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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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<blockquote data-quote="Nibelung" data-source="post: 6712046" data-attributes="member: 74499"><p><strong>Originally posted by DuelistDelSol:</strong></p><p></p><p style="text-align: center"><span style="font-size: 15px"><strong>Part Five: Paragon Tier Spells</strong></span></p><p></p><p><strong>Level 13 Encounter Powers</strong></p><p>[sblock]<span style="color: #0000ff"><strong>Chains of Fire (PHB2)</strong></span></p><p>The requirement that must be fulfilled to inflict the secondary damage isn't exactly hard to do, for the most part: target one melee enemy and one ranged enemy that's very far away, lock them up to where the ranged enemy was (having the ranged enemy be in between the melee enemy and your group of teammates), and go from there. It's an incredibly roundabout way to stick additional damage onto this power, but it's exploitable, especially by Wild Sorcerers, and certainly strong considering its dual-target nature.</p><p></p><p><span style="color: #ff0000"><strong>Chaos Poison Blast (D386) </strong></span><strong><span style="color: #800080">[Familiar]</span></strong></p><p>So many "ifs" on this power, and they're mostly contained in the Familiar rider, which is the only reason this power would be worth any consideration. 5% chance of blindness isn't worth the bad damage amount and type.</p><p></p><p><strong>Cyclone Pull (AP)</strong></p><p>This would have been a beautiful power to have been made a Minor Action attack, but that's not the case. Still, there's stock in being able to draw together a bunch of enemies and lock them in place for a future burst.</p><p></p><p><strong>Dazzling Starlight (AP)</strong></p><p>Take Season's Malaise and crumple it up into an Encounter-power paper ball of an effect. Cosmic Sorcerers do get a fully-fledged daze out of it... a third of the time... while everyone else gets a decent fragment of that status effect. Being single target does make it a bit iffy as to how useful it'll be, though it'll work quite marvelously with certain solos. Worth consideration.</p><p></p><p><strong><span style="color: #800080">Downbeat of Wings (AP)</span></strong></p><p>The control inherent in this power is rather underwhelming for everyone except Dragon Sorcerers, since oftentimes they'll just be able to stand back up and attack - you've either delivered new targets for your target to munch on, or you just mildly inconvenienced him. However, done right, <span style="color: #0000ff"><strong>Dragon Sorcerers</strong></span> can use their new giant shift (and perhaps another move action) to lock themselves next to the target and threaten with an OA or some other form of punishment.</p><p></p><p><strong>Jaws of the Earth (PHB2)</strong></p><p>Fantastic to use against Large or larger creatures, since it'll greatly open mobility for your allies. Still, there's a problem of this level containing so many single-target powers...</p><p></p><p><span style="color: #ff0000"><strong>Mind Hammer (PHB2)</strong></span></p><p>A copy of too many powers, thus becoming a rather tepid substitute. Just a tad better for Wild Sorcerers, who can actually do something else with the prone condition.</p><p></p><p><span style="color: #800080"><strong>Moon Cage (AP)</strong></span></p><p>Restrained is a terrific condition, but the damage is horrendous, and the Cosmic rider requires you to be in a certain phase just to double-tap on your Strength modifier for damage. Not impressed at all.</p><p></p><p><span style="color: #0000ff"><strong>Primordial Storm (AP)</strong></span></p><p>A hint of saving grace from a rather empty level overall - Storm Sorcerers get a bit more freedom in where they plop down this thunder AND lightning AOE, and Wild Sorcerers either add to the extra damage or add some welcome Control to this power. I will say, though - this is the first level where Wild Sorcerers do have to contend with two different effects on a multitarget attack, so you need to keep track of exactly what happens to each target each time you roll.