6th level spell for sorcerer

Shard O'Glase said:
chan spell and haste is the way to go if a feat and a 3rd level spell are anywhere in the near future.

Chain disingrate :D I like that, that's a lot of 10' cubes disapearing if sued on inanimate objects.

I hate to rain on the chain-disintegrate parade, but it's not legal. Chain Spell only works on spells that specify a single target, and disintegrate is a ray. No target. Sorry!

-Sagiro
 

log in or register to remove this ad

Sagiro said:


I hate to rain on the chain-disintegrate parade, but it's not legal. Chain Spell only works on spells that specify a single target, and disintegrate is a ray. No target. Sorry!

-Sagiro

There was deebate about this already. Read split ray, read the terminolgy split ray uses. Now read chain spell. It uses the same terminology. They apparently weren't using the tems very well in the book, and specifies a single target looks more like not an area of effect, and not multiple targets effected instead of the effect line saying one target or one creature or whatever.
 

The problem with the chain spell + haste option is that there are no new 3rd level spells on the horizon. If you can get ahold of a wish you could use it to replace a current 3rd level spell with Haste.

My sorcerer has Chain Spell and Mass Haste. Of course, he got Mass Haste before I owned Tome and Blood, and Chain Spell afterwards. . . :(
 

Shard O'Glase said:


There was deebate about this already. Read split ray, read the terminolgy split ray uses. Now read chain spell. It uses the same terminology. They apparently weren't using the tems very well in the book, and specifies a single target looks more like not an area of effect, and not multiple targets effected instead of the effect line saying one target or one creature or whatever.

I've read both feat descriptions, and I (respectfully) disagree with that interpretation. I consider that the "Split Ray" feat is improperly worded (by mentioning targets at all) and that "Chain Spell" is correct as written.

Has there been any official clarification or errata from a WotC source?

-Sagiro
 

Re

I picked up Dimension Door because it is an immediate vicinity teleport. I am planning to pick up Teleport without Error at 7th for long range travel. I don't plan to waste a 7th lvl spell slot for casual teleports when 4th level Dmension Door will work just fine.

Disintegrate is a nearly indispensable 6th level spell. I would pick it up. Great for eliminating enemy casters.
 

new sorc suggested spellist.

I'm building a human sorcerer. The campaign will start at 4th lvl and will go on untill AT LEAST 12th lvl. the campaign will run in the forgotten realms setting (although I suspect we will end up un a entiely different world)

here's a bit of background. I originate from the Thay region, where I was born inside the bureaucrat class, wich meant a safe childhood inside the bureacracy of the church of Kossuth. The believes and dogmas of Kossuth were feeded to me from birth, and the truth of it was obvious to me, as I was a member of a wealthy and succesfull family. My believes in Kossuth was fanatical, and my family planned a future for me as a cleric of Kossuth.

Alas. I showed signs of sorcerous talent. It turns out that the regular checks of the red wizards had already proven I was developing talents at an early age, but somehow the records of my tests were lost inside a mass of bureaucracy (well how would that be possible?).

As you perhaps know.... the red Wizards despise sorcerers, and the ever increasing rate at wich minor magical effects showed up around me made it even for my family impossible to hide my talent from the red wizards. I was discovered, captured and tortured. The fears and frustrations forced me to master my talents, and consiously casting spells for the first time in my life I escaped the dungeon. With a minor starting fund provided by my family and a letter of reccomendation signed by the high priest of Kossuth in Eltabbar, I fled the country and headed west. I immediatly recognized my misfortune as a challenge by Kossuth and I have sworn to rise above it. I will oppose the red wizards wherever I can whenever I can, and if Kossuth blesses me, will rise to great power and fame.

there ya go. I plan to have the following feats and spells at 20th lvl. I would appreciate your comments on both the roleplaying aspect and versatility and scalability of the character. A bit of powergaming is allowed... I don't mind beating the **** out of the baddies I meet. In fact... Kossuth will appreciate it.

allignment: lawful neutral

feats (not in specific order):
spell focus evoc
empower spell
energy substitution: fire
chain spell
extend spell
spellcasting prodigy
great fortitude
lightning reflexes

spells (not in specific order):
lvl 1:
1 magic missile (evoc)
2 expeditious retreat (trans)
3 mage armor (conj)
4 shield (abjur)
5 protection from evil (abjur)

lvl 2:
1 resist elements (abjur)
2 eagle’s splendor (trans)
3 levitate (trans)
4 melf’s acid arrow (evoc)
5 see invisibility (div)

lvl 3:
1 dispel magic (abjur)
2 fireball (evoc)
3 fly (trans)
4 haste (trans)

lvl 4:
1 stoneskin (abjur)
2 improved invisibility (illu)
3 phantasmal killer (illu)
4 electrical orb (evoc)

lvl 5:
1 feeblemind (ench)
2 cone of cold (evoc)
3 ghostform (trans)
4 teleport (trans)

lvl 6:
1 disintegrate (trans)
2 geas/quest (ench)
3 chain lightning (evoc)

lvl 7:
1 prismatic spray (evoc)
2 power word: stun (conj)
3 Banishment (abjur)

lvl 8:
1 greater planar binding (conj)
2 horrid wilting (necro)
3 polymorph any object (trans)

lvl 9:
1 timestop (trans)
2 mordekainen's disjunction (abjur)
3 wail of the banshee (necro)
 

Re: new sorc suggested spellist.

