| Post/Author/DateTime | Post |
|---|---|
| TaiSharShaidar07-09-07, 08:29 AM | I’m about to join my friends campaign at level 10 and I am thinking of playing a sorcerer. The only problem is I’m not sure the best choices for spells are, and I was wondering if anyone could help me out. Oh and I don’t know what role the group needs filled, so I’m leaning toward battle field control and damage. Any help you could offer would be welcome. Thanks in advance. |
| Leilond07-09-07, 08:33 AM | It depends on different factors - What do you mean with "best"? Most effective? Most fun? Other? - What is the "party composition"? If there's a wizard, your spell choice will be different, because the wizard can have "different spells" whil you concentrate on "specific spell" A fun sorcerer that one of my players used was a "ray sorcerer". It was specialized in all that he founded on ray, from "weapon focus (ray)" to "items to improve dexterity", passing throug precise shot and improved precise shot |
| jaelis07-09-07, 08:42 AM | A fun sorcerer that one of my players used was a "ray sorcerer". It was specialized in all that he founded on ray, from "weapon focus (ray)" to "items to improve dexterity", passing throug precise shot and improved precise shot That's a pretty good trick to get Imp Precise Shot as a sorc :) Was it multiclassing or epic? But there's a lot of good choices for spells. Coming it at level 10, here's a few I like: magic missile or one of the lesser orbs mage armor (or buy a mithral twilight chain shirt) ray of enfeeblement enlarge person resist energy invisibility haste fly dispel magic fireball greater mirror image celerity polymorph shadow conjuration one of the orb spells wall of stone dimension shuffle |
| TaiSharShaidar07-09-07, 08:58 AM | Thanks for your reply, as to the party composition, I have no idea. My friend invited me to join the game cause one of his players left. All he told me is that they have all the basic jobs covered so I could play anything I wanted. Since I’m normally the party tank I thought it would be nice to try a caster, and I like the sorcerer flavor. So the only guide lines I have are what I’d like to do, and that is battlefield control with a few damage spells. I meant most effective, or most versatile. |
| Leilond07-09-07, 09:07 AM | If they have "all job covered", you can specialize your sorcerer in one direction If you try to "being able to do different things" you'll be obscured by the wizard all the way, because of his greate access to so much spells... but if you focalize on some spcific issues you'll be the best on that issue, because of the great number of spell you cast each day. Now you can chose the "focus" of you character - Damage dealer - Disguiser - Investigator - Party buffer These are only example... I suggest you to chose one and all your spell for each level will be focalized on this "job" If you don't mind to not shine on "how much damage you do" but you like to be loved by your party members, the party buffer (a sorcerer specialized on spells that make other more effective or more protected) is the way If you like to fire and kill, the damage dealer is the way to go, chosing spells that deal damage of different type (fire, ice, electrical and so on) and spells that give problem to your enemies (Ray of Enfeeblement) Usually you can keep "one spell per level" for "emercency situation", like "mirror image" to avoid being hit in melee |
| NeueRegel07-09-07, 09:26 AM | The most fun sorcerer I played was right after I'd read the "Wheel of Time" bit... I can't remember what they were called, the male "meat grinders". Aia Shaidai or some silly spelling. I just took every evocation and wreaked havoc. True boring silliness. But I actually role played the guy too, and everybody like him. (I think I played him neutral evil). I actually ended up "dating" one of our lovely females during that, she confused me with him. *smirk* Neue For the fun of it, it's right here: (My harddrive, I mean): (6) Acid, Frost, Flare, Daze, Fatigue Touch, Light, Mage Hand, Read Magic, Detect Magic. (8) Burning Hands, Chill Touch, Magic Missile, Shocking Grasp, Mount. (8) Acid Arrow, Scorching Ray, Blindness/Deafness, Cat’s Grace, Eagle’s Splendor. (8) Fireball, Lightning Bolt, Vampiric Touch, Fly. (8) Wall of Fire, Ice Storm, Fireshield, Dimension Door. (7) Cloudkill, Cone of Cold, Still, Secret Chest. (7) Chain Lightning, Circle of Death, Disintergrate. (7) Delayed Blast Fireball, Finger of Death, Greater Teleport. (6) Horrid Wilting, Polar Ray. (3) Meteor Swarm. |
