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Sorcerer Level 7?

Infiniti2000

First Post
My sorcerer 6 is going up to level 7. He gets a 0th-level spell and a 1st level spell (not chosen yet).

1. What spells should I choose? I'm not particularly interested in powerful choices, and we've banned the really stupidly powerful spells like touch of idiocy and the dex one from Frostburn.

2. What PrC could I be looking forward to?

My character is fairly organic. We use the retraining rules from PHB, so I've swapped some feats and spells now and then. We're also using the Book of Eldritch Might for skills and number of spells known, and its spirit in terms of spell list (so no identify, etc.). We do not use any setting books, but Spell Compendium, etc. are mostly open.

Current feats: silent spell, spell focus (conj), augment summoning

Spells Known:
0 - acid splash, caltrops, detect magic, launch bolt, mending, prestidigitation, silent portal
1 - benign transposition (nerfed), grease, sonic blast, summon monster I
2 - invisibility, see invisible, summon monster II
3 - dispel magic, summon monster III

He's a sea kin and has for skills: concentration, craft (sculpting), escape artist, listen, profession (sailor), spellcraft, swim

Abilities: Str 14, Dex 14, Con 16 (includes item), Int 13, Wis 10, Cha 17 (includes item)

He wields a trident +1 when necessary.
 

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I assume you mean Ray of Stupidity, which is broken, and not actually touch of idiocy.

For prestige classes, I don't know. A kinda weak but cool choice that sounds like it'd fit your character (regarding race, skills and weapon) is Stormcaster from the Stormwrack book. The only problem being that it's based around a lightning and sonic blaster mage, which you aren't. Don't know much for arcane PrC's for sorc that don't require multiclassing or otherwise losing caster levels.

For spells, firstly I think you should swap one of those lower summon monsters out at level 8, there's really no need for a spontaneous caster to have all of them when you can duplicate (and improve upon) the lower level versions with the higher level ones.

For cantrip, I like ghost sound, launch item, stick, and light beyond the ones you have. Touch of Fatigue is nice if you had some spell to follow up with it to stack tiring effects.

First level, there's lots of choices. I'd like to know how Benign Transposition was nerfed, cause as written it has no need for caster level or high stat, making it perfect for a wand (and saving a spell known). I like Nerveskitter, which is basically +5 initiative every combat. The Lesser Orb spells do pretty good damage and ignore SR. Targeting Ray is nice if your party uses ranged attacks alot, and if cast early, effectively prevents/weakens an enemy's ability to hide or go invisible (what with the beam of light between you and the target). Of course, if you use the invisiblity spell on yourself alot, this spell won't be a good choice for a known slot. Ray of Clumsiness is like Ray of Enfeeblement, except it's dex damage, which is useful against any enemy (at least to reduce AC and ref saves), unlike loss of strength. Persistent Blade is freaking awesome if you have a sneak attacker in the party. Corrosive Grap caps at 10d8 acid damage, 1d8 per touch, making it pretty nice if you get up close a lot. Wings of the Sea, if you're actually on the water frequently. All of these spells are in SpC.
 

Thanks for the response!

IMO, any spell which causes ability damage is broken. Additionally, any spell which causes the target to lose its primary function is conceivably broken. What do you think of a 2nd-level touch spell that, say, reduced a fighter's BAB by 2d6 (min 0), no saving throw? That's the best equivalent I can think of for touch of idiocy, because it effectively negates the highest level (not yet cast) spells of every caster. That's ridiculously unbalanced in the hands of PCs. It totally sucks the life out of the game for casters in the hands of the NPCs.

Benign Transposition we nerfed by reducing the range to Close (not too big a deal since most uses are close anyway) and requires one of the targets to be touched (not a hindrance when the caster is one of them). We did this because it play it seemed (it's hard to argue actual brokenness for utility spells like this) really powerful otherwise. There's no core teleportation spell (of any level) that works at a distance, so clearly allowing a 1st level spell to teleport two things at Medium range is very strong. As it is, my primary use is generally to save party members by transposing summoned creatures (we assume that summoned monsters are willing and I can communicate with them anyway).
 

Launch Item is much better than Launch Bolt.
Keep a decent supply of Holy Water, Alchemist Fire, etc. and you'll get more out of your 0 level spells.

You invested too heavily in Summon spells. Unless you have a very small party and no rogue. :hmm:
 

5 person party. All humans except me: monk 7, hexblade 5/rogue 2, cleric 6/radiant 1, swashbuckler/duskblade (something combo that adds up to 7).

I decided to swap out summon monster I with magic missile (since the following next few days we were expecting to be besieged by undead and we can reasonably expect incorporeal undead). My additional 1st level spell will be enlarge person, just for fun. The three meleeers were okay with that choice.
 

7th level? Hmmm...

Well my first thing to say would be that if you want to focus on summoning things then you should probably focus on doing it.

While as a sorcerer you have a lot of ability to focus on a particular type of spell or school and always have something around for it, you should always be on the look out for some other more utility spells to keep around too.

Seeing as your a Sorcerer and you can use retraining, I'd take a look at Malconvoker out of the Complete Scoundrel. You've got the feats for it already, and you meet the special requirement, you just need to retrain to have 4 ranks of Knowledge (The Planes) and be able to speak Celestial and Infernal.

What the class does it help you by broadening your ability to summon things while making them better at the same time.
 

If you qualify, the Alienist PrC is pretty nice for summoning things.
The Pseudonatural Template gives the summoned creatures True Strike 1/day, so they can hit at least once, some DR, and their real form gives penalties to things that see it, I can't remember what exactly offhand.

If you can get your hands on one, a runestaff can up your spell selection a few times per day.
Also, there are some cheap gloves in MIC that let you convert a 1st level or higher spell to a Magic Missile 3/day. It's part of a set, another piece lets you do the same for fireball 3/day, but it is at the minimum save DC14.
 

If you qualify, the Alienist PrC is pretty nice for summoning things.
Ugh! No! (Well, probably "ugh, no".)

3.0e's Alienist was cool: he could summon anything, and give it a funky template.

3.5e's Alienist is terrible: he loses access to most things worth summoning.

If you have access to the 3.0e version, it's worth a shot. But the 3.5e version is absolutely awful for a summoner. It isn't good for anyone, really. :erm:

Cheers, -- N
 

If you were to consider "Imbued Summoning" (PhB II p92) as a 9th level feat, you might want a low level buff for use with it.

Also if you see a "Ring of Mighty Summons" (14,000; CM p127) in your future, you may want to consider Extend Spell in Rod or feat form.
 

Ugh! No! (Well, probably "ugh, no".)

3.0e's Alienist was cool: he could summon anything, and give it a funky template.

3.5e's Alienist is terrible: he loses access to most things worth summoning.

If you have access to the 3.0e version, it's worth a shot. But the 3.5e version is absolutely awful for a summoner. It isn't good for anyone, really. :erm:

Cheers, -- N
I thought they just summoned a monster and it got the Pseudonatural Template added. :hmm:
 

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