Astragoth said:

feats (not in specific order):
spell focus evoc
empower spell
energy substitution: fire
chain spell
extend spell
spellcasting prodigy
great fortitude
lightning reflexes

Personally I'd drop great fortitude and lightning reflexes. My oppinion is this they are good feat, except that mages suck at defense and improving their defense so they suck a little less isn't a good plan instead mporve their strength so they stomp people. Other feats to go with improved init(go first kil them before they hurt you), and the shapeable area of effect metamagic feat.



spells (not in specific order):
lvl 1:
1 magic missile (evoc)
2 expeditious retreat (trans)
3 mage armor (conj)
4 shield (abjur)
5 protection from evil (abjur)

I'd ditch expeditious retreat, and mage armor they are both good spells, but they also are easily duplicated by fairly easy to aquire magic items. I think tensers floating disk adds a great deal of utility to a character, other spell I don't know.




lvl 2:
1 resist elements (abjur)
2 eagle’s splendor (trans)
3 levitate (trans)
4 melf’s acid arrow (evoc)
5 see invisibility (div)

lvl 3:
1 dispel magic (abjur)
2 fireball (evoc)
3 fly (trans)
4 haste (trans)

I'd get rid of dispel magic let the cleric cast it, or get a wand. I like slow for 3rd level. And for 2nd elvel those spells look good but you migh want to fit invisibility in their. Being able to turn the entire party invisible for long periods of time is a great help, and can't be duplicated by improved invis.

lvl 4:
1 stoneskin (abjur)
2 improved invisibility (illu)
3 phantasmal killer (illu)
4 electrical orb (evoc)

I'd ditch stoneskin, I think the material component weaknes this spell too much for a sorcerer who wil want to bust his/her spells a lot, I'd also ditch phantasmal killer two saves means success too much, take poly other if you want a instant kill or take in combo with solid fog which is a must have IMO evards tentacles when they can't get away or see, the one round delay isn't a big deal anymore and it gets brutal.

lvl 5:
1 feeblemind (ench)
2 cone of cold (evoc)
3 ghostform (trans)
4 teleport (trans)

lvl 6:
1 disintegrate (trans)
2 geas/quest (ench)
3 chain lightning (evoc)

lvl 7:
1 prismatic spray (evoc)
2 power word: stun (conj)
3 Banishment (abjur)

I don't liek prismatic spray,(it never seems to do much when I cast it, too random I guess) but I guess you want some bang for your buck out of your spell focus. Don't like banishment, things you can banish you can usually kill. Take finger of death or magnificant mansion.



lvl 8:
1 greater planar binding (conj)
2 horrid wilting (necro)
3 polymorph any object (trans)

lvl 9:
1 timestop (trans)
2 mordekainen's disjunction (abjur)
3 wail of the banshee (necro)

I'd normally ditch both greter planar binding, and mordenkinen's disjunciton. They are both great spells, but I think gate reigns supreme and it makes greater planar biniding kinda useless, and you need some room for it. 8th level I don't knwo what I'd put in its place, but probably irresitable dance or maze. Also a side not on 5th level spells, I always find room for fabricate its utiltiy is absurd, and it also makes you a fantasticly quick crafter, all the spells you have thier are good though.
 
Last edited:

Sagiro said:


I've read both feat descriptions, and I (respectfully) disagree with that interpretation. I consider that the "Split Ray" feat is improperly worded (by mentioning targets at all) and that "Chain Spell" is correct as written.

Has there been any official clarification or errata from a WotC source?

-Sagiro

Since they use the same wording I think they both are incorrectly worded. But no as far as I know their isn't any official word on it. But I'm not a big hunter for offical wording, I run things the way I think they should be run and removing rays etc removes basically all the damaging attack spells from the game and I think chain spell should work for more damaging attack spells than your interpretation would allow. Thogu since I mainly sue this feat for a chaining buffs, your interpretation wouldn't bother me if I was playing under that ruling.
 

thx for the nice suggestions... you were right about phantasmal killer... polymorph other has more uses and works better.

You are prolly also right about Banishment..... I'm doubting between the mansion and finger of Death.

I'm really hesitant towards dropping the greater disjunction spell though.... I want to have a high lvl dispell magic. I agree Gate is a immensly powerfull spell. The problem is all lvl 9 spells are that. I do notice that the Cleric is able to cast Gate (and prolly get better results then I do), but that he isn't able to cast Mordekainen's disjunction. So i think I'll leave that one in. I do want to have one summon spell and the next best thing is greater planar binding. But I read Otto's irresistable dance and maze and I must say those are really tempting spells.
 

James McMurray said:
The problem with the chain spell + haste option is that there are no new 3rd level spells on the horizon.

Not necessarily. You get a new 4th-level spell at the same class level as you get that second 6th-level spell. You are allowed to use that for a 3rd-level spell instead if you want, and in my opinion, haste is good enough that you might actually think about doing it.
 

Remove ads

Top