</p><p></p><p><strong>Thunder and Strike (D381)</strong></p><p>The secondary effect might be a little tricky to set up, though it's definitely workable if you've got a <span style="color: #0000ff"><strong>substantial Strength modifier</strong></span> (DEX Sorcerers need not apply), and the secondary attack will both help spread damage around and also give you some excellent control in the form of dazing the secondary target. A surprisingly good choice.</p><p></p><p><span style="color: #33cccc"><strong>Thunder Breath (PHB2)</strong></span></p><p>Honestly, though, all things considered, Dragon Sorcerers may just want to stick with this. A Close blast 3 power that dazes (and slows for Dragon'sorcs) while also being expandable at Paragon is extremely good. The damage is yet another dud, but it'll work.[/sblock]</p><p><strong>Level 15 Daily Spells</strong></p><p>[sblock]</p><p><span style="color: #33cccc"><strong>Day and Night (AP)</strong></span></p><p>One of the best replacements for Dazzling Ray, it's a single-target spell that attacks the target twice, incorporating static modifiers both times and even giving you some great control as a nice side gift. The miss damage is ludicrously awful, but you take what you can get from something like this.</p><p></p><p><strong><span style="color: #800080">Frost Eddies (PHB2)</span></strong></p><p>The damage is quite nice, but the effect is way too hard to plan for, not just because the enemy can just keep moving around to keep Team Monster's mobility intact. It at least doesn't affect your allies, and it does open up feats like Terrain Advantage for your AOEs.</p><p></p><p><span style="color: #0000ff"><strong>Gale Burst (AP)</strong></span></p><p>Very hard to aim (it's an unfriendly Close burst 3), but it's an enormous field of sliding based on your Dexterity modifier (keep that in mind, <span style="color: #800080"><strong>Strength'sorcs</strong></span>) and slowing, which'll apply to either tradition. Once more, it's expandable at Paragon, and that can be exploited quite readily.</p><p></p><p><strong><span style="color: #0000ff">Hostility Charm (PHB2)</span></strong></p><p>Well... that's different. While you start out with a decent punch of damage, on a hit you force the target to charge the nearest enemy. If the field is oriented correctly, this can add some silly damage from your allies as it provokes opportunity attacks from them when passing by. The Wild Magic rider is certainly neat, but not the star attraction here.</p><p></p><p><span style="color: #ff9900"><strong>Lightning Daggers (AP)</strong></span></p><p>As I mentioned before, one of the biggest principles of the Striker is being able to make attacks outside of your Standard Action. So, how does a fully repeatable Free Action 1/round attack that incorporates all of your modifiers ever sound? I thought so. One of the most ridiculous dailies in the entire game, and you're lucky as hell you have it.</p><p></p><p><span style="color: #ff0000"><strong>Opportunistic Familiar (D386) </strong></span><strong><span style="color: #00ccff">[Familiar]</span></strong></p><p>Your Familiar now becomes a Controller Summon? That's kind of odd. Being able to make Opportunity Attacks with it that are keyworded to where you have all of your modifiers coming into play makes this absolutely stellar for that type of build, however. Obviously, if you don't have a Familiar, why even bother?</p><p></p><p><strong><span style="color: #00ccff">Prismatic Lightning (AP)</span></strong></p><p>Wow, what a change from our E13s, huh? Now we have an Area Burst 2 power that can attack either of three defenses, giving you great damage and some awesome control or damage options within. Depending on how the board's laid out, this has the potential to inflict some devastating punishment on a humongous area of the board, but we're not done yet.</p><p></p><p><strong>Scintillating Starburst (PHB2)</strong></p><p>Blinded (save ends) is, once again, pretty cool, but the damage is alright at best and missing will make you cry. Ah well.