| Post/Author/DateTime | Post |
|---|---|
| nurdan11-15-07, 07:06 AM | i am a changeling sorcerer in ebberon.. what feats should i take? and which spells i should know in levels 0, 1 and 2?? thanks, Nurdan |
| FrostWolf11-15-07, 08:13 AM | Is your DM allowing you to use the Spell Compendium? Also, what other books is he allowing? |
| nurdan11-15-07, 08:42 AM | sorry for my ignorance, but what is Spell Compendium? he will allow me almost any book.. |
| Amaril11-15-07, 09:06 AM | sorry for my ignorance, but what is Spell Compendium? he will allow me almost any book..Spell Compendium (http://www.wizards.com/default.asp?x=products/dndacc/885987200) |
| FrostWolf11-15-07, 10:05 AM | It is a boot that is nothing but spells for D&D. Great stuff can be found in it. Err... BooK, not booT. But can you immagine that? a wizard with a spell boot. each spell is a smell. Preping spells each morning would stink! I also recomend looking over Complete Mage. It has alot of ideas on picking the kind of caster you want to play and how to best go about it. |
| LSMFT11-15-07, 10:26 AM | Spells wise: Cantrips: You know 6 probably. Read Magic is must have. Detect Magic and Detect Poison are really something you should have. Mage Hand is something I always like to have just in case. Same with Mending. I almost never use them for more than just flavor stuff, but darn it they are really helpful when you do. After that, it is pretty much up to you. Some low-level attack spells, Acid Splash, can still do something at your level; but they won't do much. Caltrops, from SC, is pretty decent. Level 1: You should have something to boost your AC. Mage Armor is the classic. It will work for you for a long time. Grease and Enlarge Person are my other two favorites at this level. A lot of people are going to say Magic Missile Magic Missile, but really, at 7 pts of damage per casting, it really lacks the oomph, though it is reliable. Compare that to the amount of extra damage an enlarged melee guy will do every round with one casting of Enlarge person though. Swift Expeditious Retreat, SC, is nice to have too if you find yourself running for your life on a regular basis. Second level: So many good spells. False Life will save your life. Scorching Ray is one of the best direct-damage spells out there. Resist Energy is something you will begin to need more and more. And then you have all the stat-buffing spells and Alterself. Swift Fly from SC is nice as well. |
| Tordak11-15-07, 10:26 AM | here are a few feat I think can be intersting for sorcerer If you take Draconic heritage, you can have the following feat (I'll write the book to find it in parenthesis) : - Blue dragon lineage (Dragon Magic) : Altough the attack is a touch spell, there are no saving throw or SR against it. The 1d6+(Cha bonus) each orb can mean real bad ass damage if you boost your charisma (you're a sorcerer, why wouldn't you); - Versatile spellcaster (Races of Dragon) : You can use 2 slots of a level to cast a spell you know that is 1 level higher (ex : spend 2 1st level slot to cast a 2nd level spell). It can really help you go the extra mile, and as a sorcerer you have lots of spell slot to waste. Works well all over your carreer. You can also always take the following (no draconic heritage) : - Not a feat, but sorcerer option Spell Shield (Dungeonscape) can also be extremely helpful. However you would have to give up having a familiar, but you could get that option back with a feat later (Complete Arcane); - Reserve feat are always good, for every spellcaster; - Eschew Material : You don't have a spell book, you don't need material component (the cheap one I mean). Not to often will you be caught unable to cast spell because your prisoner, trap in a dungeon for weeks, etc... Spell I can think of? Scorching ray is good, but if you can use material from the DragonLance Campaign setting, the spell Elemental Dart is one of the best second level spell (strong and vesatile). Invisibility and mirror image isn't a waste, but you want to deal damage first, wait for later level. Touch of idiocy can prevent an enemy spellcaster from using higher level spells. Acid Arrow is also a favorite. These are of course only from the PHB, so there might be some better in Spell Compedium. |
| RobbyPants11-15-07, 10:55 AM | Some spells I'd consider taking (notable ones in blue): Level 0: Detect Magic Prestidigitation Mending Level 1: Mage Armor* Shield* Color Spray Magic Missile** Enlarge Person Level 2: Web Detect Thoughts Invisibility Scorching Ray Bull's Strength All in all, I would avoid piling up on lots of direct damage spells. You'll certainly want a few, but you have so few spells known that you don't want to miss out on some of the other goodies. Buffs and crowd control can be tremendously useful, and often deal more damage than direct damage and prevent more damage than healing. When you're able to cast 4th level spells, you'll probably find things like Evard's Black Tenticles far more useful than spells like Cone of Cold (5th level). *Shield and Mage Armor are special. At low levels, Mage Armor will be very nice to have. However, once you get to the point where you have 5,100 gp lying around, strongly consider purchasing a +1 Twilight Mithril Shirt (if your DM allows it). It's a basic mithril chain shirt with 0% arcane spell failure. So for (relatively) little money, you can always have a +5 armor bonus to AC, getting rid of the need for Mage Armor. At 6th level (and every even level beyond) you can swap out a 1st level spell known for another. Once you have this twlight mithril shirt, swap Mage Armor out for Shield. **Take Magic Missile later in the game. It's far too weak at low levels to do you any good. 7th level would be a good time to take it (as it's the last level when you learn a new 1st level spell). By that point, it's reached 80% of it's full potential (capping out when you're 9th level). Magic Missle isn't so much of an awesome powerhouse, as it is reliable. There's no attack roll, no saving throw, and it's a force spell. That means aside from Spell Resistance, you will always hit and you can hit incoporeal creatures. |
