| Post/Author/DateTime | Post |
|---|---|
| Danacyrus02-04-07, 04:26 AM | I have a sorcerer and realised that the spells that i have chosen at previous levels are not as great as they seem. Are sorcerers aloud to alter their spells known at any time in Living Greyhawk? As in at certain levels can they change it or are you stuck with it? |
| JJeff02-04-07, 10:00 AM | Basically, you follow the rules as in the PHB where you can change your Sorcerer spells after level 4 Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. |
| solbergb02-04-07, 11:51 PM | One of the arts of playing a sorcerer is to pay attention to the spell you WISH you had in the previous level and take a spell of that type the next time you level. Sorcerers ALWAYS get new spells when they level. Even if you can't swap out the old ones right now, you can do a lot to help yourself with this approach.I And in the very short term, use your free access to L1-4 DMG scrolls to pick up scrolls to shore up whatever weak points you have. There is really no excuse for a low level sorcerer to not have a stack of 25gp L1 scrolls to give versatility and also more options when the handful of L1-2 spell slots burn away on a long adventure. After level 3, a couple well chosen L2 spell scrolls (glitterdust and web are two of the best, and command undead is an encounter ender if you have trouble with zillion-hitdie skeletons or zombies with your main spells). |
| Rerednaw02-05-07, 03:27 PM | One of the arts of playing a sorcerer is to pay attention to the spell you WISH you had in the previous level and take a spell of that type the next time you level. Sorcerers ALWAYS get new spells when they level. Even if you can't swap out the old ones right now, you can do a lot to help yourself with this approach.I And in the very short term, use your free access to L1-4 DMG scrolls to pick up scrolls to shore up whatever weak points you have. There is really no excuse for a low level sorcerer to not have a stack of 25gp L1 scrolls to give versatility and also more options when the handful of L1-2 spell slots burn away on a long adventure. After level 3, a couple well chosen L2 spell scrolls (glitterdust and web are two of the best, and command undead is an encounter ender if you have trouble with zillion-hitdie skeletons or zombies with your main spells). Plan your spell selection way in advance. I had my entire spell selection plotted before I played my sorceror once. As for scrolls, both my arcanes went the scroll route. Just be careful not to try to cover every situation. By the time I hit level 5 I found myself burning through about 1000 gp worth a mod just to prevent player deaths. At APL 4 that's a net loss of quite a bit of gold each time. Not as much as a death of course...but still. So now he has 800 gp and one wondrous item (lesser extend 1/day). Never had enough for headband of intellect or pretty much anything else. He's still saving for a blessed book (no access and too much $$$), a heward's handy haversack (no access) and pearls of power (no access), but I expect this year to be a very cash poor one for him in any case. Good luck! |
| solbergb02-05-07, 04:21 PM | I also planned my selection in advance, but it mutated during play due to incharacter events, access and some spells just being more or less useful in actual play than I expected. A full blown sorc build is built around the spells and metamagic feats - everything else is pretty trivial comparatively speaking - but such a build should be considered an outline, not a final draft. Look at what you planned but also listen to your own experiences in actual play. If you feel you're missing something, fix it in your very next level. |
| amnuxoll02-05-07, 10:11 PM | The pattern to my spell selection is to have a good spell from each of these categories that uses the highest or second highest available spell slot: 1: damage dealing spell. (Starting at 6th level I try to always have one that effects one creature and one that effects an area. Starting around 9th level I try to have always have one that ignores spell resistance.) 2: protective or buff spell (or anti-buff in the case of dispel magic) 3: battlefield control or BDF disabling spell (these ideally must have no save or require a Will save) 4: utility spell |
