| Post/Author/DateTime | Post |
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| amanodel08-02-04, 04:38 PM | What are the best spells? Please put in your two cents about the best multipurpose spells by listing the same number of spells per level as the sorcerer knows at twentieth level. For instance, to reply state what you think are the best nine 0-level spells, 5 1st-level spells, 5 2nd-level spells, 4 3rd-level spells, etc. That way the best multipurpose spell list can be made to help sorcerers and wizards choose their spells. Also, please insert replacement spells that are more useful at higher levels in parenthesis. For instance, Color Spray would be exchanged for Mage Armor at higher levels since Color Spray is not effective at high levels in my opinion. My Spell Selection List 0-Level Detect Magic, Read Magic, Ray of Frost, Ghost Sound, Disrupt Undead, Mage Hand, Message, Arcane Mark, Prestidigitation. 1-Level Color Spray (Eventually Mage Armor), Identify, True Strike, Charm Person, Magic Missile 2-Level Glitterdust, Scorching Ray, Resist Energy, Alter Self, Eagle's Splendor 3-Level Fireball, Dispel Magic (Eventually Tongues), Major Image, Fly (Eventually Lightening Bolt or Blink) 4-Level Stone Skin, Charm Monster, Greater Invisibility, Dimension Door 5-Level Dominate Person, Cone of Cold, Overland flight, Telekinesis, 6-Level True seeing, Chain Lightning(Eventually Disintegrate), Greater Dispel Magic 7-Level Limited Wish, Delayed Blast Fireball, Finger of Death, 8-Level Prismatic Wall, Moment of Prescience, Polar Ray 9-Level Meteor Swarm, Wish, Time Stop, |
| Mecra08-02-04, 04:45 PM | Think you pretty much covered it there. ;) |
| The_Bishop08-02-04, 05:03 PM | Missed a couple, IMHO. Level 1 - Lesser Acid Orb (No Save, No SR, penetrates antimagic field if cast from outside the field - 1d8 / 2 levels after 1st, max 5d8). Level 5 - Improved Blink - get it, know it, use it, love it. The_Bishop |
| tarkin08-02-04, 05:15 PM | Here are my choices for wizard, limited to the best 2 or three. Anything else is just "good spells" I also limit myself to core spells, and bolded the ones you left off your list. 0-Level Detect Magic, Read Magic, Prestidigitation. 1-Level Magic Missile, Shield. 2-Level Scorching Ray, False Life, Alter Self, 3-Level Fireball, Dispel Magic 4-Level Greater Invisibility, Enervation, Resilient Sphere 5-Level Teleport, Balefull Polymorph, Feeblemind 6-Level True seeing, Acid Fog (damage each round AND slows them to 5ft step each round so they can't escape...), Mislead (use with non-detection) 7-Level Limited Wish, Force Cage 8-Level Prismatic Wall, Maze, Irresistable Dance (WHY WOULD YOU CHOOSE Moment of Prescience, Polar Ray ?????) 9-Level Meteor Swarm, Mord's Disjuntion, Shapechange (Wish is too expensive, otherwise..., and Time Stop is fairly limited in what you can do...) |
| amanodel08-02-04, 05:21 PM | My spell list above is suited for the character I am playing: Rogue 2/sorcerer 6th and will eventually become an arcane trickster. I was wanting to modify it to allow for an already set-up spell list in case my character dies (there's a really good chance of that happening). |
| amoeba08-02-04, 05:22 PM | Overland flight does not remove the need for fly. if you need long distance travel, get phantom steed or teleport instead. Keep fly. you don't need lightening bolt or blink that bad. maybe mirror image instead of eagles splendor at high levels as your cloak of charisma kicks in. |
| meabolex08-02-04, 05:23 PM | Originally posted by amanodel What are the best spells? I assume this should be reworded: what are the best sorcerer spells. (: Well, in that case. . . (: I've been distracted lately in my attempt to write a definitive guide to selecting sorcerer spells. So, rather than give you the basic analysis, I'll give you a synopsis: There are 4 poles of reasoning that sorcerers adhere to -- blasters, utility, control, and melee. These are a lot like alignments. A Blaster sorc targets enemies, a Utility sorc targets allies. The other poles define where the sorcerer is on the battlefield. A Control sorc typically wants to externalize himself from the battlefield as much as possible. A Melee sorc's core purpose is to make as much of a battlefield presence as possible. Most people's sorcerers fall somewhere in these poles. My argument is that due to the specialist