks scale with your spell power. Can also cast your SLAs. Can be summoned and resummoned for 100 SP. no more stupid pets!