| copper_wyrmling02-05-07, 10:44 PM | The pattern to my spell selection is to have a good spell from each of these categories that uses the highest or second highest available spell slot: 1: damage dealing spell. (Starting at 6th level I try to always have one that effects one creature and one that effects an area. Starting around 9th level I try to have always have one that ignores spell resistance.) 2: protective or buff spell (or anti-buff in the case of dispel magic) 3: battlefield control or BDF disabling spell (these ideally must have no save or require a Will save) 4: utility spell This is very similar to what I did when first planning my spell selection... and then that list went in the dustbin when I actually played my sorcerer ;) (not disparaging your plan, amnuxoll, just relating how it worked for me) I think it's a good general idea, but you have to remember that metamagicked spells count as known spells in this breakdown - you don't really need a L6 single-target-damage spell if you can already throw twinned scorching rays and empowered orbs with those slots. My sorcerer is a ray specialist who is unlikely to ever have a single direct-damage spell above L4, unless I get access to a certain limited L5 spell that would be cool for her (disintegrate doesn't count on most targets, her scorching rays do equivalent damage to a failed-save-disintegrate but without needing them to blow a fort save). The longer casting time is just a minor annoyance. When playing a sorcerer, Metamagic Is Your Friend, it gives you more spells-known :love: Also, remember that at high levels, it's impossible to use all your spell-slots in combat. Use your high-level slots for offence (better save DCs and more room for metamagic), but it's often wise to spend your low-level slots on long-term buffs and swift-action spells that don't detract from your proper combat actions. Just as an example, my L12 sorc's L1 spells are Magic Missile, Friendly Face, Guided Shot, Ray of Enfeeblement and Feather Fall. Magic Missile and Ray of Enfeeblement are metamagic-fuel: an empowered ray of enfeeblement seriously annoys BDFs even at APL 12+, and if you can split it and get two of them, even better :) Magic Missile (empowered) is for chipping away at impossible-to-hit foes, incorporeals and grapplemonsters in cases where there's no better option (and sometimes, even at APL 12+, there really isn't). Guided Shot is just a nice no-opportunity-cost method to make her big boom ray spells hit more easily (especially vs concealment, since touch ACs are rarely high enough to cause problems), and having Feather Fall on tap can be a lifesaver as well as allowing some tricks with teleport and phantom steed. Friendly Face is what she uses to burn up her (mostly useless) L1 slots: along with a circlet of persuasion and extremely high charisma, keeping it running for most of the day allows her to act as a decent party face in groups that lack a bard or social rogue. In a recent mod (at L11) she spent most of her L1 slots on Friendly Face, most of her L2's on See Invis, all her L3's and a couple of L4's on Phantom Steeds for the entire party + three NPC guides (we were travelling through a swamp), and then just fought with her remaining L4 and L5 slots for the adventure. It worked out fine, although she was a bit less lavish with Haste and Fly than usual (she usually casts those spells pretty much whenever the whim strikes her, but she hasn't usually cast that many phantom steeds). |
| clannagh02-05-07, 11:41 PM | my only comment is I played an iuz mod over the weekend where if the L11 sorceror did not have SR ignoring orbs it would have been a likely total disaster with the only survivors people that could get airborne in a hurry that said ... empowered scorching rays do sound like nice things especially if they can be metamagiced into something else when the nasties have fire resistance |
| _m_02-05-07, 11:56 PM | my only comment is I played an iuz mod over the weekend where if the L11 sorceror did not have SR ignoring orbs it would have been a likely total disaster with the only survivors people that could get airborne in a hurry that said ... empowered scorching rays do sound like nice things especially if they can be metamagiced into something else when the nasties have fire resistance hey. some of us dont have enough dex to shoot orbs. be nice. |
| copper_wyrmling02-06-07, 12:15 AM | my only comment is I played an iuz mod over the weekend where if the L11 sorceror did not have SR ignoring orbs it would have been a likely total disaster with the only survivors people that could get airborne in a hurry that said ... empowered scorching rays do sound like nice things especially if they can be metamagiced into something else when the nasties have fire resistance I did mention empowered orb spells as another L6 option - Az has a damage spell for every situation, except globes of invulnerability ;) I think roughly half her offensive spells are SR:no (spiritwall, evards, orb of force and glitterdust vs disintegrate, enervation, fireball, scorching ray, ray of enfeeblement and magic missile) - you're right that it's a very important consideration. She'll have Assay Spell Resistance before much longer (I may even take it this level if I can decide what to swap), which will help on the monsters that just have high SR rather than magic immunity. Note that