</p><p></p><p><span style="color: #00ccff"><strong>Spitfire Furnace (PHB2)</strong></span></p><p>Throwing 4d10 damage on nine squares of the board wasn't good enough, so let's give Dragon Sorcerers a great autodamaging aura and give Cosmic Sorcerers in the Phase of the Sun two of those auras! Still a decent option for <span style="color: #0000ff"><strong>Wild Sorcerers</strong></span> if just for the damage, but for <strong>Storm Sorcerers</strong>, the Lightning powers at this level are way too good to ignore.[/sblock]</p><p><strong>Level 17 Encounter Spells</strong></p><p>[sblock]</p><p><strong>Acid Shackles (AP)</strong></p><p>Put on a little bit of soft control onto a pretty nice AOE power. <span style="color: #00ccff"><strong>Wild Sorcerers</strong></span>, however, can throw damage all over the place with this power, either amplifying the punishment on the soft control, or adding some very welcome autodamage if they threw an odd attack roll (potentially outside the original burst's area). Very cool.</p><p></p><p><span style="color: #0000ff"><strong>Azure Talons (AP)</strong></span></p><p>On that same token of thought, we have some great soft control in a buster of a Close burst, doling out autodamage should an enemy stay within 2 squares of you. <span style="color: #00ccff"><strong>Dragon Sorcerers</strong></span>, of course, get the long end of the straw in jacking up the autodamage by their Strength modifier. If you can lock them down in that sphere, this will do some incredible damage, so keep that in mind.</p><p></p><p><span style="color: #ff0000"><strong>Breath of Winter (PHB2)</strong></span></p><p>We left a lot of these 2d6/2d8 close blasts back in Heroic Tier, and we have a Close blast dazed at 13th Level. Don't bother with this.</p><p></p><p><span style="color: #0000ff"><strong>Dragon Tail Meditation (PHB2)</strong></span></p><p>On the other hand, we have an incredibly flavorful attack that works off of your Immediate Action (this time a Reaction to an enemy moving into a flanking position next to you) that deals some awesome off-turn damage, and for<span style="color: #00ccff"><strong> Dragon Sorcerers</strong></span> provides incredible action denial in a long-distance push. Highly worthwhile for anyone, though.</p><p></p><p><span style="color: #00ccff"><strong>Poisonous Evasion (PHB2)</strong></span></p><p>Depending on your expertise with positioning, however (Storm Sorcerers being slightly more adept at this than most others), this may be the superior Immediate Action power to take at this level, as it comes with a trigger that's about as common as Dragon Tail Meditation's, but does mountains of damage and whisks you away instead of the original target. The two are about at an equal kiel with Dragon Sorcerers, so decide between them if you're missing an Immediate - you'll be great with either.</p><p></p><p><span style="color: #ff0000"><strong>Rippling Strike (D381)</strong></span></p><p>Completely unimpressed with the amount of damage this power tries to give out - the extra 1d8 in case the target is isolated is extra damage and thus does not incorporate your modifiers. Cosmic Sorcerers don't get much in the way of justification, as it just spreads more mediocre damage around should an unguaranteed condition befall you.</p><p></p><p><span style="color: #0000ff"><strong>Rolls of Thunder (D386) [Familiar]</strong></span></p><p>A double-target vs. Will encounter power that deals this much damage is honestly quite stellar for you Ranged-oriented folks, and the Familiar rider gives it just a little bit of push towards proper Control. Nothing incredibly special, but certainly solid.</p><p></p><p><span style="color: #800080"><strong>Searing Radiance (AP)</strong></span></p><p>Radiant-typed it might be, all it does is damage against one target at a level where static modifiers now mean much more than just dice. <span style="color: #0000ff"><strong>Cosmic Sorcerers</strong></span>, however, can give themselves some much-needed healing if they're in what may be their favorite phase.