nature of the sorcerer, you're better off trying to specialize with one poll than trying to balance functionality from various poles. For instance, a Control sorc is better at control if all your relevant (see below) spells are aimed at controlling various elements of the battlefield. A relevant spell is a single spell at each level that typically will be cast quite a bit. This spell is also usually the first spell you pick at each level. Every time you swap out a spell, you should swap out a relevant spell. This is because as you progress levels, spells at lower levels begin to become less relevant. When you're on the battlefield, you want to be able to cast as many relevant spells as possible. For instance, when a melee sorcerer gets to the 8th level, he has access to polymorph -- a relevant spell at that level for a melee sorcerer. Polymorph should, in most situations, be cast instead of alter self -- a relevant spell before the 8th level for a second level spell. Since 2nd level spells are no longer relevant, you should swap out the 2nd level alter self for a non-relevant spell for a melee sorcerer. A non-relevant spell is a spell that uses some functionality from a pole that you aren't focusing on. All spells that aren't associated with your pole are automatically non-relevant. You should try to "fill in the gaps" of your overall functionality with poles that do not directly conflict with the chosen pole you have decided to follow. For instance, a melee sorcerer is neutral with regard to blaster or utility spells -- so those are fine to take -- he can also efficently take other melee sorcerer spells (but they usually won't be relevant). However, taking control spells are philosophically different than your chosen pole. A solid fog spell is a good spell -- but it's not as useful to a melee sorcerer -- someone who WANTS to engage the enemy and not be hindered by the solid cloud effects. I know this is rather vaguely defined -- but I intend to clarify for my Regdar's article. What you can do now is decide which pole your sorcerer should follow, which spells are appropriate for that following (i.e. spells that work together toward the goal of your sorcerer's direction), and how to balance the "non-relevant" parts of the sorcerer's functionality. You'll have to take into consideration feats, equipment, etc. A major consideration is how much charisma you'll need -- for instance, a melee sorcerer needs only 19 charisma at level 18. I would go into more detail but I must leave (: |
| DungeonMaster08-02-04, 05:29 PM | Originally posted by amanodel 3-Level Fireball, Dispel Magic (Eventually Tongues), Major Image, Fly (Eventually Lightening Bolt or Blink) You need lightning bolt in that list. 4-LevelStone Skin, Charm Monster, Greater Invisibility, Dimension Door Polymorph. Polymorph into a stone giant for AC. Polymorph into a plant to avoid mindflayers completely (immunity to stunning). Turn into a digester and squirt acid for damage as well. Of the few 3.5 versatility spells this is one to get. 5-Level. Dominate Person, Cone of Cold, Overland flight, Telekinesis, Overland flight is garbage. Toss it. An Andy spell. 8-Level. Prismatic Wall, Moment of Prescience, Polar Ray I find it hard to beleive anyone would consider polar ray a "good" spell, or even moment of prescience. Both Andy spells, both utter crap for their level. Take mindblank and polymorph any object and never look back. 9-Level Meteor Swarm, Wish, Time Stop, Meteor Swarm 3.5 is not a good spell. Something that requires 4 attack rolls (only one of which can have true strike), and must check each and every fire damage against omni-present fire-resistance at this level is a weak weak spell. Take shapechange. With 3.5 shapechange you can turn into a different dragon each round and breath a different energy type each round in one big blow. Your familiar can do the same as well (so double your beath weapon damage) with just one casting of shapechange, lasts hours and is all in all pretty insane. Much much bigger bang for your buck. You probably don't need anything more than 3.5 shapechange to be honest but wish is too expensive for a sorceror in my opinion you want something you can cast loads of, not something that costs 5000 XP per shot. Energy drain / wail of the banshee / foresight or even potentially another non-mauled 3.5 8th level spell will do. |