half her spells known are entirely non-offensive - I would say she has a heavy focus on direct damage for a sorcerer, but only four of her 20 non-cantrip spells are simple damage effects. The remaining spells are mostly mobility (featherfall, fly, phantom steed, teleport) and self-buffs (friendly face, guided shot, false life, see invisibility), plus haste and invisibility. This spell selection works for me, but it's by no means the only way to do it - solbergb's sorceress is very different (I think she has ONE simple direct-damage spell and it's magic missile ;) ) and also works just fine. It helps to think about situations that come up in play and how you would handle them - for example, Az disperses swarms and fog clouds with sculpted / empowered fireballs, while Olivia (solbergb's PC) handles the same situation with sculpted gust of wind. Other situations you need to be able to handle (or at least think about, and then try to avoid if you don't have a good answer) are flying / highly mobile opponents, enemy archers and spellcasters, enemy melee specialists who are standing next to you when your action comes around, enemies with high or unbeatable SR, people who grapple you, enemies with high touch ACs, enemies who grapple party members (making ray spells and area spells very risky), enemies with mettle, enemies with evasion, enemies with massive single attacks (e.g. spirited-charging lancers), incorporeals, spring-attacking incorporeals, and so on. Also it helps to think about what people may expect from an arcane (invisibility, flight, dispel magic, etc), and justify it to yourself if you're planning to leave out some of those abilities - on many tables, a sorcerer will be the primary arcane caster. |
| Jay_Ibero_91102-06-07, 12:16 AM | Not saying you SHOULD...but given that there is no campaign documentation for spells known....you COULD just "adjust" your spells known based on what works for you.... |
| copper_wyrmling02-06-07, 12:18 AM | hey. some of us dont have enough dex to shoot orbs. be nice. m, have you looked at blast of flame and arc of lightning? They're area spells (and thus Azrien disdains them in favor of her precious ranged-touch effects :P) which ignore SR. |
| _m_02-06-07, 12:21 AM | m, have you looked at blast of flame and arc of lightning? They're area spells (and thus Azrien disdains them in favor of her precious ranged-touch effects :P) which ignore SR. no. where are they from, and are they core? alvin is kind of at the other end of the chart. he disdains from precision. if it dosent hit at least 10 things it wasnt meant to, it wasnt a worthwhile spell. |
| copper_wyrmling02-06-07, 12:33 AM | no. where are they from, and are they core? alvin is kind of at the other end of the chart. he disdains from precision. if it dosent hit at least 10 things it wasnt meant to, it wasnt a worthwhile spell. Azrien tends to take combats very personally (especially if one of her friends gets hurt), and immediately targets on the biggest meanest nastiest bad guy ;) She feels kind of bad about killing mooks who're just tagging along (Az is good-aligned ;) ). Both those spells are in the Spell Compendium, both are Core unless I'm misremembering horribly (I know Arc of Lightning is Core and 90% sure on Blast of Flame). Blast of Flame is sorc/wiz 4, it's a 60ft-cone-shaped fireball that ignores SR; Arc of Lightning is sorc/wiz 5, it's a line between two targets that does 1d6/CL electricity damage (caps at 15d6), Ref save for half. |
| clannagh02-06-07, 12:37 AM | no. where are they from, and are they core? alvin is kind of at the other end of the chart. he disdains from precision. if it dosent hit at least 10 things it wasnt meant to, it wasnt a worthwhile spell. arc of lightning is in the spell compendium and kinda fits those requirements .. kat uses it a lot with Sylvana instead of call lightning .. its not really an area spell its a line that connects two badguys and smacks anything in between as wll as the end points .. no SR but a reflex save for half interesting question though . .what if there is only one badguy ? |
| copper_wyrmling02-06-07, 12:42 AM | interesting question though . .what if there is only one badguy? Then you can't use the spell unless one of your party members is willing to play anchorpoint for you ;) People with evasion will sometimes be willing, and giving them resist energy first helps as well. Of course, you could put one end on a familiar, since it gets improved evasion for free ;) Better ask the caster for permission first though (unless it's a bad guy's familiar, in which case practice your evil giggle), and probably not a good idea to arc-of-lightning a friend's familiar while it's sharing the mage's square :P |