</p><p></p><p><span style="color: #0000ff"><strong>Stalking Frost (AP)</strong></span></p><p>The power's reach is quite massive, but unfriendly, giving us a rather ungraceful reminder of Gale Burst. Fortunately, this is an encounter power, not a Daily power, and the soft control it inflicts is easily exploited - slows will work well here.</p><p></p><p><span style="color: #00ccff"><strong>Thunder Summons (PHB2)</strong></span></p><p>This power does everything right: it attacks three targets, deals respectable damage, helps to clump enemies together for future bursts, and gives an amazing rider for Wild Sorcerers in which they can add more options for where they teleport whichever they hit should they roll an even attack roll. Very highly recommended.</p><p></p><p><strong>Thunderstroke (AP)</strong></p><p>It's an AOE Thunder power - you know the drill. While the damage outside of the origin square won't be anything special, in comes the <span style="color: #0000ff"><strong>Storm Sorcerer</strong></span> rider to save the day with a mass Prone, making it much better for them.[/sblock]</p><p><strong>Level 19 Daily Spells</strong></p><p>[sblock]<span style="color: #00ccff"><strong>Aspect of the Dragon (AP)</strong></span></p><p>Beautiful. A humongous area of friendly Fire damage that's repeatable(!) the first time you get bloodied. Incredibly flavorful as well, especially with the Dragon Sorcerer rider on this power. Cosmic and Dragon Sorcerers should have absolutely no problems picking this up: this is marvelous.</p><p></p><p><strong>Baleful Eye of the Basilisk (PHB2)</strong></p><p>Stunned (save ends) and no diced damage is something you find on Controller lists, not on a Striker list. Undoubtedly good, but a bit wonky in your perspective.</p><p></p><p><span style="color: #00ccff"><strong>Blackfire Serpent (PHB2)</strong></span></p><p>This faces some incredible competition with Aspect of the Dragon: you summon a snake to breathe hellfire all over your foes once per turn as long as you can sustain him while you sit back and mess with another group of foes. He's a conjuration, so he won't be tassled with, and he occupies his own square, so he's a decent roadblock as well. Keep him up as long as possible (don't wander more than 10 squares away from him or be stunned, etc) and you'll do some amazing damage with the little guy. <strong>Dexterity'sorcs</strong> lose a lot of the punch of this Conjuration, since it can't move it around nearly as much as they'd like, but it's still one of the best ways to get some off-Standard damage going for them.</p><p></p><p><span style="color: #0000ff"><strong>Crashing Winds (AP)</strong></span></p><p>A gigantic area of rather solid Thunder damage that then gives a guaranteed slide and a rather interesting buffer rider for Storm Sorcerers? Man, this level just knows how to treat Sorcerers right. (Though <span style="color: #ff0000"><strong>Strength'sorcs</strong></span> probably shouldn't wander here...)</p><p></p><p><span style="color: #800080"><strong>Primordial Slime (AP)</strong></span></p><p>It's Baleful Eye of the Basilisk... except you have to wait for the ongoing damage to trigger. Wild Sorcerers do get a small benefit, but this is not a power for you. Nice try, though.</p><p></p><p><span style="color: #00ccff"><strong>Prismatic Explosion (PHB2)</strong></span></p><p>It's about time we saw this power again - really wish they'd added a Close blast 2 version of this at level 9 or some such. Ah well, can't ask for everything. In any case, this does some high damage, hit or miss, and throws around incredibly good Dexterity-based status effects like they were candy. Considering most Strength'sorcs are going to want a decent Dexterity anyway for certain feats, even a +2 modifier will give you enough fuel for some of these riders, and for them this is very highly recommended alongside the other awesome options here. Just be incredibly careful how you aim this, please...