Evaluate my Sorceror's Spell List

Rashak Mani said:
- Thunderlance (FRCS) - Seems very combat oriented and cannot be handed over to someone else ? Every single combat I haven't been able to launch enough spells... if I start going into melee it won't do me much good. That is my view at least... Sorcerors are machine gunners not hand to hand :) Or am I judging this spell badly ?
It's a [force] effect, meaning it'll hit incorporeal types with impunity. It's also not subject to SR, IIRC, so a good choice for anything that's been bouncing yoru spells.

And it can give you a 20' reach (!!), so, you can attack from teh second, third, even FOURTH rank.

- Burning Hands does a paltyr 5d4 damage... not worth the time to cast.
It's a first level spell, and it's an area spell. It's also yet another Elemental spell, with an area/range mix that you don't have covered yet.
- Ice Knife... cant cast Ice spells. Weak damage too.
You don't have Elemental Substitution(Fire) ... ?!?

- Aganazeers... too limited in size and damage (5d8)
It's only second level, has an area similar to Lightning Bolt (a line), and is, again, another Elemental spell.
- Melf Acid... takes too much time to act maybe. Will think about it.
It's a handy door-opener, and it's great to pop one off at th enemy spellcaster early in an encounter -- the continuing damage makes it that much harder for them to magic-machinegun you. ^_^


Someone said drop ENERGY BUFFER, but its what will stop Ice spells from instantenously killing me when I go full elemental in 15th lvl. I think its a great 5th lvl spell. Avoids the cleric from curing me whenever fireballs and bolts start flying. (This character died before from energy attacks).
Energy Immunity (T&B, 8th level Sor/Wiz spell) would be better.

Stoneskin is a very good spell... it has saved our Paladin more than a few times. He is a half dragon (ECL) and has bad luck rolling HPs.
You mean, your GM isn't putting the magic weapon loot in the badguy's hands during encounters ... ?!?

Limited Wish seems very flexible... though expensive. Any recommended uses ?
LW is the ultimate second choice spell for sorcerors to get at it's level. But with that 300XP pricetag, it's suboptimal as your first (and for an entire level, only) seventh-level spell.

I suggest Forcecage, or maybe DBF, instead.
 

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Energy Immunity vs Energy Buffer

Energy Buffer is on me at all times... so no surprise round deaths. Energy Buffer protects me from ANY energy type. Energy Immunity is great if I know what I will be going against... which hasn't been the case. Our Druid has been casting Energy Immunity on our Paladin Tank.

Aganzars, Burning Hand vs Exploding Cascade

Exploding Cascade is like a shapeable fireball. 4th lvl... but with the absurd number of spells I can cast its fine. Whenever Melee is joined I can still hit them with "fireballs". Again combat is too quick and deadly for me to play around with spells that deal so little damage. Even being area damage those pesky drows have good reflex saves and tend to get half damage. Magic Missile against single opponents has proven good time and again. When I still had aganazers I never used it... expect to burn a Web spell... now I have tindertwigs for that.

You don't have Elemental Substitution(Fire) ... ?!?

Nope :) We interpreted wrongly the PrC. It actually makes more sense for me to have Energy Substit Eletric or Acid rather than fire. After all I will pick fire spells primarily... why then have the ability to convert spells into fire ?

I might get Melfs... but concentration checks in these high levels are very hard to interrupt. I once threw a fireball at two clerics with a ready action to try and stop their spell casting... both managed their concentration checks... :(

What about Dimension Door ? Good ? Only for escaping ?
(We have bracers of friends in order to save characters that are grappled)
 
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Pax said:
Energy Immunity (T&B, 8th level Sor/Wiz spell) would be better.

And a lot harder to get since he doesn't even have 8th level spells. :)


You mean, your GM isn't putting the magic weapon loot in the badguy's hands during encounters ... ?!?

Unless its +5 loot, it doesn't matter with 3.0 stoneskin. Having a 15th level leric handy to GMW the badguy's weapon would be a nice surprise.

LW is the ultimate second choice spell for sorcerors to get at it's level. But with that 300XP pricetag, it's suboptimal as your first (and for an entire level, only) seventh-level spell.