| bythegawds02-06-07, 12:54 AM | I found it effective to double up on spell focus and greater spell focus and then grab a bunch of meta-magic feats, my favorites being maximize and heighten. As a sorcerer, you really need to find a particular role and stick to it. If you want to play a one-man artillery platform, then be best one-man artillery platform you can possibly be. Personally, I took spell focus and greater spell focus (necromancy) and specialized in what I call "status effect sniping", keeping a modest amount of direct damage, buffs, movement control, and teleporation spells on hand to get the job done when needed. Uber-obvious spells nonwithstanding, I've found the following very useful over the years - 1st Level - Cause Fear (ankhegs, krenshars, and goblins hate this spell) 2nd Level - Blindness/Deafness (possibly my most-cast offensive spell and an excellent caster-neutralizer), Web (but only until you get Evard's), and Mirror Image. 3rd Level - Haste (pretty obvious now that I think about it) and, believe it or not, Halt Undead (specific but very effective given the low will saves of most undead) 4th Level - Evard's and Mass Enlarge (my favorite buff and, when combined with haste, potentially the nastiest 4th level spell, depending on the makeup of your adventuring party) 5th Level - Wall of Force and/or Spiritwall 6th Level - Acid Fog (drop it on top of an Evard's for additional fun) 7th Level - Limited Wish (just in case...) I'm sure others will disagree. This is just what's worked for me over the 4 years I've been playing my sorcerer. Good luck! |
| Danacyrus02-06-07, 01:25 AM | The only hard thing with my character is that where i play we usually have lots of people that are all one thing, almost none of which are casters and than when we come up against some things we get absolutely screwed over because we have no casters and they are the only thing that can do reasonable damage. So through the pressure you kinda choose mostly offensive spells, i have a few buff spells, but than the thing was that i was going to go dragon disciple cause i got some uber access but than the whole balance of my character kinda stuffed up because people would tell you what to take and seeing that you are something like 20 years younger than most of them and have 10 years less experience than than u kinda end up with a character plan and a caster that doesn't suit the plan. Than as you go up to higher APL's u find that more and more things with SR meaning that things like Orbs (hehe especially Orb of Force) are needed. But then there was the problem of not having a healer EVER so i ended up taking the feat:"Arcane Disciple" which lets you cast the spells from your dietie's domain and seeing that everyone seemed to like Pelor i had him as my deitie and i specified healing domain after meeting all the pre-requisites so i could kick but and heal.... So at 7th level i took 3 buff/ ahh i have low amour class and low hp things I ended up taking Shield, Mirror Image and Haste. So i have decided i will just have to level up and see. My character also Has A Hewards Havasacky thingy and a reasonable suply of scrolls for spells not always needed but extremely helpful! Thanks for the help. |
| Danacyrus02-06-07, 01:28 AM | Oh yeah and i had kinda learnt a little for my second sorceress in a different campaign and she is a kick but character. With all the extras and LOTS of Charisma! ;) |
| solbergb02-06-07, 01:29 AM | Until level 9, yeah, magic missile was Olivia's only direct damage spell (unless you count evards, at L8, but damage isn't really the point of that spell). At level 9 I got sculpted whirling blades, mostly to have a magic-missile-like thing to use on golems with my adamantine sickle or on high SR stuff without blowing a high levels spell. At level 12, I'll beef that up a bit with arcane strike, getting a fireball-like effect with TK flavor. At level 10 though, Olivia got TK, and if you don't think that's a hugely potent direct damage spell, well, you haven't seen it in action (and it gets much nastier when you apply things like GMW and bardsongs to it...she got a bard cohort at L9 not JUST to help out others in weak parties). But that's it. 3 damage spells. She'll get disintigrate, but that spell isn't for use on creatures. It's to knock down walls of force or blow holes in walls or dig pits or otherwise reshape the battlefield in a hurry. I'm party taking it because I never could squeeze in my chained shatter spells. Olivia doesn't do mass fly, but in one adventure she will do chained levitate. Like Az, she tends to spend lower level spells on long duraton party buffs (she also does phantom steed in one more level, but also GMW is something she passes out to the party, not just to her own TK and whirling blade toys, and her servant swarms can often do action-replacement to help out other party members). She has some arcane-type sensory spells and a fair amount of battlefield