Years ago I purchased the Chivalry & Sorcery Sourcebook (2nd Edition) for its Battle System, but there’s one basic thing I’ve never been able to figure out. On p 65 of the book, it has the procedure for dealing with melee combat, which is:
- Determine how many figures in each unit are engaged
- Roll a d6 for each unit
- Modify the dice rolled with the included table
…then, nothing. It never says what to do with the result. Does anyone have any idea? The best I can figure, you’re supposed to remove as many figures as the final value says, but I can’t decide if that’s a reasonable result. Thoughts, anyone?
I have a homebrew idea to try and add more power to the sorcerer. The idea is that when sorcerer casts a spell that causes a target to make a saving throw, they can spend sorcery points to add 1d4 to their spell save DC. I’m not sure how many sorcery points this should cost though and was wondering what other people think.
It says I get bonus damage “When you Cast a Spell from your spell slots”. While cantrips don’t expend slots when
I’m a little confused about the sorcery point system, mainly where I keep track of them. Should I keep track in the “attacks and spell casting” box or is there somewhere else I should put them in particular? Thanks in advance.
Codex of the Black Sun includes a focus called Savage Sorcery (p. 91), along with rules for spellcasting.
Savage Sorcery’s level 1 use is described as a “Main Action invocation”. While “Invocation” is occasionally used throughout the Codex of Dark Sun as a synonym for “Spell”, it’s equally used to refer specifically to the vocal part of spellcasting.
So the question is: What parts, if any, of the “Casting Spells” rules on page 21 apply to Savage Sorcery? Specifically:
Does it have to be declared at the beginning of the turn (and presumably would then be subject to failure on injury)?
Can it be used in armor?
Shadow Sorcerers at 3rd level gain the spell Darkness which doesn’t count against spells known. In addition, you can cast this spell by expending 2 sorcery points. I wanted to know if you could circumvent the material cost by using sorcery points. I’m assuming you do need the components as sorcery points seem to function like auxiliary spell slots.
This question already has an answer here:
- Can a Sorcerer protect their friend from Web by using Careful Spell? 8 answers
One of my players is playing a Sorcerer who knows the sickening radiance spell (XGtE, p. 164):
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
(This spell has a 10-minute duration and is a concentration spell.)
He has also chosen the Careful Spell metamagic option:
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Sickening radiance forces creatures in the area to make a saving throw each round that it starts their turn in the area of effect.
If the Sorcerer wants their teammates to succeed on the saving throw against sickening radiance each round, do they have to spend a sorcery point each round? Or do the player characters get to pass the check automatically after the initial sorcery point is spent, since it was cast as a Careful Spell?
If a player is a 2nd-level sorcerer, and sacrifices one of their 1st-level spell slots to get an additional sorcery point, could they use their 3 sorcery points to create another 2nd-level spell slot?
On page 288-289 of the DMG, there is an optional rule: Variant: Spell Points.
I am frequently using this optional rule at my table. I’m interested in streamlining resource-management even further, by merging the Sorcerer’s Sorcery Points and Spell Points into a singular pool of Spell Points that replace Sorcery Points all together, which I plan to playtest in a coming one-shot.
My question is, what is the effective conversion rate for Sorcery points to Spell Points utilising the Creating Spell Slots (PHB 101) table and the Spell Point Cost (DMG 288) table?
I’m not interested in answers concerning game balance or any other ramifications on the game.
To cast a spell from a scroll that is on your list but of a higher level you can cast, you need to make a spellcasting ability check (wasting the spell scroll on a failure).
What happens if a low level sorcerer tries to apply metamagic to a high level spell he attempts to cast from a spell scroll, but fails the check ? Does he also waste the sorcery points, or no ?
Ex: Bob the 3rd level sorcerer with the Twinning Metamagic trying to cast a Twinned Haste from a spell scroll and failing the DC 13 check. Would he also waste 3 sorcery points ?