I suggest Forcecage, or maybe DBF, instead.

I agree that LW is a nice spell but better for a seond choie. Without a 5th level spell to empower, you don't have a lot of punch with your 7th level slots. While force cage us great, its also got a hefty price tag attached, and as written sorcerers can't even use it in 3.0 because the component has to be available when you memorize the spell. Most DMs switch it to at casting time if its brought up.

From your accounts it seems that you are cut off from civilization. As such, I'd suggest getting wither Teleport without Error in order to return to town every so often to regroup and resupply, or Mordenkainen's Mansion for an almost impenetrable sleeping spot.

Another option for a 5th level slot would be Firebrand. Its also very shapable, has a higher damage cap than the cascade, and can be empowered in a 5th level slot for an average of 73 damage per blast.

Alternatively, since you're playing 3.0, Power Word, Stun is a nice spell that can seriously mess people up.

A replacement second level spell that no one has mentioned is Gedlee's Electric Loop. The damage it deals is pretty low, but it can stun anyone that fails their save. Ofcourse, that's only a suggestion if you wnt to drop a second level spell. I think your lineup is pretty nice, apart from perhaps Resist Elements. But ike you said, its good when you know what you're going to fight. I'd think about getting teleport though and just buying awand of Resist Elements.
 

I've been cooking my brains for a spell better than Limited Wish... but in the end it comes to Die or Do situations too frequently. LW will give me the chance for to cover the group in any situation... albeit at 300xp cost. Yep not having an empowerable 5th lvl spell is the thing that bothers me the most...

Teleport in the Underdark only goes 1 mile max... so no going back to civilization... :( Also I hate Teleports in general. DMs become lazy and expect Teleporting Arcanes to send the group wherever he deems he wants his adventure. Tired of seeing this happen. Still I am considering getting it... but its not something you use every day...

I think your lineup is pretty nice, apart from perhaps Resist Elements.

Thanks... though I still have the impression I overdid defense :)
 

If teleport is not an option, that makes Mordenkainen's Magnificent Mansion even more of a good choice. You get an almost unassailable place to rest in.

An alternative would be Plane Shift (cast by the party cleric twice) and then teleport. Plane Shift to the Astral and back to the Prime, and you're only 5-500 miles from where you want to be, easily wihtin teleport range if you're not in the underdark.
 

Rashak Mani said:
I've been cooking my brains for a spell better than Limited Wish... but in the end it comes to Die or Do situations too frequently. LW will give me the chance for to cover the group in any situation... albeit at 300xp cost. Yep not having an empowerable 5th lvl spell is the thing that bothers me the most...

If you are playing 3.0 you can always double empower a fireball or triple empower a magic missile, etc... Power Word Stun is also a strong 7th level choice, really helps when fighting other wizards....as long as you win initiative and/or they don't have it :)
There are also some good utility spells, but that depends on whether you want to use your precious few high level slots in that direction.
 
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My DM doesn't allow double empower :(
I can empower and extend Melfs Acid arrow if I get it... :) 14 rnds of 3d4 damage for a total of 42d4 damage for a 5th lvl slot ! (105 average damage)

Also my 15th lvl will be used gaining my last level of Elemental Savant... so I don't get spellcaster levels. So only new spells when I get to 16th lvl... which I doubt will happen. (Spider Queen is big... but not that big I think... awful lot of XP.)
 


1st Grease / Shield / MM / Identify / Reduce
I'd skip Reduce. It allows a saving throw, and someone who fails the save isn't hindered that much, (-5 strength = -2 or 3 to hit & damage to one creature). If you really want to reduce strength, pick Ray of Enfeeblement instead (average of -8.5 strength = -4 to hit and damage). With a BAB of +7, you'll be likely to succeed in your touch attacks.

As others have remarked, there aren't a whole lot of 1st level spells useful in combat at high level. You could go for illusions instead.

2nd Glitterdust / MirrorImage / Invisib. / False Life / Resist Elem.