control (getting a huge boost in this area level 11, because the stuff I've been relying on for several levels now is showing its age). Mostly though she's a crane. If the spell moves things around, she probably has it, or something that is very similar to it. Figuring out how to turn that theme into the expected stuff for arcanists was a lot of the fun. Here's the level 11 mix. It only gets better with time. Single target direct damage: magic missile, whirling blade (with GMW/weapon capsule retainers), telekenesis violent thrust (with splash weapons, enchanted arrows or large numbers of d12 mundane weapons. In future more options) Area direct damage: sculpted whirling blade, evards tentacles, gust of wind (swarms). Yeah, she's weak here for an arcane, but she rarely misses it. Debuffs: enlarged, sculpted grease (trip/flatfooted), chained grease (disarm), evards (grapple), tk (pin/disarm...usually use violent thrust to get a kind of chain disarm with will save), TK violent thrust to move a not-too-heavy enemy, ottiluke's sphere. I've got a scroll of command undead, for when that's useful. Battlefield control: sculpted grease, wall of force, evards (sometimes sculpted), solid fog (sometimes sculpted), sculpted gust of wind (removes enemy fog spells, or lets me shape my own). I also carry scrolls of silent image, obscuring mist and web, for when they're useful. Buffs: GMW (at +3 when my cohort is around, +2 otherwise), enlarge person (wand), phantom steed, ottiluke's sphere (timed to drop on the 1hp fighter who wants to get in one mroe full attack and doesn't want to die) Mobility: tenser disks for the party slowpokes, swift fly to move myself and them around, servant horde to lift or drag things and people, violent thrust to toss some arrows AND a cooperative teammate such as a monk or TWF guy to blenderize some poor schmuck, levitate and chain levitate for tactical vertical motion, phantom steed for strategic motion. Carry and sometimes use scroll of dim door, because it's expected that I'm the one able to do that in an emergency. It's by far the most expensive consumable I have, and if I wasn't thematically prevented from taking it I would already have dim-door. Utility: tk (long range) manipulation, enlarged servant hordes (most anything else within 100' of Olivia, open/close and mending and mage hand (chained and otherwise), dancing lights and light, sculpted prestidigitation, message, tenser's disk. Divination: read magic, detect secret doors (wand), arcane sight. I had detect poison for a while but got rid of it. I should probably count dancing lights here, I've revealed quite a few foes that way. I also have a bat familiar to provide limited "see invis" in a pinch, and a wand of glitterdust to light up the area my bat pinpoints. Self-defense: false life, swift fly, phantom steed and everything on the battlefield control list. Olivia is big on active defenses and pretty much just counts on her hitpoint total to keep her alive long enough after surprise/round1init to get an action. Once she can act, she's usually not in much danger. Someday she may get around to investing in defenses. So far she hasn't needed them much. It isn't an accident that my bard provides the other two things expected of an arcane that Olivia doesn't do (haste and invisibility). Generally the GMW makes up for not providing haste and the grease and evards compensate for not being able to put invis on rogues. |
| solbergb02-06-07, 01:49 AM | The only hard thing with my character is that where i play we usually have lots of people that are all one thing, almost none of which are casters and than when we come up against some things we get absolutely screwed over because we have no casters and they are the only thing that can do reasonable damage. Your area may need an archer more than a blaster caster. Generally a well built melee or archer will outdamage any arcanist vs typical LG battles with 1-4 monsters. Casters often provide the ranged offense and they do provide the "special purpose" offense to cope with very high AC, swarms and such. But the battlefield control spells tend to have the largest impact and also tend to have no save/sr. They just work. Damage you can miss, they can save or resist...it only really looks good if the rest of the party is pretty anemic offensively. You need SOME offense, because sometimes that will happen. But if you have magic missile at level 3, and scorching ray at level 7, and empower spell, you've got about 80% of the direct damage offense you'll need for most situations. Add orb of force at level 9ish and you are pretty much set and fireball in there somewhere and you really have all the damage offense you really need. There isn't anything out there you can't eventually kill with those spells, although fire resistant stuff may tempt you to get energy