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Challenge: Most spells known for Sorcerer 10th
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<blockquote data-quote="Darthjaye" data-source="post: 3037504" data-attributes="member: 16789"><p>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: </p><p></p><p><strong>Option 1 From PHB2</strong>: 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</p><p></p><p><strong>Option 2 from Complete Arcane</strong>: Simply take Extra Spell 5 times if you don't mind having two of them being 0-level spells. </p><p></p><p>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)</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Darthjaye, post: 3037504, member: 16789"] 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: [B]Option 1 From PHB2[/B]: 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 [B]Option 2 from Complete Arcane[/B]: 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. [/QUOTE]
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Challenge: Most spells known for Sorcerer 10th
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