Clerics and druids get Resist Elements as 2nd level spells as well, so you could let them handle that. Melf's Acid Arrow and Web are pretty handy -- the former doesn't allow a saving throw and annoys spellcasters, and the latter immobilizes a large number of opponents. At 14th level, Rope Trick will give 7 people a place to hide for 14 hours, long enough for a night's sleep. (Just don't take a bag of holding into it.)

3rd. Dispel Magic / Haste / Fly / Fireball

You could leave Dispel Magic to the clerics. Stinking Cloud could take a large group of enemies out of the combat for a few rounds.

4th Stoneskin / Impr.Invis. / Exploding Cascade / PolyOther

Confusion is my favorite 4th level spell, but that's a personal thing. Those affected by it are almost out of the combat until it is removed. Scrying is a very flexible information-gathering spell, provided you have a Bag of Holding to carry your big mirror.

5th Ghost Form / Wall of Force / Energy Buffer

OK, I don't have these supplements. Wall of Force is handy for dividing up enemies, cutting off their retreat, or covering your retreat, so that's handy. Hold Monster could take out anything.

6th Mass Haste / Summon VI

Clerics summon just as well as arcane casters, so you could leave it to them. Analyze Dweomer and Legend Lore will get you *lots* of information on something.

7th (Will pick Limited Wish... any better ?)

Limited Wish will get you the versatility that Sorcerers often lack. You won't have any other 7th level spells at this level, but you can always use these slots to cast a meta'd lower level spell.
 

1st Grease / Shield / MM / Identify / Reduce


hmm, would go without Identify and maybe Grease - pick Change Self (Utility), or Burning Hands (AE damage, nice for cleaning swarms etc. ). Depends upon your style of campaignm, though . Expeditious Retreat may be good utility value, too. Or Spider Climb. Nybor's Gentle Reminder(uanapproachble East) is a pretty useful thing, too.


2nd Glitterdust / MirrorImage / Invisib. / False Life / Resist Elem.

Hmm Glitterdust ? Mirror Image ? Try Scorching Ray 3x 4-24 ranged touch elemental damage at 11+, although it is a 3.5 spell, no idea if your GM would allow it. Web is another great one. Eagle's Splendour (especially under 3.0 rules is a nice long term Save DC enhancer and the probably the groups social specialist will like it too. I presume you keep Glitterdust around for the detect invisibility effect ? Otherwise, Detect Thoughts might just be a nice scouting and interrogation tool. Alter Self is pretty good, too.

3rd. Dispel Magic / Haste / Fly / Fireball

Hmmm, if you do a lot of counterspelling or debuffing of the opposition, keep Dispel Magic. Haste seems redundant with you having Mass Haste. 'Shatterfloor' (MoF ) might be a good choice to inconvenience and damage the opposition. 'Touch of the Eel' (Relics and Rituals 1) is a very sweet combination defense/offense spell.

4th Stoneskin / Impr.Invis. / Exploding Cascade / PolyOther

As you seem to have no problems acquiring Stoneskin components, keep it. Otherwsie try Dimension Door. Minor globe of Invulnarabilty can be nice - if combat is rather static, and your clerics stay away from you.

5th Ghost Form / Wall of Force / Energy Buffer

hmm Wall of Force ? You should look into getting 'Firebrand' for (empowerable) major carnage - 14x14D6 5' radius bursts are hard to beat... and that is without empower. Hold Monster is a good one, too, if your group can take advantage of the immobilized opposition. Feeblemind is a pretty nifty "one spell takedown" sorcery.

6th Mass Haste / Summon VI

Am not sure - but Analyze Enchantment is a very nice utility spell (identify and instant total information about active spells on target/target area ). Summons usually do not cut the mustard for sorcerers, especially not without the Augment Summoning feat

7th (Will pick Limited Wish... any better ?)

Hmm, being underground 'Reverse Gravity' may not be such a great choice (and a lot depends upon your GM's damage system for falls etc ), but otherwise......... Nybor's Stern Reproof (Fort save or die.. and even people saving look bad. just great vs Arcane caster types ). Limited Wish is nice, though.
 

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