IntroGreetings, all!
I'm currently in a campaign where the
Fun, Powerful Sorcerer homebrew class is allowed. The short answer is that, once I reach a high enough level (as I'm presently only level 1), I'll be able to use the spells
celerity (
Player's Handbook II) and
arcane fusion/
greater arcane fusion (
Complete Mage) and the feat Quicken Spell - all with the goal of getting more spells per round. Action economy advantage, in short.
(Yes, this homebrew Sorcerer fix can use Quickened spells. Metamagic specifically does not increase casting time. This is contrary to the normal 3.5 PHB and SRD rules. I know that.)
My Current CampaignMy character is an Aasimar Sorcerer (starting at ECL1) on a mission from the Upper Planes to observe this Material Plane and determine which parts of it are worthy of saving and judgment.
The campaign is done in a "Living Greyhawk" style with a variety of characters and GMs. Party members are subtly encouraged to stay together, but not required. GMs adhere to a common set of rules, and discuss things among themselves if there are any questions. (This is not actually Living Greyhawk or RPGA material.)
The allowed sources are all first party 3.5 material, as well as "Dragon" magazine. Homebrew is scrutinized more heavily, but is considered. The GM can veto or permit anything, though.
The characters and players determine what sort of campaign they're most interested in. My party (a heavily templated Goliath Fighter of Lolth and my Aasimar Sorcerer) left the slums of a major city due to being solicited for assassination, went to the guards, and told them what happened. They're hunting animals and such in a nearby forest for food, parts, and pets. And EXP. We each have goals of exploring the world and enjoying life along the way - for different ends.
Action Economy EnhancersCelerity is most famous for being the "I act out of turn and I win if I can survive the Daze effect afterward" spell. It's also a way to burn through level 4 spell slots quickly to get these extra actions.
Celerity was super powerful when I ran it strictly as a swift action - so much so that I banned it from the campaign because I was GMing. The rest of the players were OK with this. Since I'm not GMing right now, I ask for y'all's advice.
Arcane fusion and its
greater version are kinda like WotC saying, "Sorry Sorcerers! You can sorta Quicken after all! Let's just make it specific to these circumstances." Assuming I'm not using Sanctum Spell for
arcane fusion loops (because that's just abusive right now), how does this compare to the other options?
Quicken Spell is more general. It doesn't let me act out of turn, but it doesn't have the nasty Dazing side effect either. It also lets me cast spells of different levels - like a level 2
web followed by a Quickened level 3
haboob. My GM has allowed Practical Metamagic (
Races of the Dragon) and Easy Metamagic ("Dragon" Magazine). Rods of Quicken Spell are also options, but those are 3/day.
Arcane spellsurge (
Dragon Magic) is a handy way to cast a standard action and full-round action spell per turn, but its effects can't be suppressed. Sorcerers commonly used Sanctum Spell or Invisible Spell on certain spells to just cast 2 spells per round for
arcane spellsurge's duration. I
can take the Common Arcana Slow Sorcery, but I'm hesitant to do so for just this spell. Besides,
arcane spellsurge is a level 7 spell!
I'm open to other options. Remember, I have all of first party and "Dragon" magazine tentatively available to me!
Closing ThoughtsThis is a discussion for me, but also in general. Which of these options (or another) do you believe is best overall if you can only focus on one? What's your second favorite? Third favorite? Why?