| Post/Author/DateTime | Post |
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| #1NirvanSNov 17, 2014 11:53:55 |
I contemplating what spells he would have. Looking outward when/if he approaches 20th 1st. None - 4 spell points 2nd None - 6 spell points 3rd Blink, Dispel Magic, Counter Spell, Fireball, Haste 4th Blight, Confusion, Ice Storm 5th None - leave open for buffing 6th Chain Lightning, Disintegrate, True Seeing 7th Plane Shift, Reverse Gravity 8th.Sunburst 9th. Wish
Them use Feat Magic Initiate to get Warlock's Hellish Rebuke Other option was Cleric's Cure Wounds
Then use Feat Ritual Caster to get other spells like. Leomunds Hut
Do you agree? What are your opinions |
| #2YunruNov 17, 2014 12:16:01 | Scorching Ray, Hex, done :P No but seriously, beam spammer, leaving other choices free for utility. Probably also pick up an anti-zerg rush. |
| (Reply to #2)NirvanS |
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| #4FallingIcicleNov 17, 2014 23:44:59 | I recommend shield. It's a great use for a 1st level spell slot. |
| (Reply to #3)Timborama |
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| (Reply to #5)grendel111111 |
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| #7Huntsman57Nov 25, 2014 7:26:42 | Origin- Fire Dragon Sorc
1- shield 2- mirror image, Scorching Ray 3- Fireball, Haste, Dispel Magic, Blink 4- Greater Invisibility and/or burn level to cast lower level spells at a higher level 5- burn level for more spellpoints or to casting lower level spells at a higher level 6- Disintegrate and Sunbeam 7- Planeshift and/or burn level to cast lower level spells at a higher level 8- burn level to cast lower a level spells at a higher level 9- Wish and/or Meteor Swarm
This leaves us with a few spots open to select additional spells. Some good options are
- Magic missile or Chromatic Orb...never hurts to have a little extra firepower in a pinch...unerring dmg vs roll to hit but more damage, especially when buffed by fire dragon - Counterspell...I really like this one but it rates ever so slightly lower in my estimation than dispel magic, and we already have more spells at 3rd level than slots to use them in - Confusion...historically one of my favorite spells. It kinda sucks in 5E but ahh nostalgia - Dominate person...myea, maybe. There always seems like there's an excuse to give victims a renewed saving throw with 5E save or suck spells. It's infuriating. - Globe of invulnerability, Mass Suggestion, True Seeing, chain lightning, Eyebite...all good 6th lv spells that just don't make the cut in most cases, but GoI and TS might not be bad to take for isolated situations
That's pretty much it. I don't really see value in a Sorc taking anything other than the above spells. The rest is pretty trashy IMO. Cone of Cold wouldn't be bad, but Fire Dragon buffed Fireball cast at the same level is pretty much just as good. Save or suck spells are pretty weak in 5E IMO. 8th level is another deserted wasteland and you'd rather just buff your disintegrate spell than bother with that list...kinda Wish Maze was on that list. Actually, I just might Wish it, and then twin it. ;)
EDIT: Reverse Gravity is also a good option...can be situational but fantastic in the right spots
It's kind of a shame, but the Sorc's best spells are corraled into 3rd and 6th level. |
| #8YunruNov 23, 2014 1:47:42 | No, a Sorcerer's best spell is at level 2: Scorching Ray with its 2d6+Cha mod damage per ray. |
| #9NirvanSNov 23, 2014 5:59:50 | What I hope is in the Elemental edition they plan to publish, I hope it allows the sorcerer to change the damage type of a spell. I.E. Fireball to Lightning ball or thunderball. Or Scortching Ray to Freeze Ray |
| #10Huntsman57Nov 23, 2014 6:42:18 |
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| #11SorxoresNov 24, 2014 6:33:44 | remember you only have 15 spell known so you need to choose your spell without too many overlap: here my list from my Sorcerer Guide: This is assuming a frie dragon sorcerer (since the other element of dragon have no spell to select from and wild magic sorcerer are too random for my taste)
Here are my favorite 6 cantrip: -Firebolt (if you are a Fire dragon, otherwise, take the offensive cantrip of your elemental type) -Minor illusion is a great multiporpuse spell able to create distraction, created hidding place (create a wall with murder arrow slit, then cast firebolt with advantage for being hidden) mimic a voice, create illusion light that still illuminate the room, create a black box target on the head of your ennemies to make them blind, even if they know it's an illusion, it's still darken there views (from 100% concealment you go down to 3/4concealment), etc... if you got a good DM and you use your imagination Minor illusion can be VERY powerful. -Prestidigitation an other multipurpose spell, that can do a lot. from lighting up a torch to making you win a cooking contest lol^^ -True strike: Quicken this before a ranged attack spell like high level scorching ray to reduce your chance of a miss. If your DM let you hide behind the minor illusion wall, then you don't need true stike -Mage Hand: Very useful spell to manipulate small item from a distance If you don't need True strike (or if you don't like my other choices) Mending can be good to repair your equipment mid quest, Message to transfer short distance messages, light so your team doesn't need a torch. Friends can be very usefull but your Charisma should be high enought, if you want to have "friends", you can simply do a deception, intimidation or persuassion check which ever you took as a skill. Blade ward offer resistance to damage to self only for 1 round, if you are disparate enought to use blade ward, it's because your team is in real trouble. I do not suggest to take a 3rd offensive cantrip, those offensive cantrip are very narrow in there use, damage and slow down or damage and remove reaction or damage and cannot be healed.
