best 5th level spell for blaster sorcerer

CTSparky said:
You also have to realize that I'm the ONLY Arcane caster in the group. Right now my spell list looks like this:
1st
Charm person, Mage Armor, Magic Missile, Shield, Sleep (Which I will replace)
2nd
Knock (I used it once in the game and I still like it), Protection from arrows, Scorching Ray, Melf's Acid Arrow
3rd
Dispel Magic, Haste, Lightning Bolt, Fireball
4th
Greater Invisibility, Wall of Fire
5th
????

I agree that Cone is a bit unwieldy (I'm a DDM player), and it requires I get in the face of an opponent (Not so bad if I have greater invis).
I know in DDM you can use higher level spells to cast lower level effect, but where is that in the D&D PHB or DMG?

What other spells am I missing? Is there anything i overlooked?
Also I never wanted to min/max, so here are my feats:
Scribe Scroll, Craft Wand, Improved Counterspell (Which I never used), Summon Familiar

You should have 4 feats, not 3. Summon Familiar is a class ability, not a feat. Definitely ask your DM is you can pick up Empower Spell to replace Improved Coutnerspell, which you have never used. Then you can Empower that Lightning Bolt and Fireball.
 

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Telekinesis is what you want; Plane Sailing has the right idea.

You already have enough blast spells in Magic Missile, Scorching Ray, Lightning Bolt, Fireball, and Wall of Fire; you don't need another.

Though you do rely heavily on Fire, and enemies commonly have that as an immunity; you might want to pick up Energy Substitution one of these days...
 

Wolfwood2 said:
You should have 4 feats, not 3. Summon Familiar is a class ability, not a feat. Definitely ask your DM is you can pick up Empower Spell to replace Improved Coutnerspell, which you have never used. Then you can Empower that Lightning Bolt and Fireball.
Just remember that using a metamagic feat is a full round action for a sorcerer.
 

Kormydigar said:
Just remember that using a metamagic feat is a full round action for a sorcerer.
It's still a good choice.

I would also go with Teleport. It gives the whole party a vital option. If you don't have Empower Spell, you can still use the slot for lower level spells if you don't need Teleport.

In combat, Teleport is the spell to escape Grapples, which is every spellcasters weak spot.
 

CTSparky said:
I know in DDM you can use higher level spells to cast lower level effect, but where is that in the D&D PHB or DMG?
From the SRD (and probably the PHB in the chapter about magic)
ARCANE SPELLS
PREPARING WIZARD SPELLS
Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.

That said, I'm a firm believer in Teleport if your party size is relatively small. In a group of 6 or more, taking Teleport early is just frustrating since at 10th level, you can only teleport yourself plus 3 additional medium sized creatures.
 

Teleport has the same kind of problem as Cone of Cold. Both are must have 5th level spells, but not initially. If your DM is cool, you need to get one scroll with teleport on it. Use as needed. It shouldn't be much, in the beginning.

Best 5th level blaster spell I've seen in play came from the Forgoten Realms. It was a fire spell that blasted in multiple 5' AoE effects which is a significant imprevement on fireball.

The other spell that warrants some love at 5th is Wall of Force. This spell can be game changing and is almost always useful to impose your will on the battlefield.
 

Shadow Evocation should also get a mention for sheer versatility. Fire Shield? Resilient Sphere? Tiny Hut? Gust of Wind? Shatter? Daylight? Shout? Wall of Ice? You can use any of them (sort of).

-Stuart
 

I would recommend ignoring all that utility and versatility stuff, and blowing stuff up proper! Firebrand is perhaps the best spell for AoE, as you can almost always hit every target without including a friendly. It does get a bit pricy though, requiring an alchemists fire as material component.
 

ashockney said:
The other spell that warrants some love at 5th is Wall of Force. This spell can be game changing and is almost always useful to impose your will on the battlefield.
I would have recommended this as well, except that it's somewhat redundant for a sorcerer who already has Wall of Fire.
 

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