| Sisyfos08-02-04, 06:14 PM | Check the Sorc_spells link in my signature. -------- The DEFINITIVE sorc spell list 3.5 (Utility, Blaster, Battlefield Control & Melee) This includes three different spell lists for three different aspects of the sorcerer. One should mix and match with these lists to find his personal balance between utility, blasting and melee. The lists are not yet complete and I am open to suggestions for them: UTILITY SORCERER 1 (5): Enlarge (Identify) (Skip if scrolls are easily available.) Protection from evil __________ __________ 2 (5): Alter self Rope trick Lion’s charge (SS) Invisibility Scent (SS) 3 (4): Haste Protection from elements Clairaudience Major Image (Magic circle against evil: take if you take greater planar binding) 4 (4): Solid fog Charm monster/Voice of the dragon (Draco) Stoneskin Greater Invis 5 (4): Teleport Prying eyes Magic jar _______ / SM V (either this or SM VII at 7th level) 6 (3): Antimagic field True seeing Greater dispel magic 7 (3): Greater Scrying Spell turning / SM VII (either this or SM V at 5th level) Limited wish 8 (3): Mind blank Polymorph any object Greater planar binding 9 (3): Shapechange Shades Gate BLASTER SORCERER 1 (5): Magic missile Ray of enfeeblement Know protections _________ _________ 2 (5): Alter self Scorching ray Glitterdust Scent (SS) __________ 3 (4): Protection from elements Fireball/Iceburst Nondetection (Magic circle against evil: take if you take greater planar binding) 4 (4): Evard’s black tentacles Charm monster Enervation _________ 5 (4): Teleport Summon M. V Firebrand Ghostform (TaB) 6 (3): Prismatic eye (MoF) Greater dispel magic Disintegrate 7 (3): Reality Maelstrom (MoTP) Simbul’s Spell Sequencer Forcecage 8 (3): Summon M VIII Greater Planar binding _______________ 9 (3): Shapechange Timestop _______ /Gate/Meteor Swarm NOTE: Meteor swarm is for flavor mostly. It is not essential for your success as a blaster sorcerer. BATTLEFIELD CONTROLLER 1 (5): Enlarge (your party members control more area) Grease (make areas hard to pass) Silent image (either take this or major image) __________ __________ 2 (5): Web Rope trick (make a safe area in a fight) Invisibility (your spells are often not offensive so inv. stays) Alter self __________/Glitterdust 3 (4): Slow Magic circle against ... (hedges out some things and works with planar binding) Major Image (either take this or silent image) __________ 4 (4): Solid fog Evard's black tentacles Dimensional anchor Charm monster 5 (4): Teleport Wall of force SM V ________ 6 (3): Antimagic field Move earth _____________ 7 (3): Reality Maelstrom (MoTP) Shadow conjuration, Greater Reverse gravity 8 (3): Polymorph any object Greater planar binding SM VIII 9 (3): Shapechange (Shades) - If greater shadow conjuration is not enough for you. ______ MELEE SORCERER 1 (5): Enlarge True strike Shield Expeditious retreat _______________ 2 (5): Alter self Scorthing ray Sadism (BoVD) Lion’s charge (SS) Touch of Idiocy 3 (4): ? Haste (Get from item?) ? (Blindsight (MoF)) (Get from item?) GMW Protection from Elements Dragonskin (Draconomicon) ? (Nondetection) (Get from item?) (Magic circle against evil: take if you take greater planar binding) 4 (4): Solid fog Evard’s black tentacles Shadow conjuration Stoneskin 5 (4): Mestil’s Acid Sheath Firebrand Improved Blink (UE) Summon M V 6 (3): Prismatic eye (MoF)/Contingency Tenser’s transformation Greater dispel magic 7 (3): Simbul’s spell sequencer Spell turning Limited wish 8 (3): Polymorph any object Greater planar binding _____________ 9 (3): Shapechange Shades ________ As you see many spells are still left open. It does not really matter as I think that every sorcerer should pick parts from each three sorcerer aspects so it fits his personal play style. But I am also avoiding the responsibility while I am not saying just exactly the right amount of spells for each level that each should take. I'd like to get this list that refined but I need help in that process. 1. This is for a Sorceror build with no additional bonus spells, either from feats (Additional Spell) or PrC's (Divine Oracle, Arachnomancer, etc.). 2. Swapped-out spells are not included, and improved spells such as Greater Dispel Magic are assumed to have superceded lesser spells such as Dispel Magic. Same routine with spells such as Invisibility > G. Invisibility. |