Now for the spell lvl 1+: I am doing the list for a fire dragon sorcerer. If you decided to take a different elemental dragon type, you can change some of the fire spell for spell of your dragon elements.
1 - Magic missile and Sleep: your spell DC is still very low (13) so it is a big gamble to use DC spell at this level. Magic missile is a sure thing that will hit every time and can hit multiple target if need be. Sleep is a good spell that doesn't require a DC effectively controlling between 5 and 40Hp worth of monster, on average 2 or 3 goblin/cultist. that will stay on the ground untill everyone ready an action to kill it with simultaneous attack. 2 - Shield offer you some protection if for some reason you don't need shield (you got a staff of defense for example) Charm Person can be a good alternative but you have high Charisma, so you can emulate the purpose of charmed person with 3 - Invisibility you can only cast spell lvl 2 twice so taking invisibility give you some utilities and if you need more damage magic missile upgrade to level 2 still fair pretty well 4 - Enlarge/Reduce great buffing spell for your fighter/barbarian or you can make the ennemy weaker. Particularly good on a monk who got multiple attacks and the extra 1d4 apply on each one of them 5 - Fireball. Also your spell DC should be 15 by now so you can drop sleep (even powered up at level 3 it only affect 9d8 so on average 40HP) Fireball will kill minion with low enough HP to be mass affected by sleep. Instead of Sleep, you can take Mage armor if you are not a dragon sorcerer or Misty step can be quie usefull to reach hard to reach places. If you beleive that you will face multiple fire resistant ennemy, then take scorching ray now and keep magic missile next level. get forget magic missile when you learn disintegrate to get good attack able to overcome fire resistance. 6 - Counterspell or Dispel magic, one will prevent that fireball to killt he party, the other will remove those buff on the ennemy making him near unkillable. Also forget Magic missile and replace it with Scorching ray. At this point you might only have 1 spell lvl 1 left, even if you reach 0 spell lvl 1 know, you can alway transfer those spell slot into sorcerer point. 7 - Haste, great buff spell to support a party member... Since Haste serve the same purpose as enlarge/reduce you should replace E/R with Greater invisibility which will give you advantage on all your attack spell or give advantage/to a party member.(like the rogue). Invisibility is still usefull for when you need invisibility for a long period of time, 8 - Dispel magic or coutnerspell (depending which one you took at level 6) 9 - Telekinesis, Strenght check or restained a target, bring a target 60 ft in the air, let it drop prone on the ground and take 6d6 falling damage or keep it restraint. This spell can be used with a quicken cast of an other spell high level spell or be twinned to control 2 targets. The spell can also be used as a power up version of Mage hand. 10 - Creation: even if it's just 5 foot cube, do you know how much rope you can filled in a 5 foot cube? so here a long solide rope to cross the Chasm, you need to trick the merchant by giving him a gems or precious metal, you'll be good for 10 minutes. You need a tool for a job, here you go, 11 - Disintegrate: very powerfull single target spell (especially if you dm rules that your Cha bonus apply only on 1 ray from Scorhing ray) also can be used to create door dispel wall of force. The spell also do Force damage so you can deal damage to monster resistant 12 - 13 - Reverse gravity: This spell has no save to control the enemy. the dex save is to grab something as they fall up. cannot attack back since they need to hold to the thing they grabed. Indoor this is enought to send everyone take falling damage to the roof, then falling damage back on the ground. 14 - 15 - Dominate Monster to make your opponent part of the team. 16 - 17 - Meteor Swarm: Power word kill is great, but you need to know that your target is under 150hp, Meteor swarm do on average 140 damage no matter what and it's a AoE spell instead of a single target. I used to love time stop in 3rd edition casting 5 delayed fireball and watching all 5 exploding at the same time fo insane damage, but now that delayed fireball is concentration you can only cast it once with a regular spell to have 2 spell cast in the "same turn" Wish is an other great choice 18 - 19 - 20 -