</p><p></p><p><strong>Radiant Wings (AP)</strong></p><p>The damage isn't all that hot, nor is the range, but the Cosmic Sorcerer's autodamage on top of sustainable flight (going off of your Minor Action) adds leaps and bounds to both your mobility and your targetting ability. Considering what other options you have here, though, it's a tough sell.</p><p></p><p><span style="color: #ff0000"><strong>Spiritual Venom (D386) [Familiar]</strong></span></p><p>You must have a Familiar to use this power, and the damage just does not compare anymore. We already have AOEs that deal more damage, even on a miss, and have much more interesting effects. I just cannot recommend this.</p><p></p><p><span style="color: #0000ff"><strong>Split Strike (PHB2)</strong></span></p><p>Take Dazzling Ray all the way back from 1st Level, split it in twain, then transmogrify it to deal Lightning damage and add control to both sides of the odd/even equation for <span style="color: #00ccff"><strong>Wild Sorcerers</strong></span>. I can get behind that if your encounters don't tend to consist of clumping enemies.[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6712046, member: 74499"] [b]Originally posted by DuelistDelSol:[/b] [CENTER][Size=4][b]Part Five: Paragon Tier Spells[/b][/size][/CENTER] [b]Level 13 Encounter Powers[/b] [sblock][COLOR=#0000ff][b]Chains of Fire (PHB2)[/b][/COLOR] The requirement that must be fulfilled to inflict the secondary damage isn't exactly hard to do, for the most part: target one melee enemy and one ranged enemy that's very far away, lock them up to where the ranged enemy was (having the ranged enemy be in between the melee enemy and your group of teammates), and go from there. It's an incredibly roundabout way to stick additional damage onto this power, but it's exploitable, especially by Wild Sorcerers, and certainly strong considering its dual-target nature. [COLOR=#ff0000][b]Chaos Poison Blast (D386) [/b][/COLOR][b][COLOR=#800080][Familiar][/COLOR][COLOR=#ff0000][/COLOR][/b][COLOR=#ff0000][/COLOR] So many "ifs" on this power, and they're mostly contained in the Familiar rider, which is the only reason this power would be worth any consideration. 5% chance of blindness isn't worth the bad damage amount and type. [b]Cyclone Pull (AP)[/b] This would have been a beautiful power to have been made a Minor Action attack, but that's not the case. Still, there's stock in being able to draw together a bunch of enemies and lock them in place for a future burst. [b]Dazzling Starlight (AP)[/b] Take Season's Malaise and crumple it up into an Encounter-power paper ball of an effect. Cosmic Sorcerers do get a fully-fledged daze out of it... a third of the time... while everyone else gets a decent fragment of that status effect. Being single target does make it a bit iffy as to how useful it'll be, though it'll work quite marvelously with certain solos. Worth consideration. [b][COLOR=#800080]Downbeat of Wings (AP)[/COLOR][/b] The control inherent in this power is rather underwhelming for everyone except Dragon Sorcerers, since oftentimes they'll just be able to stand back up and attack - you've either delivered new targets for your target to munch on, or you just mildly inconvenienced him. However, done right, [COLOR=#0000ff][b]Dragon Sorcerers[/b][/COLOR] can use their new giant shift (and perhaps another move action) to lock themselves next to the target and threaten with an OA or some other form of punishment. [b]Jaws of the Earth (PHB2)[/b] Fantastic to use against Large or larger creatures, since it'll greatly open mobility for your allies. Still, there's a problem of this level containing so many single-target powers... [COLOR=#ff0000][b]Mind Hammer (PHB2)[/b][/COLOR] A copy of too many powers, thus becoming a rather tepid substitute. Just a tad better for Wild Sorcerers, who can actually do something else with the prone condition. [COLOR=#800080][b]Moon Cage (AP)[/b][/COLOR] Restrained is a terrific condition, but the damage is horrendous, and the Cosmic rider requires you to be in a certain phase just to double-tap on your Strength modifier for damage. Not impressed at all. [COLOR=#0000ff][b]Primordial Storm (AP)[/b][/COLOR] A hint of saving grace from a rather empty level overall - Storm