best 5th level spell for blaster sorcerer

Dave Turner said:
What does it say about D&D spell and game design that I was able to predict the sorcerer's spell list with near-perfect accuracy before I saw it? ;)

I don't know, but when my sorcerer was that level she had:

1 matching 1st level spell
1 matching 2nd level spell
2 matching 3rd level spells (well, you've got to get dispel magic)
0 matching 4th level spells.

So perhaps D&D spell and game design isn't that badly predictable ;)
 

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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
????

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 definitely have either Empower Spell or Energy Sub (I suggest acid).

You have scorching ray, and that's really all you need. Sub. it in for acid when the fire giants and red dragons appear, or empower it at 4th level and lay waste with the no save/ray sweetness. As a sorcerer, you can launch scorching rays (and magic missiles) all day if need be, and with a metamagic feat, you'll double your effectiveness. The clutch empowered fireball or lightning bolt always goes down smooth (unless the target has a spell turning up).

I would also reconsider your spell list in the levels ahead. Lose Melf's and take mirror image or detect thoughts (or perhaps see invisibillty). Get rid of either fireball or lightning bolt and take protection from energy (for yourself and the entire party). Take sending as your next 4th level spell.

As for your 5th level spell, I recommend, as have others, either telekinesis or teleport. In the hands of a sorcerer, both spells are highly useful.
 

I'll second what another post said above: Shadow Evocation.

<<You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower.>>

It is a BPT (best possible thing) spell, uber-flexible plus it has the potential to be any one of dozens of possible spells (depending on what books your DM allows). The PHB's 4th level spells alone are impressive:

- Fire Shield
- Ice Storm
- Resilient Sphere
- Shout
- Wall of Fire
- Wall of Ice
 

edbonny said:
I'll second what another post said above: Shadow Evocation.

<<You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower.>>

It is a BPT (best possible thing) spell, uber-flexible plus it has the potential to be any one of dozens of possible spells (depending on what books your DM allows). The PHB's 4th level spells alone are impressive:

- Fire Shield
- Ice Storm
- Resilient Sphere
- Shout
- Wall of Fire
- Wall of Ice

You left out the whole Will save/20% damage thingy, which makes Shadow Evocation, imho, entirely lame unless you have the Shadow Adept feat and/or are a Shadow Adept.
 

Crust said:
You left out the whole Will save/20% damage thingy, which makes Shadow Evocation, imho, entirely lame unless you have the Shadow Adept feat and/or are a Shadow Adept.

My arcane casters always have high abilities scores to help against the Will saves. I always enjoy my shadow magic, even with the risks! :)
 

Telekinisis really does rock IMO. The combat maneuvers are excellent if you're running short on spells - you get your levels worth of rounds of ruining someones day for 1 X 5th level slot?


As for feats, my last sorceror got a lot of mileage out of sudden maximise. You can really ruin someones day with that.

I like Arcane Preparation from the complete Arcane as well... opening up quicken spell as a higher level option is no bad thing?
 

CTSparky said:
Right. Portable Hole I forgot about that. Also As someone said 3 teleports not 4. I'm leaning on getting Teleport. It will be just so usefull from going to Redgorge, brindinford, and Cauldron (in our game).

Teleport allows you teleport yourself and one person per 3 levels. So one spell will get four people, 5 with your portable hole.
 

Crust said:
You left out the whole Will save/20% damage thingy, which makes Shadow Evocation, imho, entirely lame unless you have the Shadow Adept feat and/or are a Shadow Adept.

In this light, Greater/Shadow Conjuration/shades is much more preferred than Shadow Evocation, getting many spells requiring no Will Save such as: unseen servant, mount, phantom steed, dimension door, Leomund's secure shelter, secret chest, teleport, mordekainen's magnificent mansion, phase door, plane shift, greater teleport, teleport object.

Of course, using the actual lower level spell is preferable but in terms of sheer versatility, the shadow magic spells are superb.
 



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