I want to know what you think about I new spell I made and shared. Transfer Mana a Sorcerer only spell.
Transfer Mana
I figure to make this a level 1 spell as you will still be using spell points. This make it less effective use as it is costing a spell slot, spell known slot, time via action and bonus action and spell points so that so that another can use a spell slot.
This is an interesting spell...so in theory, it would cost a sorcerer a level 1 spell slot and 7 sorcery points to grant a 3rd level spell slot to a party member...
I love the idea of this spell, and think it is a great way for the sorcerer to be more of a team player, but there is one tweak I'd like to suggest:
You may want to place the restriction that the receiving player can only be given a spell slot of a level that they normally have (so no giving a paladin high level spell slots early for mass diving smiting). Basically, if you don't already have that level of spell slots, you can't be given any. This would allow the sorcerer to support his party's needs without causing any balancing issues.
It also feels a bit like a trap option; As a first level Spell, it can be chosen by a first-level Sorcerer, who can cast it, but it can't do anything, since they don't have Sorcery Points.
It has a duration of 1 Round, costs your Action to cast. You only get one Bonus Action during that round, and you have to use that Bonus Action to expend enough of your Sorcery Points to give someone else a Spell Slot.
Perhaps push it to Spell Level 2, and make it a Bonus Action Cast, and include the spell slot creation in that casting.
Switch the duration to Instantaneous if the new Spell Slots can't be Dispelled off the creature who gets them,. Special if they can.
It seems like a costly choice for a Sorcerer, even as a Level 1 spell.
It possibly might feel better as a Subclass Feature or Optional Class Feature.
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🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
I want to know what you think about I new spell I made and shared. Transfer Mana a Sorcerer only spell.
Transfer Mana
I figure to make this a level 1 spell as you will still be using spell points. This make it less effective use as it is costing a spell slot, spell known slot, time via action and bonus action and spell points so that so that another can use a spell slot.
I spell Goodly.
P.S. The slot is lose when ether person uses a long Rest.
I spell Goodly.
This is an interesting spell...so in theory, it would cost a sorcerer a level 1 spell slot and 7 sorcery points to grant a 3rd level spell slot to a party member...
I love the idea of this spell, and think it is a great way for the sorcerer to be more of a team player, but there is one tweak I'd like to suggest:
You may want to place the restriction that the receiving player can only be given a spell slot of a level that they normally have (so no giving a paladin high level spell slots early for mass diving smiting). Basically, if you don't already have that level of spell slots, you can't be given any. This would allow the sorcerer to support his party's needs without causing any balancing issues.
Thank you. I did not even think about that. Yes a limit of you receiver max level is a great idea.
I spell Goodly.
I don't like broken combos due to loopholes, so I try to close them whenever I can.
It also feels a bit like a trap option; As a first level Spell, it can be chosen by a first-level Sorcerer, who can cast it, but it can't do anything, since they don't have Sorcery Points.
It has a duration of 1 Round, costs your Action to cast. You only get one Bonus Action during that round, and you have to use that Bonus Action to expend enough of your Sorcery Points to give someone else a Spell Slot.
Perhaps push it to Spell Level 2, and make it a Bonus Action Cast, and include the spell slot creation in that casting.
Switch the duration to Instantaneous if the new Spell Slots can't be Dispelled off the creature who gets them,. Special if they can.
It seems like a costly choice for a Sorcerer, even as a Level 1 spell.
It possibly might feel better as a Subclass Feature or Optional Class Feature.
🎵I'm on top of the world, looking down on creation, wreaking death and devastation with my mind.
As the power that I've found erupts freely from the ground, I will cackle from the top of the world.🎵
Charisma Saving Throw: DC 18, Failure: 20d6 Psychic Damage, Success: Half damage