Sorcerers get a bit more freedom in where they plop down this thunder AND lightning AOE, and Wild Sorcerers either add to the extra damage or add some welcome Control to this power. I will say, though - this is the first level where Wild Sorcerers do have to contend with two different effects on a multitarget attack, so you need to keep track of exactly what happens to each target each time you roll. [b]Thunder and Strike (D381)[/b] The secondary effect might be a little tricky to set up, though it's definitely workable if you've got a [COLOR=#0000ff][b]substantial Strength modifier[/b][/COLOR] (DEX Sorcerers need not apply), and the secondary attack will both help spread damage around and also give you some excellent control in the form of dazing the secondary target. A surprisingly good choice. [COLOR=#33cccc][b]Thunder Breath (PHB2)[/b][/COLOR] Honestly, though, all things considered, Dragon Sorcerers may just want to stick with this. A Close blast 3 power that dazes (and slows for Dragon'sorcs) while also being expandable at Paragon is extremely good. The damage is yet another dud, but it'll work.[/sblock] [b]Level 15 Daily Spells[/b] [sblock] [COLOR=#33cccc][b]Day and Night (AP)[/b][/COLOR] One of the best replacements for Dazzling Ray, it's a single-target spell that attacks the target twice, incorporating static modifiers both times and even giving you some great control as a nice side gift. The miss damage is ludicrously awful, but you take what you can get from something like this. [b][COLOR=#800080]Frost Eddies (PHB2)[/COLOR][/b] The damage is quite nice, but the effect is way too hard to plan for, not just because the enemy can just keep moving around to keep Team Monster's mobility intact. It at least doesn't affect your allies, and it does open up feats like Terrain Advantage for your AOEs. [COLOR=#0000ff][b]Gale Burst (AP)[/b][/COLOR] Very hard to aim (it's an unfriendly Close burst 3), but it's an enormous field of sliding based on your Dexterity modifier (keep that in mind, [COLOR=#800080][b]Strength'sorcs[/b][/COLOR]) and slowing, which'll apply to either tradition. Once more, it's expandable at Paragon, and that can be exploited quite readily. [b][COLOR=#0000ff]Hostility Charm (PHB2)[/COLOR][/b] Well... that's different. While you start out with a decent punch of damage, on a hit you force the target to charge the nearest enemy. If the field is oriented correctly, this can add some silly damage from your allies as it provokes opportunity attacks from them when passing by. The Wild Magic rider is certainly neat, but not the star attraction here. [COLOR=#ff9900][b]Lightning Daggers (AP)[/b][/COLOR] As I mentioned before, one of the biggest principles of the Striker is being able to make attacks outside of your Standard Action. So, how does a fully repeatable Free Action 1/round attack that incorporates all of your modifiers ever sound? I thought so. One of the most ridiculous dailies in the entire game, and you're lucky as hell you have it. [COLOR=#ff0000][b]Opportunistic Familiar (D386) [/b][/COLOR][b][COLOR=#00ccff][Familiar][/COLOR][COLOR=#ff0000][/COLOR][/b][COLOR=#ff0000][/COLOR] Your Familiar now becomes a Controller Summon? That's kind of odd. Being able to make Opportunity Attacks with it that are keyworded to where you have all of your modifiers coming into play makes this absolutely stellar for that type of build, however. Obviously, if you don't have a Familiar, why even bother? [b][COLOR=#00ccff]Prismatic Lightning (AP)[/COLOR][/b] Wow, what a change from our E13s, huh? Now we have an Area Burst 2 power that can attack either of three defenses, giving you great damage and some awesome control or damage options within. Depending on how the board's laid out, this has the potential to inflict some devastating punishment on a humongous area of the board, but we're not done yet. [b]Scintillating Starburst (PHB2)[/b] Blinded (save ends) is, once again, pretty cool, but the damage is alright at best and missing will make you cry. Ah well. [COLOR=#00ccff][b]Spitfire Furnace (PHB2)[/b][/COLOR] Throwing 4d10 damage on nine squares of the board wasn't good enough, so let's give Dragon Sorcerers a great autodamaging aura and give Cosmic Sorcerers in the Phase of the Sun two of those auras! Still a decent option for [COLOR=#0000ff][b]Wild Sorcerers[/b][/COLOR] if just for the damage, but for [b]Storm Sorcerers[/b], the Lightning powers at this level are way too good to ignore.