Lyrander Storm Lord Spells, Need Suggestions [Archive] - Wizards Community

Post/Author/DateTimePost
Edymnion

02-20-07, 09:12 PM
I'm reincarnating an old Faerun character into Eberron, and I'm looking for a bit of help updating their spell list. I've already done as much pouring through books as I can stand for one day (including every last page of the Spell Compendium, which was surprisingly unhelpful), so time to hit the boards!

The character is a Sorcerer, and the theme is wind, lightning, thunder, and storms in general. Since this is Eberron, he doesn't have to be an unholy killing machine that can take on all comers, so I'm not particularly worried about niggly little things like him being able to blast anything he comes across, I just wanna stick to the theme.

I plan on having the character take all the Dragonmark feats (he thinks his sorcererous powers stem from his Mark of Storms, which is why I want to keep to the theme), which ones he takes will be irrelivant, as I'll be taking the actual spell of many of them, and relying on the dragonmark as a fallback. I don't mind overlapping in that reguard. But for the record, these are the mark abilities I'm taking:

Least: Fog Cloud
Lesser: Sleet Storm
Greater: Control Weather

Below is what I have for his spell selection, arranged basically in the order he'll take them (so Feather Fall and Lesser Electric Orb would be the two lvl 1 spells he starts out with, then would take Shocking Grasp as his next lvl 1 spell known, etc). I am also taking liberties with energy types here. I could take Energy Substitution to convert the spells over to electric damage, but then he would still have the option of using the original energy type as well. And seeing as I'm not using Force or Sonic for these substitutions, I don't think there will be any balance issues by just swapping out descriptors to essentially make new spells. For ease of reading, I will list the original spell name, and then in paranthesis list the flavor/descriptor change. I also have put in some descriptions of the more obscure spells I found so you know what they do/why I took them.

Obviously, any level with a big bold X in it is a level with an open spell known slot at 20th level. While this does leave him some flexibility, I would like to have an idea of what to put there. Wherever you see an X, thats an open invitation to suggest a spell to fill it.
0 - Dancing Lights, Detect Magic, Prestidigitation, Ray of Frost (Ray of Lightning), Sonic Snap (thunderclap), Read Magic, Arcane Mark

1st - Feather Fall, Lesser Electric Orb, Shocking Grasp, Shield, X

2nd - Gust of Wind, Glitterdust (electrical motes), Blur (encircled by whirling debris), Heart of Air (bonus to jumping and flight speed), X

3rd - Lightning Bolt, Fly, Marked Pulse (from Dragonmarked), X

4th - Sonic Orb (uses electricity for ball lightning with deafening thunder), Ice Storm, Solid Fog, X

5th - Overland Flight, Lightning Leap (combines Lightning Bolt with a short range teleport),Cyclonic Blast (makes a sideways tornado), Cone of Cold (cone of lightning)

6th - Control Weather, Chain Lightning, X

7th - Finger of Death (intense lightning blast), X, X

8th - Lightning Ring (creates a circling ring of electricity that lasts for a while and shoots out lightning bolts), Great Shout (crashing thunder), Incediary Cloud (broiling lightning instead of hot embers)

9th - Meteor Swarm (lightning bolts instead of meteors), GateSavy readers may notice that he's missing a 9th level spell known. This is because he will be taking the full 10 levels of Storm Caster, which loses 1 caster level, and hence one 9th level spell known.

Also on the plate, I plan on giving him two Reserve feats from Complete Mage. Borne Aloft and Storm Bolt. For a quicky rundown, Storm Bolt lets him use pretty much unlimited electric ray attacks as long as he has a third level or higher electricity descriptor spell uncast. Given the heavy reliance on electricity for attack in this build, that should be pretty much all the time. Borne Aloft gives some minor flight abilities at will as long as he has a 5th level air descriptor spell ready (which is one of the main reasons he has Cyclonic Blast on the list). And just for fun, he'll have Favored in House and Leadership for an Artificer cohort.

If anyone has some suggestions on good spells that I've missed, from any source (faerun included!), or knows of a spell that, with the right energy type and flavor changes would work well, then please, feel free to put it up! And yes, I realize that this is major planning ahead, but I'm working on a pretty narrow theme, which if I want to stay on target, I need some careful planning. And also for the record, Druids get all the fun storm spells, dangit!
yrogerg

02-20-07, 11:58 PM
I'm reincarnating an old Faerun character into Eberron, and I'm looking for a bit of help updating their spell list. I've already done as much pouring through books as I can stand for one day (including every last page of the Spell Compendium, which was surprisingly unhelpful), so time to hit the boards!

