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<blockquote data-quote="Zardnaar" data-source="post: 6630476" data-attributes="member: 6716779"><p>The fire Sorcerer for example at say level 3. You rock on up to a dungeon and think hmmn. My pyromaniac is salivating at his chance to deal 2d6 X3 with scorching ray. My Smart Sorcerer casts enhance ability on the parties Rogue and someone else and twins it. For the next hour The Rogue has advantage on initiative and skill checks along with someone else. If that someone else is someone like a cleric who can get bless up before the rest of the party can act they will deal more damage over the next hour and take less damage and be good at skills. </p><p></p><p>Sure it only lasts an hour and its once per day but I suspect that will get more done than a single casting of Scorching Ray IMHO and the wizard is not going to do much better and probably worse at level 3. Even when the Sorcerer runs out of meta magic points adding charisma to damage on firebolt almost adds 50% to the spells damage and the extra hit point and AC are also nice. Other Sorcerers still have the rest of their spell slots and cantrips to use. Enhance ability also has uses in social and exploration pillars. The Storm Sorcerer knows a lot more spells along with the favoured soul. Quicken bless+ cantrip is not to bad a combo greater invisibility on two forntliners is very very dangerous. Proficiency in con saves is also very very good when you do not have every damage mitigation ability under the sun in your party<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Sorcerer Spells likely known level 1-6 assuming fire sorcerer.</p><p></p><p>Burning Hands</p><p>Shield</p><p>Enhance Ability</p><p>Scorching Ray</p><p>Fireball or Melfs Minute Meteors</p><p>Haste</p><p>+1 more</p><p></p><p>Wild Sorcerers.</p><p></p><p>Shield</p><p>Sleep (swapped out for something else later)</p><p>Enhance Ability</p><p>Whatever</p><p>Haste</p><p>Hypnotic Pattern</p><p>+1 more</p><p></p><p>3+ primary spellcasters also helps a lot regardless of the rest of the party composition.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6630476, member: 6716779"] The fire Sorcerer for example at say level 3. You rock on up to a dungeon and think hmmn. My pyromaniac is salivating at his chance to deal 2d6 X3 with scorching ray. My Smart Sorcerer casts enhance ability on the parties Rogue and someone else and twins it. For the next hour The Rogue has advantage on initiative and skill checks along with someone else. If that someone else is someone like a cleric who can get bless up before the rest of the party can act they will deal more damage over the next hour and take less damage and be good at skills. Sure it only lasts an hour and its once per day but I suspect that will get more done than a single casting of Scorching Ray IMHO and the wizard is not going to do much better and probably worse at level 3. Even when the Sorcerer runs out of meta magic points adding charisma to damage on firebolt almost adds 50% to the spells damage and the extra hit point and AC are also nice. Other Sorcerers still have the rest of their spell slots and cantrips to use. Enhance ability also has uses in social and exploration pillars. The Storm Sorcerer knows a lot more spells along with the favoured soul. Quicken bless+ cantrip is not to bad a combo greater invisibility on two forntliners is very very dangerous. Proficiency in con saves is also very very good when you do not have every damage mitigation ability under the sun in your party;) Sorcerer Spells likely known level 1-6 assuming fire sorcerer. Burning Hands Shield Enhance Ability Scorching Ray Fireball or Melfs Minute Meteors Haste +1 more Wild Sorcerers. Shield Sleep (swapped out for something else later) Enhance Ability Whatever Haste Hypnotic Pattern +1 more 3+ primary spellcasters also helps a lot regardless of the rest of the party composition. [/QUOTE]
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