| BW022207-09-07, 10:45 AM | TaiSharShaidar, My advice for a 10th-level sorceror. 1. Remember defensive spells. I know the idea is to blast folks, but you are weak and having a few serious defensive spells know is useful. 2. Always take defensive spells which can be cast on others. Because you can cast a ton of such spells and only know a few it is useful to be able to help others. For example, displacement is better than blink since it gives you the option of putting it up on your fighters also. 3. Take specific defenses against missiles. Consider protection from arrows or wind wall. 4. Consider 'dual purpose' defensive spells. Leviate, fly, spider climb, etc. Something which can be both uses to avoid being in melee and which could be cast on another for scouting, getting up a cliff, etc. 5. Consider 'dual purpose' offensive spells. Damage and area control. Something like ice storm which prevents them from targetting you for that round besides doing damage. 6. Consider some offensive spells without saves. Ray of enfeeblement, scorching ray, etc. 7. Watch the types of damage on offensive spells. Don't take all fire, all lightning, etc. or else you may be stuck fighting something you can't affect. 8. Consider some type of protection or resist energy spells which you can put on your front-line types so you can blast away with AoO spells. Because you often don't have a lot of known offensive spells, you often get into situation where you don't have an appropriate offensive spell. Nothing like having your fighters with resist elements (fire) while you toss up a wall of fire. 9. Consider a few summoning spells. They are a fairly good catch-all. They can block, they can do some damage, etc. 10. Look for spells like shadow conjuration or shadow evocation which can be used to duplicate lower level spells. 11. See what other casters you have in the party. My picks: 1st (5) - grease, identify, mage armor, magic missile, protection from evil 2nd (4) - eagle's spendor, protection from arrows, resist energy, web 3rd (3) - displacement, fireball, haste 4th (2) - ice storm, shadow conjuration 5th (1) - summon monster V |
| Wrong07-09-07, 11:40 AM | Forget Quicken Spell, take the Arcane Spellsurge spell. Being a dragonblood sorcerer opens a lot of good options. |
| malignor07-09-07, 01:01 PM | I use the following idea... The first spell from each spell-level should be one I would cast often during the adventuring day. The second spell from each level should be a buff or utility spell. If possible, each spell level has one spell that has no material component or focus. If possible, each spell level has one spell that can make me money when I retire. = = = = = = = = = An Example = = = = = = = = = 9x0 = Detect Magic - duh Read Magic - duh Prestidigitation - duh Ghost Sound - duh Mage Hand - duh Open/Close - defeats some traps, and can throw off enemies as to your location Light - duh Mending - little moneymaker Message - superb combat communications spell for 0th level 5x1 = Magic Missile - duh (force damage, always hits, good range) Ray of Enfeeblement - awesome against the big strong monsters, which MMissile isn't as useful against Unseen Servant - utility, trap triggering Shield - get a wand of Mage Armor, or some bracers Featherfall - swift action spell; useless in an itemWands & scrolls to get for 1st level spells: Comprehend Languages, Detect Secret Doors, Silent Image, Enlarge Person 4x2 = Alter Self - Natural AC boosts, disguises, swim speeds, possibly flight, depending on setting. Share wil familiar! False Life - more HP are good. Acid Arrow - no SR, no save, awesome range; a great fallback spell Mirror Image - saves. Your. ARSE!Wands & scrolls to get for 2nd level spells: Knock, Blur, Levitate, Darkvision, Invisibility, Scorching Ray, Touch of Idiocy 3x3 = Haste - an amazing party buff Protection From Energy - just plain useful Dispel Magic - counterspell spamWands & scrolls to get for 3rd level spells: Extended Rope Trick, Tongues, Clairvoyance, Invisibility Sphere, Fireball, Lightning Bolt, Stinking Cloud, Water Breathing, Gaseous Form, Shrink Item 2x4 = Shadow Conjuration - replaces Grease, Glitterdust, Stinking Cloud, Phantom Steed, Summon Monster III, Summon Swarm and Web Evard's Black Tentacles - absolutely crushes everything that's not a big strong opponent, and no SRWands & scrolls to get for 4th level spells: Dimensional Anchor, Lesser Globe of Invulnerability, Dimension Door, Minor Creation, Solid Fog, Fire Shield, Ice Storm, Shout, Wall of Ice, Wall of Fire, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Animate Dead, Enervation, Mass Enlarge Person, Stoneshape, Polymorph 1x5 = Shadow Evocation - replaces fireball and lightning bolt and scorching ray and shatterScrolls to get for 5th level spells: Break Enchantment, Cloudkill, Summon Monster V, Teleport, Wall of Stone, Prying Eyes, Telepathic Bond, Sending, Cone of Cold, Wall of Force, Persistent Image, Magic Jar, Baleful Polymorph, Fabricate, Telekinesis, Rock to Mud |