The character is a Sorcerer, and the theme is wind, lightning, thunder, and storms in general. Since this is Eberron, he doesn't have to be an unholy killing machine that can take on all comers, so I'm not particularly worried about niggly little things like him being able to blast anything he comes across, I just wanna stick to the theme.

I plan on having the character take all the Dragonmark feats (he thinks his sorcererous powers stem from his Mark of Storms, which is why I want to keep to the theme), which ones he takes will be irrelivant, as I'll be taking the actual spell of many of them, and relying on the dragonmark as a fallback. I don't mind overlapping in that reguard. But for the record, these are the mark abilities I'm taking:

Least: Fog Cloud
Lesser: Sleet Storm
Greater: Control Weather

Below is what I have for his spell selection, arranged basically in the order he'll take them (so Feather Fall and Lesser Electric Orb would be the two lvl 1 spells he starts out with, then would take Shocking Grasp as his next lvl 1 spell known, etc). I am also taking liberties with energy types here. I could take Energy Substitution to convert the spells over to electric damage, but then he would still have the option of using the original energy type as well. And seeing as I'm not using Force or Sonic for these substitutions, I don't think there will be any balance issues by just swapping out descriptors to essentially make new spells. For ease of reading, I will list the original spell name, and then in paranthesis list the flavor/descriptor change. I also have put in some descriptions of the more obscure spells I found so you know what they do/why I took them.

Obviously, any level with a big bold X in it is a level with an open spell known slot at 20th level. While this does leave him some flexibility, I would like to have an idea of what to put there. Wherever you see an X, thats an open invitation to suggest a spell to fill it.
Savy readers may notice that he's missing a 9th level spell known. This is because he will be taking the full 10 levels of Storm Caster, which loses 1 caster level, and hence one 9th level spell known.

Also on the plate, I plan on giving him two Reserve feats from Complete Mage. Borne Aloft and Storm Bolt. For a quicky rundown, Storm Bolt lets him use pretty much unlimited electric ray attacks as long as he has a third level or higher electricity descriptor spell uncast. Given the heavy reliance on electricity for attack in this build, that should be pretty much all the time. Borne Aloft gives some minor flight abilities at will as long as he has a 5th level air descriptor spell ready (which is one of the main reasons he has Cyclonic Blast on the list). And just for fun, he'll have Favored in House and Leadership for an Artificer cohort.

If anyone has some suggestions on good spells that I've missed, from any source (faerun included!), or knows of a spell that, with the right energy type and flavor changes would work well, then please, feel free to put it up! And yes, I realize that this is major planning ahead, but I'm working on a pretty narrow theme, which if I want to stay on target, I need some careful planning. And also for the record, Druids get all the fun storm spells, dangit!

Chain Lightning is Level 6. You could also throw in some Summoning/Calling spells, and use them for Air -or better yet!- Storm Elementals Also, if you're doing "storms in general", you don't necessarily need to change Ray of Frost: I hear clouds are actually pretty cold.
AllWillFall2Me

02-21-07, 12:16 AM
Complete Mage has Lightning Leap. I've loaned it to a friend, so I can't get you a perfect description, but essentially you turn into a 60' line of lightning, coming out at the end.
Kid SixXx

02-21-07, 07:12 AM
Have you checked the Spells chapter of Stormwrack?
Edymnion

02-21-07, 08:25 AM
Chain Lightning is Level 6. You could also throw in some Summoning/Calling spells, and use them for Air -or better yet!- Storm Elementals Also, if you're doing "storms in general", you don't necessarily need to change Ray of Frost: I hear clouds are actually pretty cold.Yeah, but typically not in that way. Added Chain Lightning to the list.Complete Mage has Lightning Leap. I've loaned it to a friend, so I can't get you a perfect description, but essentially you turn into a 60' line of lightning, coming out at the end.Yeah, I have Lightning Leap on the list already. :)Have you checked the Spells chapter of Stormwrack?Yup, they're pretty much all related to the ocean and sailing, not storms.
Tiro

02-21-07, 10:18 PM
A couple thoughts:

Scintillating Sphere - Spell Compendium - 3rd level - Basically an electricity fireball.
Stun Ray - Spell Compendium - 7th level - An electricity-based stunning ray.
Seeking Ray - Player's Handbook II - 2nd - A ray that adds to the attack bonus of every ray thereafter (also deals electricity damage).
Electric Vengeance - Player's Handbook II - 2nd - Electricity spell that damages an opponent that just damaged you.

