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General Tabletop Discussion
Character Builds & Optimization
Help me build a versatile Sorcerer
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<blockquote data-quote="Plane Sailing" data-source="post: 1521783" data-attributes="member: 114"><p>My sorcerer has just reached 11th level, and I'm happy to share some of my observations with you.</p><p></p><p>1. Definitely try to get some conjuration spells in the mix, since they ignore spell resistance. Evards Black Tentacles will really spoil the day for a bunch of drow.</p><p></p><p>2. Pyrotechnics is often overlooked, but it is a fantastic spell. It is one of the few spells which still has two modes of operation, and you can target your opponents will save or fort save. As long as you have a fire source to zap with the spell the fireworks have a huge area of effect for potentially blinding foes for 2-5r, or the smoke which can cost them Str and Dex and always obscures vision (even darkvision).</p><p></p><p>3. Another spell which is utterly brilliant for sorcerers is the 2nd level False Life. at 8th level you can pre-cast it for 1d10+8 temp hit points which will last for hours - a fantastic buffer against damage. If you have empower spell you can use a 4th level slot to give youself 13-27 extra hit points.</p><p></p><p>4. I've found Telekinesis to be an absolutely kicking 5th level spell. Use it in "combat action" mode to grapple an opposing spellcaster. Especially good if you've got some rogue buddies who can then get their sneak attacks for free against them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1521783, member: 114"] My sorcerer has just reached 11th level, and I'm happy to share some of my observations with you. 1. Definitely try to get some conjuration spells in the mix, since they ignore spell resistance. Evards Black Tentacles will really spoil the day for a bunch of drow. 2. Pyrotechnics is often overlooked, but it is a fantastic spell. It is one of the few spells which still has two modes of operation, and you can target your opponents will save or fort save. As long as you have a fire source to zap with the spell the fireworks have a huge area of effect for potentially blinding foes for 2-5r, or the smoke which can cost them Str and Dex and always obscures vision (even darkvision). 3. Another spell which is utterly brilliant for sorcerers is the 2nd level False Life. at 8th level you can pre-cast it for 1d10+8 temp hit points which will last for hours - a fantastic buffer against damage. If you have empower spell you can use a 4th level slot to give youself 13-27 extra hit points. 4. I've found Telekinesis to be an absolutely kicking 5th level spell. Use it in "combat action" mode to grapple an opposing spellcaster. Especially good if you've got some rogue buddies who can then get their sneak attacks for free against them :) Cheers [/QUOTE]
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