Final spell list: Cantrip: Firebolt, Acid splah, Minor illusion, Prestidigitation, True strike, Mage hand Shield, Invisibility, misty step, Scorching ray (AC), Fireball(Dex), Dispel Magic, Counterspell, Haste (Con), Greater invisibilty, Telekinesis (Str), Creation, Disintegrate(Force), Reverse gravity (Dex), Dominate monster(Wis), Meteor Swarm |
| #12YunruNov 24, 2014 6:39:14 | True Strike is True Suck. Even if you quicken it it's still a comcentration spell that only affects your next turn, not next attack. |
| #13Huntsman57Nov 25, 2014 9:36:41 | A couple comments on spells selected by others thus far in this thread that differs from my own selection:
Reverse Gravity...I'll add this one to my possible selection list. It's usefulness can be a bit situational, but it's good enough to forgive that
Enlarge...not a bad selection, but we really need to save our 2nd lv spells for Scorching Ray and Mirror image
Sunburst...a bit meh. It deals less damage than a fireball cast at 8th level, particularly if we are Fire Dragon like we're supposed to be, with possible blindness as the upside. It has a bigger radius than Fireball but that can be more of a liability than a benefit at times
Telekinesis and Creation...these are spells a Wizard puts in his tome for the purpose of short resting and pulling out in the isolated situations when they are needed. As a Sorc you have only 15 spells and IMO these aren't appropriate uses of them.
Dominate Monster...make them a part of your team, unless they make their saving throw, and every time they take new damage (and in 5th edition everything has a crappy AC) they get a renewed saving throw. Save or suck spells are just not great in 5E. A Sorc's 8th level slot is pretty much for casting a 16D6+40 disintegrate or amped up Fireball/ Scorching Ray.
Invisibility: 4th level doesn't offer much but 2nd level is critical to a Sorc. Since we'e only otherwise using 4th level to burn for spell points or upcasting lower level spells, if we want invisibility capability we might as well make the most of it by taking greater invisibility (which we can even twin) while not stepping on Scorching Ray and Mirror Image. Of course the arguement could be made that we could just cast Scorching Ray at 4th level but normal Invisibility is more of a situational or utility, which puts it in the realm of being of value to a wizard (or arcame trickster) to me. Greater invisibility has true combat value.
Sleep...critical at low levels but it loses value fast by higher levels. It still can retain some value if the DM likes to throw mobs of cheapies in with stronger encounters, but again, we're a Sorc with limited options, so this spell should be swapped out by 5th level or so IMO
Ice Storm...extremely underpowered. Everytime I look at this spell I feel like I'm missing something
Blight...damage similar to fireball cast at the same level with fire dragon, only single target rather than capable of hitting multiple targets. I suppose the value is precision? Very meh
Just my 2 cents
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| #14TimboramaNov 25, 2014 13:22:05 | Don't hate on Creation, since you can create spell slots in your down time (while traveling or just not adventuring). Admittedly this is VERY DM and playstyle/campaign reliant...
But Telekinesis is super-cool. Sure, it's not an auto-pick, but it's definitely good enough (and semi-versatile!) to be worth considering! |
| (Reply to #14)grendel111111 |
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| #16Huntsman57Nov 25, 2014 18:58:07 | Yunru really is correct about Sorching Ray being almost the only spell you need. Cast as a 6th level spell with fire dragon it does more damage than Disintegrate (same level), and doesn't suffer from being save or suck like disintegrate, along with the ability to divide the rays among multiple targets. About the only reasons to even take disintegrate in fact is firstly, to diversify your attack spells since you will occasionally face targets that are resistent to fire, and secondly, Scorching Ray isn't twinnable, at least not in my campaign.
It occurs to me that my Sorc build is almost completely neutered vs a Red Dragon. Immune to fire and epic resistance vs disintegrate. Hrrmph. |
| #17grendel111111Nov 25, 2014 19:31:02 | Of course if you choose to go wild mage you are no longer so pidgeon holed into what spells you can take and it opens up more non fire options becoming viable. |