Scintillating Sphere and Electric Vengeance both seem to fit especially well in my opinion.

Hope that helps!

Cheers,
Tiro
UnderworldLord

02-21-07, 10:22 PM
Don't forget that you can put in simple spells and just alter the energy for them. Fireball -> energy sub -> electricity ball, etc. Technically you can apply this effect to melf's acid arrow if you really want. Or at least thats how it was explained to me.
Edymnion

02-22-07, 07:24 AM
Electric Vengeance - Player's Handbook II - 2nd - Electricity spell that damages an opponent that just damaged you.Yeah, I saw that and its a very BAD spell. Sorcerers and wizards have the lowest hitpoints in the game, needing to get hit before you can use a spell is a really, really bad idea. Plus, the damage on it is so low that, by the time you can cast it, you can already do almost equal damage at range with Lesser Electric Orb without having to risk getting killed to do it.
AvonRekaes

02-22-07, 12:02 PM
Do you have access to the Dragonlance Campaign Setting? There's an electricity version of Scorching Ray in there. (a little different than just energy substituting a scorching ray though).

Also, did you purposely decide against Storm of Vengence for a 9th level spell? Or is that not on the Sorc/Wiz list?
UnderworldLord

02-22-07, 04:12 PM
I'm about 80% certain thats not on the wiz/sorc list. I think its clerical.
Edymnion

02-22-07, 07:18 PM
Yeah, its a Cleric spell.
Although I've about decided that I'm going to just grab spells from whatever list I bloody well feel like. Eye of the Hurricane is too good to pass up just because its a Druid spell.
Edymnion

02-22-07, 08:57 PM
OkayOkay, going through the Spell Compendium and the PHB with an eye on spells, reguardless of class, gives the following good spells:

Level Thunderhead
Updraft Binding Winds Call Lightning
Downdraft
Wind Wall (also a sorcerer spell) Eye of the Hurricane Ball Lightning
Call Lightning Storm
Cold Snap
Control Winds Wind Walk (its lvl 6 for clerics, lvl 7 for druids, I'm going for the cleric version, obviously) None StormrageNow, not all of these will make the cut, obviously, but they're all good enough to be serious contenders. I'll have to juggle spells and see what I can do.

Okay, here's the way the spell list is looking now:0 - Ray of Frost (Ray of Lightning), Sonic Snap (thunderclap), Prestidigitation, Detect Magic, Dancing Lights, Read Magic, Arcane Mark

1st - Feather Fall, Lesser Electric Orb, Updraft, Shocking Grasp, Thunderhead

2nd - Gust of Wind, Glitterdust (electrical motes), Blur (encircled by whirling debris), Binding Winds, Heart of Air (bonus to jumping and flight speed)

3rd - Lightning Bolt, Fly, Downdraft, Call Lightning

4th - Sonic Orb (uses electricity for ball lightning with deafening thunder), Eye of the Hurricane, Ice Storm, Solid Fog

5th - Overland Flight, Lightning Leap (combines Lightning Bolt with a short range teleport),Cyclonic Blast (makes a sideways tornado), Cone of Cold (cone of lightning)

6th - Chain Lightning, Wind Walk, X

7th - Control Weather, Finger of Death (intense lightning blast), X

8th - Stormrage, Great Shout (crashing thunder), Incediary Cloud (broiling lightning instead of hot embers)

9th - Meteor Swarm (lightning bolts instead of meteors), Gate
yrogerg

02-23-07, 12:07 AM
Yeah, its a Cleric spell.
Although I've about decided that I'm going to just grab spells from whatever list I bloody well feel like. Eye of the Hurricane is too good to pass up just because its a Druid spell.

Well, in that case... Storm of Vengeance!
Edymnion

02-23-07, 12:07 PM
Well, in that case... Storm of Vengeance!SoV is too dependant on DM interpretation to be very useful, IMO. The spell doesn't specifically say that effects from previous rounds carry over to subsequant rounds. 10 full rounds of acid rain along with those lightning bolts would make it useful. 1d6 of acid rain that stops and then the next effect starts is virtually useless.