| jaelis07-09-07, 01:10 PM | Featherfall - swift action spell; useless in an item Excepting a ring of feather falling. But having the spell does save you a ring slot, and helps your allies too. (Note also that you might also be able to substitute celerity + fly to similar effect.) |
| Puca07-09-07, 01:30 PM | The key to being a versatile and effective sorcerer is to make a very careful selection of your feats, spells, and items. You need: Spells that do direct damage: Wizards can try to pick the best damage type for the situation. You cant; I therefore recommend force. Wherever you are, whatever you face, force is probably going to hurt the bad guy. Magic Missile is good at your level, and Orb of Force isnt too darn bad either. Both of these spells work nicely in conjunction with a metamagic feat like Maximize Spell to make them more effective. Dont take both of them. You also need spells that directly damage numerous opponents at once. Most of these are energy-based, such as the typical fireball. Things that are immune to your particular energy type are going to be tough. So, you can chose spells unlikely to be so negated, like Shout, or pick a feat like Energy Substitution. (A rod of Energy Sub. Is pretty cheap too.) Spells that debuff: Debuff spells are those that weaken or hamper your opponent. Ray of Enfeeblement is a great one. It works well with Empower Spell. Enervation is one of the best though. Spells that let you control an area: Evards Black Tentacles is just so good, but there are a lot of good 4th-level spells. Grease, Minor Image, and Wall of ____ spells are good options. Movement: Expeditious Retreat, Fly. Both are good. Dimension Door is also handy. Defense: Spells like Mage Armor are kind of a no-brainer at lower levels, And at your level they will most of the day, even longer with a metamagic rod of Extend. But at your level, you might be better off using items, like the above-mentioned Mithral Twilight chain shirt. Bracers of Armor are another option. What would clinch the decision for me are my other possible choices of first-level spells and the number of people in my party who can benefit from Mage Armor. If there is a monk, or an animal companion, or if I plan on routinely exposing my familiar to danger on a regular basis, then I have a perfect situation for casting this spell multiple times per day. AC helps you not get hit, but it will never be enough, so overlap that defense with something that grants a miss-chance, like Displacement. Miss-chances that grant concealment are a good way to negate the SA of evil rogues. You also need spells to mitigate energy damage, Protection from/Resistance to Energy Spells like Stoneskin are available to you and are helpful as well, but with the costly material component, you arent going to want to cast it all the time, so Id just get a scroll of this for when you need it. Spells that buff: By this time, you and your allies probably have items to boost your primary stats, so spells like Foxs Cunning arent as great as they may have been earlier, so think of others: Enlarge Person gives some strength, but also size for grapplers or reach for the fighter with Combat Reflexes. Polymorph works for everyone. Haste works for everyone. _____________________ Cover these main areas, then look to your utilities. Spells that you might use multiple times per day (like See Invisibility) are good to know, but the lower level they are, the better candidates they are for wands. Spells that you may really need, but are at best going to be infrequently used (like Knock) are better for scrolls. |
| Sarlax07-09-07, 01:56 PM | One point: don't multiply effects. As Puca remarked, don't take Orb of X and Magic Missile. Don't bother with several area of affect attack spells. You don't need Wall of Stone and Wall of Force. You don't need Mage Armor and Shield. This principle is especially true in battle: when you're only going to have 3-6 actions, you don't need three spells that do the same thing. Do take spells with multiple applications. Polymorph is an obvious choice, as it can make you tougher, stronger, disguise you, improve your mobility, etc. Illusions are handy because you can create any appearance you like on the fly. Charm/Suggestion/Dominate (one) is great because you can definitely use that over and over to different effect (by commanding different creatures). Definitely consider Shadow Conjuration/Evocation, since these spells effectively radically increase the number of spells you know. |