[/sblock] [b]Level 17 Encounter Spells[/b] [sblock] [b]Acid Shackles (AP)[/b] Put on a little bit of soft control onto a pretty nice AOE power. [COLOR=#00ccff][b]Wild Sorcerers[/b][/COLOR], however, can throw damage all over the place with this power, either amplifying the punishment on the soft control, or adding some very welcome autodamage if they threw an odd attack roll (potentially outside the original burst's area). Very cool. [COLOR=#0000ff][b]Azure Talons (AP)[/b][/COLOR] On that same token of thought, we have some great soft control in a buster of a Close burst, doling out autodamage should an enemy stay within 2 squares of you. [COLOR=#00ccff][b]Dragon Sorcerers[/b][/COLOR], of course, get the long end of the straw in jacking up the autodamage by their Strength modifier. If you can lock them down in that sphere, this will do some incredible damage, so keep that in mind. [COLOR=#ff0000][b]Breath of Winter (PHB2)[/b][/COLOR] We left a lot of these 2d6/2d8 close blasts back in Heroic Tier, and we have a Close blast dazed at 13th Level. Don't bother with this. [COLOR=#0000ff][b]Dragon Tail Meditation (PHB2)[/b][/COLOR] On the other hand, we have an incredibly flavorful attack that works off of your Immediate Action (this time a Reaction to an enemy moving into a flanking position next to you) that deals some awesome off-turn damage, and for[COLOR=#00ccff][b] Dragon Sorcerers[/b][/COLOR] provides incredible action denial in a long-distance push. Highly worthwhile for anyone, though. [COLOR=#00ccff][b]Poisonous Evasion (PHB2)[/b][/COLOR] Depending on your expertise with positioning, however (Storm Sorcerers being slightly more adept at this than most others), this may be the superior Immediate Action power to take at this level, as it comes with a trigger that's about as common as Dragon Tail Meditation's, but does mountains of damage and whisks you away instead of the original target. The two are about at an equal kiel with Dragon Sorcerers, so decide between them if you're missing an Immediate - you'll be great with either. [COLOR=#ff0000][b]Rippling Strike (D381)[/b][/COLOR] Completely unimpressed with the amount of damage this power tries to give out - the extra 1d8 in case the target is isolated is extra damage and thus does not incorporate your modifiers. Cosmic Sorcerers don't get much in the way of justification, as it just spreads more mediocre damage around should an unguaranteed condition befall you. [COLOR=#0000ff][b]Rolls of Thunder (D386) [Familiar][/b][/COLOR] A double-target vs. Will encounter power that deals this much damage is honestly quite stellar for you Ranged-oriented folks, and the Familiar rider gives it just a little bit of push towards proper Control. Nothing incredibly special, but certainly solid. [COLOR=#800080][b]Searing Radiance (AP)[/b][/COLOR] Radiant-typed it might be, all it does is damage against one target at a level where static modifiers now mean much more than just dice. [COLOR=#0000ff][b]Cosmic Sorcerers[/b][/COLOR], however, can give themselves some much-needed healing if they're in what may be their favorite phase. [COLOR=#0000ff][b]Stalking Frost (AP)[/b][/COLOR] The power's reach is quite massive, but unfriendly, giving us a rather ungraceful reminder of Gale Burst. Fortunately, this is an encounter power, not a Daily power, and the soft control it inflicts is easily exploited - slows will work well here. [COLOR=#00ccff][b]Thunder Summons (PHB2)[/b][/COLOR] This power does everything right: it attacks three targets, deals respectable damage, helps to clump enemies together for future bursts, and gives an amazing rider for Wild Sorcerers in which they can add more options for where they teleport whichever they hit should they roll an even attack roll. Very highly recommended. [b]Thunderstroke (AP)[/b] It's an AOE Thunder power - you know the drill. While the damage outside of the origin square won't be anything special, in comes the [COLOR=#0000ff][b]Storm Sorcerer[/b][/COLOR] rider to save the day with a mass Prone, making it much better for them.