Sorcerer Spells @Mith/Devs/Coders

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The Rambling Midget
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Sorcerer Spells @Mith/Devs/Coders

Post by The Rambling Midget » Wed Aug 19, 2015 2:08 pm

Is it possible to alter the number of known spells per level for Sorcerers, without having to force a planned spell list like Warlocks?
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Re: Sorcerer Spells @Mith/Devs/Coders

Post by Dalenger » Wed Aug 19, 2015 3:54 pm

We have the ability to get additional spells via equipment, so I'm guessing it would be possible to add a passive ability like that onto sorc.
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Re: Sorcerer Spells @Mith/Devs/Coders

Post by The Rambling Midget » Wed Aug 19, 2015 3:58 pm

Known spells, not spell slots.
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Re: Sorcerer Spells @Mith/Devs/Coders

Post by Lorkas » Wed Aug 19, 2015 4:25 pm

It's definitely possible for a server to change it for all sorcerers by editing cls_spkn_sorc.2da, but I don't think it's possible to change it for some sorcerers and not others if you're thinking of a sorcerer path and have spell selection on level up respect the change.

It might be possible with some kind of scripted workaround that would run in a dialog window and allow a sorcerer to navigate to the spells they want and select them there. I think it would have to run after every level up though. Basically, like warlocks it would take spell selection away from the default NWN level-up process and into a custom scripted dialog box.

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Re: Sorcerer Spells @Mith/Devs/Coders

Post by The Rambling Midget » Wed Aug 19, 2015 4:44 pm

Yeah. Something like that. With Weave Master dubbed a "utility class", I thought it would be cool to have a maximum total number of known spells, but allow higher level slots to be exchanged for low level ones. So, for example, a level 8 Sorcerer could know 5 level 1s, 5 level 2s, and a level 3, instead of 5/3/2/1. There are just some levels with few or no useful spells, depending on how the character is played.
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Re: Sorcerer Spells @Mith/Devs/Coders

Post by DrVindaloo » Thu Aug 20, 2015 12:08 pm

Have pity on the wizards. More known spells for Sorcs leaves them without much except bonus feats going for them.

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Re: Sorcerer Spells @Mith/Devs/Coders

Post by miesny_jez » Thu Aug 20, 2015 1:31 pm

Yeah as DrVindaloo points.. why would You do that?

My understanding was that the Sorcerer has a limited knowledge of spells because he can cast them more then a wizard (mechanic wise).
RP wise - its the wizzard who studies all his life how to shape the weave to his own needs.. the sorcerer is just that lucky guy/girl who happens to have traces of dragon/demonic blood in them - meaning the sorcerer has a very limited understanding of actual spells outside of those which he can conjure/evoke

You know: With Great Power comes Great Limits!

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Re: Sorcerer Spells @Mith/Devs/Coders

Post by Lorkas » Thu Aug 20, 2015 1:41 pm

TRM doesn't actually seem to be saying that sorcerers need more known spells, just that it would be cool if a level 4 or lower could be learned instead of a level 5 (for example).

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Re: Sorcerer Spells @Mith/Devs/Coders

Post by The Rambling Midget » Thu Aug 20, 2015 1:47 pm

DrVindaloo wrote:Have pity on the wizards. More known spells for Sorcs leaves them without much except bonus feats going for them.
The Sorcerer would still know the exact same number of spells. This option would only allow them to choose weaker ones, to trade power for utility.
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