substitution. So through the pressure you kinda choose mostly offensive spells, i have a few buff spells, The right spells can meant those guys who don't seem to be doing any damage suddenly do. Haste is a huge force multiplier in the L6-12 range (after that many melee get boots of haste and do without) but than the thing was that i was going to go dragon disciple cause i got some uber access but than the whole balance of my character kinda stuffed up because people would tell you what to take and seeing that you are You are aware that Dragon Disciple is a melee class right? It isn't intended for primary-caster sorcerers, it's intended for a big beefy melee guy who has a few levels of sorc or bard mixed in. If you built your guy to be a melee character from the get-go, then you're probably not built as well to be a primary caster. If you aren't built as a melee character from the beginning, you would hugely shoot yourself in the foot by taking that PRC. something like 20 years younger than most of them and have 10 years less experience than than u kinda end up with a character plan and a caster that doesn't suit the plan. Than as you go up to higher APL's u find that more and more things with SR meaning that things like Orbs (hehe especially Orb of Force) are needed. But then there was the problem of not having a healer EVER so i ended up taking the feat:"Arcane Disciple" which lets you cast the spells from your dietie's domain and seeing that everyone seemed to like Pelor i had him as my deitie and i specified healing domain after meeting all the pre-requisites so i could kick but and heal.... Heh...if you have enough wisdom for this, you probably can't be much of a melee fighter. Don't be too sad about losing out on dragon disciple. Arcane disciple will likely serve you better. The real problem here though seems to be that you feel pushed around by what others around you want and feel also a natural desire to provide what's missing in your area, and you let your character concept go by the wayside. That's upsetting. If you value being able to support your friends enough to do that though, maybe the thing to do is embrace it. Look at what you've ended up with, and spend the next couple of levels tying it together YOUR way, not the way others tell you to. Think about the origins of your magic, especially as you have a divine focus now. Pick future spells in a way that fits your idea of the magical source - but also meets the needs of your adventuring environment. So at 7th level i took 3 buff/ ahh i have low amour class and low hp things I ended up taking Shield, Mirror Image and Haste. So i have decided i will just have to level up and see. Haste is going to be a keeper. Pay attention to how often you really use shield and mirror image. The best use is to cast whenever you think there MIGHT be a fight. You will have enough low level slots to waste a few spells. Casting these in combat is too late - you are better off doing something that helps the whole party. (a round buffing yourself is a round where you might as well not be present, although mirror image is occasionally worthwhile in combat if everyone is focusing on you...casting the spell lets you draw more fire without needing rescue) If you find you aren't using one or the other spell, swap it out for something nicer. Look at all the swift action spells in the Core list - those spells are admirable low level spells and can add a lot of defense or mobility to your character without interfering with your job, which is to cast std action, potent high level arcane spells every round of combat. Swift or immediate action spells are much more useful in your head than on a scroll, and are way better on a sorc than a wiz (because you have exactly as many as you need - I have days where I never use feather fall and other days where I need it several times. Wizzies rarely get it right, and usually only for noncombat situations where they can pearl it back repeatedly) My character also Has A Hewards Havasacky thingy and a reasonable suply of scrolls for spells not always needed but extremely helpful! . Have a liberal scroll mix, especially lower level stuff. Then pay attention to any scroll you use a lot. That's a candidate for a spell known. Swap the spell slot yóu are using least back onto a scroll if you're uncomfortable with giving it up entirely. |
