| Lazaryus |
How many drawbacks should each of these be worth?
| avr |
It depends. In a low level game ILM above isn't any kind of drawback - a spellcaster who takes it is presumably planning to specialise in the illusion sphere anyway. In a high level game it's utterly crippling to a high-caster and a serious problem for many (not all) mid-casters, and probably not a problem for a low-caster because they'll likely be avoiding save-based effects anyway.
Martial casting is crippling for anyone including a gish. I can't see how it'd be usable. Admittedly that may be missing something, I'm not an expert on Spheres.
Sound-based magic looks like a normal, singular drawback. Crippling when it comes up (you're mute/gagged, target's deaf, or either the environment is very noisy or magically silenced) but all of those should be rare and most have workarounds.
Dragonborn3
|
Material Casting is a bit much, and in theory abusable. I cast [sphere talent] and then stomp on the ground, which has an AC of 5. Don't even need a weapon.
It removes three kinds of talents, only one of which makes sense(Strike) since it basically gives that talent for free to ALL spheres and the other talent types(instill and Range) either push the casting off until later(Instill) or increase the range of a ranged sphere effect(which would make sense to allow, since a lot of them start at close and need the Range talent to be able to go further). Removing Talents it usually a Sphere-Specific Thing, so this feels less like a drawback and more like a Casting Tradition. It also shares a name with another Drawback, so that needs altered.
I'd alter it so its a [Strike] version of the Monastic Tradition instead.