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Ilmoita käännösongelmasta
Edit: btw. in D&D terms, Skills are things like Persuation, intimidation, Perception, Nature, athletics etc.
Using Skills for something else will make things confusing in the long run. ;)
Sorcerers are "flexible" unlike other casters who are simply stuck with whatever spell slots they get. The Sorcerer is the only caster that gets to convert like this, unless you multiclass with another caster class...
i got a wizard in my party and was wondering how do i change/prepare spells? i went to camp for the first time just to see if that would do it but it didnt lol.
Also just in case, see the edit in my last post. ;)
thank you kind sir . :)
I wish you all in this thread a great night and a good game of baldur when you play :)
Preparing spells means choosing which spells you will have access to during combat.
You will always "know" more spells than you can prepare (the spells you choose when you create your character or level up are the one's you "know").
So let's say you "know" 10 spells in total (chosen at creation and level up), but you have to pick six of these to "prepare". Those six are the ONLY spells you'll be able to cast until you "prepare" a different set of six spells from the list of 10 thst you know.
Fortunately, preparing costs nothing (just press 'K' to bring up the screen), but can only be done outside of combat.
The purpose is to force you to commit to a limited set of magic spells before you start an encounter - you never have accesd to every spell you know at all times, but you can freely switch them around as long as you're not in combat.
In the TT you can only do this after long resting, so BG3 is more generous in that regard...
As a Bonus Action you can do 1 of 2 choices:
1. Take a spell slot you currently have and convert it into a number of Sorcery points equal to its level (1st level slot gives you 1, 6th level gives 6 etc)
2. Create a spell slot by spending a number of sorcery points below:
1st level slot costs 2 Sorcery points
2nd level slot costs 3 Sorcery points
3rd level slot costs 5 Sorcery points
4th level slot costs 6 Sorcery points
5th level slot costs 7 Sorcery points
No slot higher than 5th can be created
At 3rd level you pick 2 Metamagic feats to learn. At 10th and at 17th you pick an extra one to learn as well. You may only apply 1 Metamagic effect to a spell, unless explicitly stated it allows you to use multiple:
Careful spell - For 1 SP (sorcery point) pick a number of creatures up to your Cha modifier (min 1). They automatically save against the spell (useful if you throw a fireball over your party)
Distant spell - For 1 SP a spell with a range of 5ft or greater has the range doubled. If the range of the spell was touch, it gains a range of 30ft instead.
Empowered Spell - For 1 SP you can re-roll a number of the damage dice of a spell (up to Cha mod). You can apply this option to a spell even if you used a Metamagic effect already. (remember it's 1 re-roll, you cant keep spending to re-roll more)
Extended Spell - For 1 SP the length of a spell with a duration of 1 minute or more has it's duration doubled.
Heightened Spell - For 3 SP one target of the spell has disadvantage on their save.
Quickened Spell - For 2 SP, a spell that normally has a cast time of 1 action can be cast with 1 bonus action instead. (this is great, but remember if you cast a spell of 1st level or higher with your bonus action, you can only cast a cantrip with your action).
Subtle Spell - For 1 SP you can ignore the Somatic and Verbal components of a spell.
Twinned Spell - For SP equal to the spell's level (or 1 if a cantrip) a spell which can only have ONE creature as a target now hits a second creature within the range of the spell.
Subtle spell, for example, lets you twin an Eldritch Blast while you are level 1 through 4, but once you hit 5 it won't work anymore because Eldritch Blast has two rays which can target two creatures now.
thank you kindly. i thought spell slot was that you open a new "slot" to put a new "magic" in so you had more to choice from. but i now realized that it only lets you use magic more then you already have without resting, by using points to do so. <3
For example, there is a "manipulation" that needs sorcery points where you can make a spell that normally only hits one target now hit two targets for that turn. Spell slots have nothing to do with that. You lose a single spell slot regardless of if you used the sorcery points to make that spell hit two targets or didn't use it and only hit one target.
*Edit*
I see where I missed information. Your previous post was talking about the swapping sorcery points for spell slots or the other way around that sorcerers do indeed have the ability to do unlike Wizards. My apologies in that regard. I skimmed that post and failed to see what was at the start of it. My bad.
no need to apoligize kind sir. im happy that people like you and the others in this thread gave so much of their time to explain to me how it all works. :)
I may still be garbage at some types of games, but I do try.
And I'm quite used to have new ppl at my tables. I even sometimes explicetly look for newbies to get them to enjoy D&D. So explaining things to new players is part of playing D&D and the D&D experience for me. :)
Quickened Metamagic allows for you to cast a "Standard" action Spell as a Bonus Action spell
Extended allows you to double the range of the spell if it as a range other than Self.
Empowering allows you to reroll up to CHA mod of your Damage dies of the spell
Etc Etc
AND you can also exchange Sorcery points for Spellslots, 2 pts per Slot level.
Wich can be handy when you're outta Slots, but still have Sorcery Points(if you don't have spellslots anyways to cast a spell, but still have Sorcery points, might as well use the points to recharge One of your Spell slots and use it to cast)
OR you can Exchange a Spell Slot for Sorcery points, wich is also quite handy if you have some spare Spellslots that you are willing to part with, so that you can cast a Modified spell that could turn the tide of the battle.
You have a limited number of Sorcery points, but they recharge after a Long rest.