| copper_wyrmling02-06-07, 02:13 AM | Until level 9, yeah, magic missile was Olivia's only direct damage spell (unless you count evards, at L8, but damage isn't really the point of that spell). At level 9 I got sculpted whirling blades, mostly to have a magic-missile-like thing to use on golems with my adamantine sickle or on high SR stuff without blowing a high levels spell. At level 12, I'll beef that up a bit with arcane strike, getting a fireball-like effect with TK flavor. At level 10 though, Olivia got TK, and if you don't think that's a hugely potent direct damage spell, well, you haven't seen it in action (and it gets much nastier when you apply things like GMW and bardsongs to it...she got a bard cohort at L9 not JUST to help out others in weak parties). I know what you can do with TK, Brad :), but it has a lot of other uses as well - there's a reason I phrased my comment as "simple direct-damage spell", i.e. damage and nothing but damage (Az has four of those, Olivia has two - I forgot about whirling blade). I considered it with Azrien after a recent mod where I found myself jumping up and down going "Dammit! If only I could move that lever from over here..." but I'd feel embarrassed about overlapping too much with Olivia, and it's nice to keep them different in case they get to play together again ;) But that's it. 3 damage spells. She'll get disintigrate, but that spell isn't for use on creatures. It's to knock down walls of force or blow holes in walls or dig pits or otherwise reshape the battlefield in a hurry. I'm party taking it because I never could squeeze in my chained shatter spells. Yep, same here. I have spells which do disintegrate damage without a save if I need to hurt stuff. Disintegrate might be worthwhile on some animated objects with huge hardness though, since they have poor fort saves and it comes in one big chunk of damage. |
| Danacyrus02-06-07, 02:22 AM | omg do u guys like live here that took like 2 min to reply :shocked: |
| Danacyrus02-06-07, 02:24 AM | And by the way when she got the access she had all the things that she would need for the dragon disciple thing she was looking for but things kinda went a little bonkers... |
| solbergb02-06-07, 09:24 AM | omg do u guys like live here that took like 2 min to reply :shocked: No, I was at work waiting for some code to run and instead of watching the stack of unprocessed messages drop by hitting the "return" key I switched over to this board. Coincidence. |
| solbergb02-06-07, 09:28 AM | I know what you can do with TK, Brad :), but it has a lot of other uses as well - there's a reason I phrased my comment as "simple direct-damage spell", i.e. damage and nothing but damage (Az has four of those, Olivia has two - I forgot about whirling blade).. Yeah. At the moment is is pretty much a direct damage spell. I need a REALLY good reason to use a top tier spell for anything else when my lower tier spells are so much weaker in that regard, and this will be more true at L11 where my L5 slots are competing for wall of force and chained levitate. When I have 6th and 7th level slots, TK will also be a utility spell. The curve will shift over time. The larger difference is that Az has a feat investment too, where Olivia won't until level 12 (arcane strike is pretty purely a feat designed to make whirling blade better, plus a flavor thing...she can break things with it without casting a spell which is sometimes useful when in disguise or enemies with spellcraft are about. It's a hideously inefficeint way to get a meaningful area attack, but it does work.) |
| _m_02-07-07, 06:19 PM | Azrien tends to take combats very personally (especially if one of her friends gets hurt), and immediately targets on the biggest meanest nastiest bad guy ;) She feels kind of bad about killing mooks who're just tagging along (Az is good-aligned ;) ). Both those spells are in the Spell Compendium, both are Core unless I'm misremembering horribly (I know Arc of Lightning is Core and 90% sure on Blast of Flame). Blast of Flame is sorc/wiz 4, it's a 60ft-cone-shaped fireball that ignores SR; Arc of Lightning is sorc/wiz 5, it's a line between two targets that does 1d6/CL electricity damage (caps at 15d6), Ref save for half. unfortunately, alvin cant actually cast 4th lvl spells atm. he used 2 be able to, but he wont pick em up again till lvl 11 (nxt lvl) |
| Timlagor02-08-07, 11:24 AM | I have a sorcerer and realised that the spells that i have chosen at previous levels are not as great as they seem. Are sorcerers aloud to alter their spells known at any time in Living Greyhawk? As in at certain levels can they change it or are you stuck with it? Sorry to bring this thread back to the original topc but.. You will shortly be able to RETRAIN your spells known using the rules in PHB2: see the new LGCS when it becomes official but at present it looks like costing you 4TUs and 100gp x New Level to retrain (possibly for each spell you want to swap). This is in addition to the PHB option to swap a spell at every even-numbered level. |
| solbergb02-08-07, 12:59 PM | You only get to retrain ONE thing per levelup. So you can fix up one spell a level if you want to pay the cash. My sorc is gonna use it on a feat, not a spell probably, depending on what all those Complete Mage feats do. |