[/sblock] [b]Level 19 Daily Spells[/b] [sblock][COLOR=#00ccff][b]Aspect of the Dragon (AP)[/b][/COLOR] Beautiful. A humongous area of friendly Fire damage that's repeatable(!) the first time you get bloodied. Incredibly flavorful as well, especially with the Dragon Sorcerer rider on this power. Cosmic and Dragon Sorcerers should have absolutely no problems picking this up: this is marvelous. [b]Baleful Eye of the Basilisk (PHB2)[/b] Stunned (save ends) and no diced damage is something you find on Controller lists, not on a Striker list. Undoubtedly good, but a bit wonky in your perspective. [COLOR=#00ccff][b]Blackfire Serpent (PHB2)[/b][/COLOR] This faces some incredible competition with Aspect of the Dragon: you summon a snake to breathe hellfire all over your foes once per turn as long as you can sustain him while you sit back and mess with another group of foes. He's a conjuration, so he won't be tassled with, and he occupies his own square, so he's a decent roadblock as well. Keep him up as long as possible (don't wander more than 10 squares away from him or be stunned, etc) and you'll do some amazing damage with the little guy. [b]Dexterity'sorcs[/b] lose a lot of the punch of this Conjuration, since it can't move it around nearly as much as they'd like, but it's still one of the best ways to get some off-Standard damage going for them. [COLOR=#0000ff][b]Crashing Winds (AP)[/b][/COLOR] A gigantic area of rather solid Thunder damage that then gives a guaranteed slide and a rather interesting buffer rider for Storm Sorcerers? Man, this level just knows how to treat Sorcerers right. (Though [COLOR=#ff0000][b]Strength'sorcs[/b][/COLOR] probably shouldn't wander here...) [COLOR=#800080][b]Primordial Slime (AP)[/b][/COLOR] It's Baleful Eye of the Basilisk... except you have to wait for the ongoing damage to trigger. Wild Sorcerers do get a small benefit, but this is not a power for you. Nice try, though. [COLOR=#00ccff][b]Prismatic Explosion (PHB2)[/b][/COLOR] It's about time we saw this power again - really wish they'd added a Close blast 2 version of this at level 9 or some such. Ah well, can't ask for everything. In any case, this does some high damage, hit or miss, and throws around incredibly good Dexterity-based status effects like they were candy. Considering most Strength'sorcs are going to want a decent Dexterity anyway for certain feats, even a +2 modifier will give you enough fuel for some of these riders, and for them this is very highly recommended alongside the other awesome options here. Just be incredibly careful how you aim this, please... [b]Radiant Wings (AP)[/b] The damage isn't all that hot, nor is the range, but the Cosmic Sorcerer's autodamage on top of sustainable flight (going off of your Minor Action) adds leaps and bounds to both your mobility and your targetting ability. Considering what other options you have here, though, it's a tough sell. [COLOR=#ff0000][b]Spiritual Venom (D386) [Familiar][/b][/COLOR] You must have a Familiar to use this power, and the damage just does not compare anymore. We already have AOEs that deal more damage, even on a miss, and have much more interesting effects. I just cannot recommend this. [COLOR=#0000ff][b]Split Strike (PHB2)[/b][/COLOR] Take Dazzling Ray all the way back from 1st Level, split it in twain, then transmogrify it to deal Lightning damage and add control to both sides of the odd/even equation for [COLOR=#00ccff][b]Wild Sorcerers[/b][/COLOR]. I can get behind that if your encounters don't tend to consist of clumping enemies.[/sblock] [/QUOTE]
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The Demiurge Molecule: A Sorcerer's (and Elementalist's) Handbook (by DuelistDelSol)
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