| FrostWolf11-15-07, 06:28 PM | I've had lots of sucess with Jet of Steam(lv1), Rainbow Blast(lv3), and Rainbow Beam(lv2). Syphon(lv3 in Complete Scoundrel) will allow you to drain wands and staves to replenish spells. Costly but useful. Also, take web. It can be used for everything from stopping a swarm of goblins to saving a friend that is falling (if your fast enough) |
| Strudel_Lumpycakes11-15-07, 11:54 PM | While not optimal, sudden maximize from complete arcane is fun. Nothing like dropping a maximized fireball when the party really, really needs it. |
| RobbyPants11-16-07, 11:22 AM | The sudden metamagics are more useful for NPCs who are only expected to actually ever be in one encounter, than for a PC who is in several encounters per day. Although if you like direct damage and you're looking for a way to improve on it, Empower Spell can often be better than a spell two levels higher. For example, at 10th level, you can cast an Empowered fireball for 10d6 x1.5 damage as a 5th level spell. The same 5th level cone of cold would only do 10d6. Of course, once you hit 15th level, there is a tie here (as cone of cold caps at 15d6), but you get the point. As much fun as it can be, direct damage isn't that great past 5th to 9th level, and you'll often have much better options. Also remember that you don't know too many spells, so you don't want to waste very many of those on redundant spells. |
| ogg20511-16-07, 01:07 PM | The following are feats which I generally take when I'm a sorcerer: 1. Point blank shot (helps with aiming rays, etc.) 2. Precise shot (So I don't hit the fighters with the rays) 3. Arcane spell preparation (So I can have quick spell) 4. Quick spell 5. still spell (for grappling.) 6. Arcane disciple (for higher levels so I can sub in for the cleric.) |
| ogg20511-16-07, 01:08 PM | The following are feats which I generally take when I'm a sorcerer: 1. Point blank shot (helps with aiming rays, etc.) 2. Precise shot (So I don't hit the fighters with the rays) 3. Arcane spell preparation (So I can have quick spell) 4. Quick spell 5. still spell (for grappling.) 6. Arcane disciple (for higher levels so I can sub in for the cleric.) err, whoops, Arcane spell preparation is out of complete arcane and Arcane disciple is out of complete divine. |
| ogg20511-16-07, 01:13 PM | My spell choices generally include: 1. magic missle, ray of enfeeblement (a must have next to magic missle), and sleep (until higher level.) 2. invisibility, scorching ray, and mirror image. |
| The_Shaman11-16-07, 02:08 PM | IMO the best feat you can get is one of the Bloodline ones from the Dragon compendium/magazines. Free (fixed) spell known/level at the price of losing one subschool of magic from your list (meaning no wands & scrolls) but still worth it. Dragon has some great stuff for sorcerers imo. As for spells, once I did a sorcerer and I had enlarge and color spray. Magic missile is not as useful at 1st level, as you only do 2-5 pts of damage; it comes into its own slightly later imo. Color spray wasn't such a good idea (I only had the PHB at that point) as it requires you to get in close, but it can still be quite decent. I've heard people choose sleep and then replace it - sleep can be a devastating spell at low levels when most creatures have a good chance of failing its save. |
| LSMFT11-16-07, 03:26 PM | 3. Arcane spell preparation (So I can have quick spell) 4. Quick spellThere are other ways to be able to use Quicken spell including a variant in PHBII and a feat in CMag. These are far, far better ways to go if they are available to you. 5. still spell (for grappling.)Unless it is prepared or uses one of the variants mentioned above, Still Spell won't work for sorcerers. You can't cast a spell with a casting-time of more than a standard action in a grapple. 6. Arcane disciple (for higher levels so I can sub in for the cleric.)I hate this feat. But that's just my opinion. |
| The_Shaman11-16-07, 07:23 PM | Still spell, for grappling? Don't tell me you intend to waste your action on shocking grasp or some such :P . There are few spells that a wizard should care to employ in a grapple, and arguably the best option - dimension door - doesn't require somatic components at all. Freedom of movement does, but with its long duration (10 min/level) you shouldn't have to cast it in combat to begin with. |
| ogg20511-19-07, 12:11 PM | There are other ways to be able to use Quicken spell including a variant in PHBII and a feat in CMag. These are far, far better ways to go if they are available to you. Unless it is prepared or uses one of the variants mentioned above, Still Spell won't work for sorcerers. You can't cast a spell with a casting-time of more than a standard action in a grapple. I hate this feat. But that's just my opinion. Err, I think you need to read the arcane spell preparation feat. You can prepare stilled spells and cast them as standard actions allowing you to telport out of grapple. Arcane disciple- It gives you a cure spell of every level that you can cast. How can this be bad? |