Sorcerers and words of power


Advice


I am now going through the words of power section of ultimate magic, but i have a question:
What happens to the sorcerer's bloodline spells? do they get the spell as it is? do they get an extra effect or meta word? do they simply forget about lerning those bloodline spells?


Nevermind i found the answer, they just learn the spell.
Now what do you think of a sorcerer using words of power? A good choice? a bad choice?


leo1925 wrote:

Nevermind i found the answer, they just learn the spell.

Now what do you think of a sorcerer using words of power? A good choice? a bad choice?

Evocation is far stronger under Words of Power, in my opinion. Enchantment effects are also still pretty good.

What WoP fails at:

1) Defensive abilities

The entire Armor category is focused on granting Armor bonuses. You can't cast Shield.

Protection From XXX is weaker - you don't get immunity from natural weapons and touch attacks, and you don't get immunity from mind-affecting spells.

No Illusion/Concealment defense words

2) Inability to produce some types of spells. Some example spells which are generally pretty good:
Color Spray
Flaming Sphere (for a few levels it's good)
Glitterdust
Blur
Mirror Image

3) Summon spells are faster to cast, but weaker in terms of summoning multiple creatures

There are probably more limitations, but that's just what I've noticed after an initial reading.

If you want an offensive caster, a WoP Sorcerer is about as good as they come. A WoP Druid or Magus Evoker is also pretty powerful, and is a bit more survivable with a better HD and access to armor. The Druid even gets shields.

WoP is, IMO, an awful choice for Clerics, Oracles, Inquisitors, Bards, Summoners, Witches, and Wizards. They simply give up too much in flexibility - the words those classes gain access to are too limited compared to the spells they can get. Some of those classes can gain some benefit from taking the Experimental Spellcaster feat, though.


To answer your second question, IMO I think its a great choice.

Granted, you can't take the human favored class bonus to get extra words (was said somewhere on the forums, might be in UM but unsure). If you can no biggie.

Also your damaging spells that have caps, like 10d6 or 15d6 are a lvl higher (15d6 are usually fourth level, WOP they are 5th) but I'm pretty sure you can metamagic that regularly with meta words.

WOP basically give you more versatility for spellcasting. Its more like the spell casting in White Wolfs Mage games, but in PF you have to know the base word. So, where as a sorcerer would know 5 lvl 1 spells at 6th lvl (this isn't acurate, just an example), a wordcaster could have all kinds of different spells due to how he wants to utilize and combine his words. So you're actually gaining a very good benefit by utilizing this.

It also matches sorcerers better I believe since they basically know spells by having an idea of what they want to cast and then casting it (using the rules for regular spells to stand in for their "made up" spells).

I'm not really good at this type of spellcasting, but I will eventually try it with a sorcerer (the only full casting arcane class I love).

Overall, I think its a good choice, considering your playstyle and how creative you can be.


One of my biggest problems with it is I can't cast a version of Emergency Force Sphere.

Which actually brings up a question: I noticed that it said that you can't take spells if you're a wordcaster and vice versa, but it then says that wordcasters can learn spells (or something similar to that) and then says to see the sidebar on pg 166. But the only feat there that does something like this says that spellcasters can pick a word (or something like that) but it doesn't say a wordcaster can take the feat to learn a spell. Is this a typo? Is there a feat missing? An excerpt for that feat missing?

Id like to know cause that's gonna determine whether I take WOP or regular spells with my sorcerer in our next game starting in june.


Fnipernackle wrote:
Also your damaging spells that have caps, like 10d6 or 15d6 are a lvl higher (15d6 are usually fourth level, WOP they are 5th) but I'm pretty sure you can metamagic that regularly with meta words.

You can work around this in WoP by combining effect words with lower caps together. A Burst Lightning Blast Fire Blast has a cap of 20d6 damage, and is a level 4 wordspell. Granted, this doesn't even matter until you surpass the 10d6 cap on just a Burst Lightning/Fire Blast.

Fnipernackle wrote:
WOP basically give you more versatility for spellcasting. Its more like the spell casting in White Wolfs Mage games, but in PF you have to know the base word. So, where as a sorcerer would know 5 lvl 1 spells at 6th lvl (this isn't acurate, just an example), a wordcaster could have all kinds of different spells due to how he wants to utilize and combine his words. So you're actually gaining a very good benefit by utilizing this.

As I mentioned, you get more versatility in the targetting (single target, multi-target, Line, Burst, Barrier), save type (meta words to change Will/Fort), and effect combinations (e.g. you can combine a heal with a buff) for individual spells, but you lose a lot of versatility in the types of effects you can generate (e.g. can't get a Shield bonus, can't get Concealment, can't create an animated weapon, etc).


I realize that I'm a little late to the party, but has anyone been able to get a firm answer from the developers on the Human Sorc favored class bonus. It appears that they can use the FC bonus to grab an extra word, but I want to make sure because while an extra 'real spell' is powerful, every word you know exponentially increases your options - in a perfect world, at least.


h0rnman wrote:
I realize that I'm a little late to the party, but has anyone been able to get a firm answer from the developers on the Human Sorc favored class bonus. It appears that they can use the FC bonus to grab an extra word, but I want to make sure because while an extra 'real spell' is powerful, every word you know exponentially increases your options - in a perfect world, at least.

I really hope it's not.


What I have done is taken my Sorcerer, who focuses on fire spells (Red Dragon Bloodline), and worked the WoP in as a role playing aspect that he has more control over fire spells than normal spells. At 1st level he took the Experimental Wordcaster (Learning the 1st level fire word), then at 7th he is going to take it again (Learning the 3rd level fire word plus the 3rd level armor word).

The versatility on being able to make lines of fire, cones, bursts, and rays as needed has been great. The limited use of the boost metaword hurts a little but overall it is useful to be able to deal damage at whatever angle the character needs shape wise.


leo1925 wrote:
h0rnman wrote:
I realize that I'm a little late to the party, but has anyone been able to get a firm answer from the developers on the Human Sorc favored class bonus. It appears that they can use the FC bonus to grab an extra word, but I want to make sure because while an extra 'real spell' is powerful, every word you know exponentially increases your options - in a perfect world, at least.
I really hope it's not.

I think granting a Word is too powerful, but granting a Wordspell seems reasonable.

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