[GUIDE] Born to be Wild, a sorcerer guide.


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gyor

Legend
You under value Divine Magic feature, which is worth at least sky blue, if not gold, as it opens up entire new builds, and combos, in areas that traditional sorcerors suck at.

Example, Necromancy, the tråd sorceror doesn't really do necromancy, but the Favoured Soul does and does it well, with animate undead, create undead, finger of death, ect...

Want a conjurer, if your a tråd sorceror too bad, but a Favoured Soul has Spiritual Weapon, Spiritual Guardians, Guardian of Faith, Planar Ally, Conjure Celestial.

Here is a great combo for you, put Aid in a 9th level slot, it heals 3 people for 85hp each, but better yet, it increases max hps by 85hp for each of them for 8 hours.

With extend spell (which is far more awesome for Favoured Souls then other Sorcerors), you can have Aid for 16 hours.

If you are one of the characters who recieves Aid, it makes your Unearthly Recovery more power because that is based on you maxium hps, which you just increased, half of 85 rounded down is 42hp extra healed by Unearthly recovery. And it doesn't take consentration to maintain.

Also if you are surrounded with spirit guardians up, and you get hit, consentration is a saving throw, which you can use Favoured of the Gods on.

With twin spell, you can cast twin resurrection, twin revify, twin lesser restoration, twinned greater restoration, and so.

Also because cleric spells are more likely to have touch, distance spell has more value. Revify from 30 feet instead of touch for example.

Its also great if your party doesn't have any other healers.

The Divine Magic feature almost changes the Favoured Soul into its own class.

And the features of the latest Favoured Soul has changed.

Divine Magic still in, but now it has grants Cure Wounds as a known spell free. Supernatural Resistance out. Blessed Counterance out, but some of the fluff in used in the 14th level feauture.

Instead at 6th level you get Empower Healing, for 1 sorcery point you can reroll any die in a healing spell. Kind of like Empowered Spell, but for healing instead of damage and no charisma cap.

At 14th level the wings are back, but spectral, and you have a minor physical alternation of your appearance (the fluff from former blessed counterance.

Unearthly Recovery is still Unearthly Recovery.
 

mellored

Legend
You under value Divine Magic feature, which is worth at least sky blue, if not gold, as it opens up entire new builds, and combos, in areas that traditional sorcerors suck at.

Example, Necromancy, the tråd sorceror doesn't really do necromancy, but the Favoured Soul does and does it well, with animate undead, create undead, finger of death, ect...

Want a conjurer, if your a tråd sorceror too bad, but a Favoured Soul has Spiritual Weapon, Spiritual Guardians, Guardian of Faith, Planar Ally, Conjure Celestial.
Meta-magic doens't do anything for those spells, except finger of death, which the sorcerer already has. So why not just be a cleric? It comes with armor and a lot more spells.

Nor do sorcerer's have that many spell choices to begin with. Each cleric spell is one less sorcerer spell.

Here is a great combo for you, put Aid in a 9th level slot, it heals 3 people for 85hp each, but better yet, it increases max hps by 85hp for each of them for 8 hours.

With extend spell (which is far more awesome for Favoured Souls then other Sorcerors), you can have Aid for 16 hours.
It would be a really odd day where you cast aid, and not take damage for 8 hours.
Also, a good bit of a waste of your 9th level slot. Mass heal is 700HP, or 233 HP for 3 people.

With twin spell, you can cast twin resurrection, twin revify, twin lesser restoration, twinned greater restoration, and so.
True. But how often do you get 2 dead/poisoned allies?
Now of clerics had spells like maze or foresight.... that would be different. But they don't. At best, a twin healing word, or twin heal.

Instead at 6th level you get Empower Healing, for 1 sorcery point you can reroll any die in a healing spell.
Empowerd doesn't work with healing.
I would allow it as a houserule, but by RAW it's damage only.
 
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Bishop_

First Post
My great grudge against the Sorcerer is... why not trying a Wizard? That is, from a mechanical point of view, what is the Sorcerer selling point vs Wizard?

In time, good work. I like your objective writing style.
 



gyor

Legend
Meta-magic doens't do anything for those spells, except finger of death, which the sorcerer already has. So why not just be a cleric? It comes with armor and a lot more spells.

Nor do sorcerer's have that many spell choices to begin with. Each cleric spell is one less sorcerer spell.

It would be a really odd day where you cast aid, and not take damage for 8 hours.
Also, a good bit of a waste of your 9th level slot. Mass heal is 700HP, or 233 HP for 3 people.

True. But how often do you get 2 dead/poisoned allies?
Now of clerics had spells like maze or foresight.... that would be different. But they don't. At best, a twin healing word, or twin heal.

Empowerd doesn't work with healing.
I would allow it as a houserule, but by RAW it's damage only.

Conjure Celestial, Spirit Guardians, Guardian of Faith, and Spiritual Weapon benifits from Extend Spell.

The healing that Aid does is a bonus, its the increased maxium hps that matter, the Favoured Soul has tons of healing to refill the targets to maxium. That is the point of extend spell is to maintain the increased maxium for 16 hours.

A character with say 100 hp max nearly doubles their hps with 140 hp max, the character takes 184 damage they are still standing, and you can heal them back up to 140hps.

Create/animate Undead with Suble spell can be fun, turn an enemy into an undead from hiding creating a distraction.

Empower Spell can be used on Spiritual Weapon and Spiritual Guardians.

Also Divine Magic gets better everytime the sorceror and cleric spell lists increase.
 
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Yunru

Banned
Banned
Spiritual Weapon and its ilk don't benefit from Extend Spell. They're eligible for it, but to no benefit.
An extra minute isn't going to carry you to the next fight, after all, and fights rarely last longer than 10 rounds to make it worthwhile for a single battle.
 

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