Challenge: Most spells known for Sorcerer 10th

Pinotage said:
Isn't there a feat out there that gives you access to the spells of a domain list?

Pinotage

I know of one that gives access, but by access I mean it allows you to choose a domain spell *instead* of a sorceror spell, which doesn't help here. However, prcs that give bonus domains work.
 

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Is this just an academic exercise, or is there an in-game reason? If you've got a goal in mind, maybe we can spot a better way of accomplishing the same thing. Focussing a sorcerer's known spells is like focussing on a bard's melee prowess-- fun in the abstract, but usually not the best choice in play.
 


Racial substitution level 3 of Dragonblood Sorcerer (taken instead of Sorcerer 7) gains 4 specific spells, instead of the ordinary 3.

Raptoran Sorcerer (Races of the Wild) at level 5, gains 3 specific 2nd spells instead of 1 2nd level spell.
 
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While they aren't technically known spells, a Human Sorcerer 5 / Mage of the Arcane Order 5 can cast any 5th level or lower Sor/Wiz spell from the PHB on one round's notice, provided the mage hasn't gotten too deep in spellpool debt, and hasn't drawn too many levels of spells yet today.
 

Pinotage said:
Isn't there a feat out there that gives you access to the spells of a domain list?

Pinotage


Well, I know of at least one PrC that allows extra spells. The Divine Oracle can be easily applied to a Sorcerer and this would allow them access to the Oracle Domain (Complete Divine) adding another 5 spells to the list at 10th level. So with a human sorcerer has a base 24 spells known+5 from Divine Oracle=29 so far, but we're not quite done yet cause here's where the extra spell options come in:

Option 1 From PHB2: Celestial Heritage gives you protection from evil+Celestial Sorcerer Lance allows you to expend a spell slot to create a 60' line of energy that deals damage only against creatures with an evil alignment dealing a 1d8 per per level of spell slot used+Celestial Sorcerer Aura (20 ft righteous aura that with a failed save grants a -2 on all attack rolls, saves, and checks for 24 hours or until the target hits you)+Celestial Sorcerer Lore which adds Magic Circle against Evil, Tongues, and Teleport to your known spells list (allowing you to chose a attack spell at 10th level and also gain access to Teleport at the same time)+Extra Spell at 9th level (giving you an additional 3rd level spell) = adding 5 spells with 2 extra psuedo spell abilities

Option 2 from Complete Arcane: Simply take Extra Spell 5 times if you don't mind having two of them being 0-level spells.

Either option gives you at least 34 spells (36 if you count Celestial Heritage's two abilities as extra spells since you have to burn slots to use em anyways)



The nice thing about the Sorcerer/ Divine Oracle with the Celestial Heritage feats is that at 10th level you gain 3 known 5th level spells right away. You get Teleport and Commune along with your regularly chosen 5th level spell. Not bad for 10th level. Also, you should have 4 levels of Divine Oracle by then which would grant you Prescient sense (evasion) and Uncanny dodge.
 
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Ok, take Arcane Disciple, take Healing, choosing cure light wounds as a spell known. Now take Spontaneous Healer; you have all the cure spells at the cost of two feats and use any of your slots to cast them.
 

Not really. The cleric's ability only allows him or her to cast a cure spell instead of a prepared spell. This has absolutely no benefit to a sorcerer, unless one feat is spent on Arcane Preparation.

Even then, just because it allows to cast a cure spell instead of another spell doesn't lift the requirement to be able to cast the cure spell in the first place.

And the limit for Arcane Disciple would also still apply, so you could only do this Wis bonus times per day (Spontaneous Healer) and also only cast one spell of each level from the domain each day (Arcane Disciple).

Bye
Thanee
 


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