6th level spell for a Sorceror

Inconsequenti-AL

Breaks Games
I've just reached 16th level. Going to swap out my now relatively useless Summon 6. Really can't decide what to pick in its place. My character (Davion) is a human Sorceror 6: Alienist 9: Archmage 1.

In case you're wondering, I'm putting off transcendance until I learn Gate. Just seemed fitting somehow?

Current spells:
1 - True Strike, Magic Missile, Comp. Languages, Grease, Protection from Evil.
2 - Scorching Ray, See Invisible, Glitterdust, Minor Image, Gust of Wind.
3 - Bands of Steel, Haste, Displacement, Heroism.
4 - Solid Fog, Polymorph, Cold Orb, Confusion.
5 - Teleport, Telekinisis, Hold Monster, Wall of Force.
6 - Disintegrate, Greater Dispel, ???????
7 - Delayed Blast Fireball, Oddball Defensive spell
8 - Summon 8

Relevant feats/abilities:
Spell Focus: Conjuration & Enchantment, Augment Summon.
Spell Penetration.
Arcane Preparation, Empower Spell, Quicken Spell.
High Arcana is Mastery of Elements.
And lets not forget - a mighty Skill Focus: Spellcraft. Woo!


I'd be tempted with Planar Binding, to call interesting things from the far realms. Unfortunately, I'm flat broke, unlikely to be wealthy for a while and Gate isn't too far away.

Any ideas would be most appreciated!
 

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The first thoughts that come to mind are:

Acid Fog (area control, damage, no SR) but you do already have Solid Fog

Greater Heroism (the big boost to saves, hit etc is great) but you already have Heroism which lasts much longer too.

So I'd suggest

Contingency (if you can scrape together the 1500gp for the focus) since it gives you excellent defensive preparation (almost like having a quickened spell handy)

or

Chain Lightning (you don't have a 'bang' spell for targetting enemies who are mixed up with your comerades, this works brilliantly with your mastery of elements too.)

Cheers
 

Hi Inconsequenti-AL,

In some ways, I'd be tempted to keep the Summon Monster VI. I too play an Alienist although of the conjurer variety. You can read about his adventures in my Story Hour if you are of a mind - I always appreciate feedback.

Anyway, the reason why is to give you a little back-up at later levels when you don't want to be bombing your highest level spells. Sometimes just getting some meat shields up (Giant Crocodiles and Giant Trampling Stag Beetles are my favourite) is enough to do the trick for the rest of the party for those medium difficulty encounters.

Also there are some nice 5th level spells that would seem to compliment your selection well - Feeblemind, Improved Blink etc.

However, if you're dead set on getting rid of it - and nothing wrong with a little extra variety - then I suppose the following may be of interest:

Offensive
There's not a lot here.
Acid Fog is OK but I think I would suggest Chain Lightning as it goes nicely with the Mastery of Elements and is a little more specific than your delayed fireball.

Defensive
I'm a fan of Mislead for some silly reason.
Globe of Invulnerability has it's uses too.

Utility
Analyze Dweomer is good but has an expensive focus. Do you have anyone else to do the IDing?
Legend Lore and True Seeing have their place too.
Greater Heroism is a good buff for the party - but therefore soaks up a lot of spells when you really want to be able to do a run of your other 6th level spells.
[stupid]If you wanted to do something crazy you could acquire Lucifus's Portable Tower. This is one I designed myself in game and is kind of a quirky mix between Leomund's Secure Shelter and Mordenkainen's Magnificent Mansion. Nothing like setting up a tower in the local village or town. Hold's all your stuff in an extradimensional space and make's everyone know that a magic-user's in town. Lucifus uses his as his mobile book shop.[/stupid]

Anyway, tell me your thoughts. Of the above, i think Chain Lightning could be good.
Hope you get to see that Gate sooner rather than later. Enjoy your transcendence and hope to see you stop by my story hour, I think you would enjoy it - see signature below.

