Does Psionic Sorcery value spell levels differently than Flexible Casting?

In attempting to answer this question I ran into a different question about how the Abberant Mind Sorcerer’s Psionic Sorcery works.

Psionic Sorcery states:

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.

Normally, a sorcerer must spend increasingly large quantities of sorcery points to make spell slots as indicated on the table under Font of Magic and can create spell slots no higher than level 5.

However, Psionic Sorcery is worded as "a number of points equal to the spell’s level." This would seem to suggest that the conversion rate is always 1:1. That is, to cast a level 5 spell, an Abberant Mind Sorcerer would only need to expend 5 sorcery points, not 7.

Further, the Psionic Sorcery seems to allow any level spell to be cast in this way. The ability does not seem to be limited to a maximum of level 5 spell slots since it isn’t explicitly predicated on the table from Flexible Casting.

Is that correct?

Flexible table columns width, rows independent?

Hello,

i have HTML table with 3 rows.
the third row contains in the middle three columns that contains extraordinary long phrasesphrases which cause columns above these long columns to be long too and that looks bad, because above rows contains images so spacing is different.

How can i set the HTML table columns width to be flexible, i mean so the wide third row columns does not influence width of the columns in other rows of the same table?

Flexible table columns width, rows independent?

How does metamagic adept interact with flexible casting and the sorcery points cap?


You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Assume a level 3 variant human sorcerer has 3 sorcery points from their class and 2 from metamagic adept.

They spend 2 sorcery points from their class to make a 1rst level slot with flexible casting. Now they have 1 from their class and 2 from metamagic adept.

Are they able to convert a spell slot to sorcery points? Or can they not go over 3 sorcery points because they are level 3? In effect forcing them to spend the points from the feat before they can make more.

How does metamagic adept interact with flexible casting and the sorcery points cap?

How does flexible casting interact with itself?

As I find builds about the Coffeelock (for peoples who doesn’t know, it’s a build that hollow you to have an infinite amount of 5th level spells slot RAW, involving a sorcerer multiclassing in warlock), I turned out asking myself a question:

How does flexible casting interact with itself?

To be clear, I want to know if you can turn created spell slots into sorcery points RAW (which could mean you have an infinite source of sorcery points if you need to do metamagic with your infinites spells).

Is a Sorcerer’s Flexible Casting visible?

Is there any RAW regarding what it looks like when a sorcerer is burning a spell slot into sorcery points? Is there any way to detect it? I’m thinking about a sorcerer in a social situation who uses subtle spell a lot to cast sneakily, and runs out of sorcery points and needs to make more while still being observed. Can they create more spell points without alerting the observers to the fact that they’re doing something magical?

Is there a formula or method of planning a flexible homebrew campaign or session?

When ever I’m planning a session for my campaign I tend to plan a very strict plot. It makes me feel comfortable, and though you can never feel ready; it makes me feel ready to play when I have a plan.

If the players go off of the plot it really messes me up.

Is there a specific planning process or formula that most DMs use in planning a session? Put another way: is there a way to plan a session, that is flexible to what the players do.

Is there a formula (or something similar) that most DMs use?

Is there a formula or method of planning a flexible campaign or session? [duplicate]

When ever I’m planning a session for my campaign; I tend to plan a very strict plot. And if the players go off of it; it really messes me up. I was wandering if there was a specific planning process or formula that most DMs use in planning a session. It makes me feel comfortable, and though you can never feel ready; it makes me feel ready to play when I have a plan. However, is there a way to plan a session, that is flexible to what the players do. Like a formula or something that most DMs use?

Rpg with flexible holy trinity [closed]

Most RPGs work out like this:

You are a mage, but the moment you pick up a shield and a mace you become an handicapped mage that can’t cast spells, so you are forced to play out as a glass cannon or a supporter.

But why?
What stops an intelligent sentient creature from learning more than on thing?

In real life people can be intelligent, strong, fast and a good artist because usually people have a long life span, long enough to give them the chance to learn any skill they wish.

Therefore it makes no sense that a mage can’t be a tank, what stops the mage from learning defensive abilities and taunts? Or what stops a mage from changing career during their life time? Clearly it is hard to find a person in real life that has done one and only one job during their entire existence.

Or what if one wants to be a “pyromancer” or “pyronom” and instead of throwing fire balls from a distance they grab their enemies face and ignite their palm to turn their face into charcoal?

Are there any games with a completely free class system?

Weird Science gizmos with flexible options: how do they work?

In Savage Worlds Deluxe (SWD), the Weird Scientist can select an arcane power and build a gizmo from it.

I’m not exactly sure how exactly those gizmos are expected to work for powers with flexible options. Should the gizmo retains the flexibility of the original power, or should the Weird Scientist stick to one version of the power for their device?

For example, while using Boost/Lower Trait, other casters can select which trait to boost or lower, and can affect more than one target at the price of one Power Point (PP) per extra target. How much of this flexibility should remain in the gizmo? I could imagine the Weird Scientist creating a very specific device for Boost/Lower Trait, for example a Mind Cap that boost the Smarts of the wearer. Or, the gizmo could be something extremely flexible, for example a general purpose Modification Beam that can boost / lower any trait of any target.

Clearly the more flexible the device, the more useful it is. How much flexibility is intended for the gizmos?

From the example in the book, it seems at least some restrictions are intended for the gizmos. On page 121, Doctor Gold creates a “vibroknife” (a knife with the Smite power), which can do +2/+4 to damage. This is a quite restrictive application of the power. A more flexibility power would be to create some “Enhancement Gloves”, able to enhance the power of any weapon they touch.

For this example, should a GM allow the “Enhancement Gloves” idea? Or are “Smite” gizmos intended to combine with a single weapon only?