Best Regards
Herremann the Wise
 

Plane Sailing said:
Acid Fog (area control, damage, no SR) but you do already have Solid Fog

Didn't Wizards publish some sort of spell chain, swapout rule similar to Psions? Am I imagining things (or at least forgetting where I saw it)?
 

I always thought of Otiluke's freezing sphere was quite good in 3.0, because it didn't have a save, and had some versatility as well. Don't know whether it survived unscathed into 3.5 though.

Rav
 

reanjr said:
Didn't Wizards publish some sort of spell chain, swapout rule similar to Psions? Am I imagining things (or at least forgetting where I saw it)?

In 3.5e at every other level from 4th? 6th? onwards, sorcerers can change one of their lower level spells. e.g. at one point he could have taken acid fog as a 6th level spell and swapped his 4th level spell for something else. He probably already did this with dispel magic, taking it as a 3rd level spell and then swapping it out when he took greater dispelling as a 6th level spell.

Maybe that is what you are thinking of?

(OTOH there may have been a spell chain thing in an issue of Dragon somewhere along the line)

Cheers
 

Thanks for the ideas!

As it stands, I'm in a lucky position. The party also has a Radiant servant of Pelor and a high level specialist diviner. Leaves me free of some of the utility stuff. Heroism and the odd displacement tend to be my buffing contriubitions. Along with disintegrating, dispelling and artillery!


Chain lightning is very tempting. At the moment, I tend to use DB Fireballs to cook mooks. For the bigger targets, or into melee - I currently favour empowered Orb spells. They really hurt - no save/sr is a good kicker. The master of elements takes the pressure off knowing lots of different spells. Not sure if it'd leave me with too much evocation, if there is such a thing?

Freezing Sphere. - It's a spell I really like. Mainly for the water freezing aspect - think that can definitely be useful. Other than that, it's a weaker version of DB.Fireball. If I was a wizard, I'd definitely buy and scribe it at some point! Sort of thing that (from next level!) I'd be inclined to limited wish in the few situations where it'd be a real killer!

Acid fog could be cool. Although I don't see the damage part of it as that significant - solid fog does all the other bits of it?

Contingency could have it's uses... Although I tend to have all my spells ready when I need them! Does anyone know if you can use it with scrolls, wands and the like?

Mislead could be tempting - although everything and it's mum seems to have true seeing or see invisible these days. :(

Herremann - I will try to check out the story hour, nice product placement there! Have you got a description of Lucifus's Portable Tower around? In the way of crazy stuff - I did find myself laughing at Illusionary Pit from the CA - guess it could have it's uses? :)

I supose I could keep Summon 6 around - I'm finding the 'main' monsters on the list last about a round against most of our current opponents. :( Although, D4+1 Pseudonatural chaff can be useful at times. I'd be tempted to swap Hold Monster for Feeblemind - think it's probably nastier! At 5th I'm also tempted with Duelward from the CA - that and Archmage improved counterspelling could be useful?


So far, I reckon Chain Lightning is winning, but I'm not decided...
 

Contingency can really help your ranged touch spells (Orb of Cold, Disintegrate, Scorching Ray) by letting you cast a True Strike as a free action. Contingency (Displacement when I'm threatened by a melee attack) is pretty good.

You could drop a banana seed every few hundred feet, wherever you go. They're almost invisible and biodegradable. Then a Contingency (Teleport) could take you to the nearest banana seed that's not in your pocket when you hold your breath for three seconds. This lets you teleport even while paralyzed or Held.
 

Inconsequenti-AL said:
Mislead could be tempting - although everything and it's mum seems to have true seeing or see invisible these days. :(
That's What NonDetection is for - turns any attempt to see you with Divination (See Invisible and True Seeing are both divination.....) into a caster level contest:
SRD said:
Nondetection

Abjuration

Level: Rgr 4, Sor/Wiz 3, Trickery 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: 1 hour/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

Material Component: A pinch of diamond dust worth 50 gp.
 


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