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Character Builds & Optimization
[GUIDE] Born to be Wild, a sorcerer guide.
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<blockquote data-quote="mellored" data-source="post: 7197504" data-attributes="member: 6801209"><p>[sblock=level 4]</p><p>ⓣ©<span style="color: #00ffff">Greater Invisibility</span>: A fantastic buff spell for any weapon attacker, or 2. You may wish to keep with haste for a little while though, least until you get more slots and SP.</p><p>ⓣ©<span style="color: #00ffff">Polymorph</span>: A great buff spell, also great utility.</p><p><span style="color: #00ffff">Vitriolic sphere</span>: While slightly worse than fireball <span style="color: #ee82ee">at this level</span>. This <span style="color: #00ffff">scales extremely well</span>, meaning 1 spell could cover 4-5 spell levels of blasting (though it doesn't completly replace them), potentially freeing up your limited known spells for other stuff like utility. Also works well with <span style="color: #00ffff">wilds spell bombardment, and careful.</span></p><p></p><p>ⓣ©<span style="color: #0000ff">Banishment</span>: A rare <span style="color: #00ffff">Charisma save</span> makes gives this a good chance to land. But otherwise isn't anything special. Note there is some utility here, to return to your own plane.</p><p>ⓣ<span style="color: #0000ff">Blight</span>: Good single target, or twinned, damage. Can also be a good with <span style="color: #00ffff">subtle</span>.</p><p><span style="color: #0000ff">Dimension Door</span>: Good utility.</p><p>©<span style="color: #0000ff">Storm sphere</span>: Decent damage overtime. <span style="color: #00ffff">Careful</span> can be used to hide inside of it.</p><p>©<span style="color: #0000ff">Wall of Fire</span>: A nice damage zone. <span style="color: #ff0000">Careful</span> does NOT help. But <span style="color: #ffd700">forced</span><span style="color: #ffd700"> movement (warlock with repelling blast)</span> does.</p><p></p><p>©Dominate Beast: There just arn't many beasts, particularly at higher levels. At least they have low Wis, so this can stick despite the many rolls.</p><p>©Sickening Radiance: Big zone, but not much control unless they fail mutiple times, and Con save is a poor save. Works well with <span style="color: #00ffff">careful</span>.</p><p>ⓣ©Stoneskin: Greater invisibility is better most of the time, though it doesn't work against special senses.</p><p>Vitriolic sphere: Only slightly more damage than fireball at this level, but over 2 turns. (Unless your an <span style="color: #00ffff">acid dragon</span>) Though works a bit better than other blast spells with <span style="color: #0000ff">careful</span>, as you avoid the secondary damage. <span style="color: #00FFFF">Scales well</span>, and will beat out fireball by level 6.</p><p>©Watery sphere: Control that you can move around, but restrained doesn't do much, except against melee, and melee has Str. <span style="color: #0000ff">Careful </span><span style="color: #0000ff">metamagic</span> can help allies not get caught in it.</p><p></p><p>ⓣ<span style="color: #ee82ee">Charm Monster</span>: Some utitily.</p><p></p><p>©<span style="color: #ff0000">Confusion</span>: Small area an ineffective control.</p><p><span style="color: #ff0000">Ice Storm</span>: Less damage than erupting earth at this level, and a less duration on the difficult terrain.</p><p>[/sblock]</p><p></p><p>[sblock=level 5]</p><p>©<span style="color: #00ffff">Animate Objects</span>: Lots of potential damage from a swarm of tiny rocks. <span style="color: #0000ff">Larger ones</span> are less helpful. It also has some utility for animating jail keys to come to you.</p><p></p><p><span style="color: #0000ff">Cone of Cold</span>: Good damage in a big area, but cones are a bit harder to aim.</p><p>ⓣ©<span style="color: #0000ff">Hold Monster</span>: Good control. Just make sure to use hold person for people.</p><p>©<span style="color: #0000ff">Insect Plague</span>: Generally worse than firewall, which slows more and does more damage.</p><p><span style="color: #0000ff">Synaptic</span><span style="color: #0000ff"> Static</span>: A little low on damage, but Int save means higher accuracy, and a modest non-concentration debuff (worth a little less than disadvantage).</p><p><span style="color: #0000ff">Teleportation Circle</span>: Good utility, as well as a good way to escape.</p><p>©<span style="color: #0000ff">Wall of Stone</span>: More utility than control, but it can do both.</p><p></p><p>Creation: Utility</p><p>ⓣ©Dominate Person: Powerful, but requires a lot of saves.</p><p>ⓣ©Immolation: About on par with Blight, doing more damage, but taking concentration. Though there are a good number of low Dex high HP creatures which you can <span style="color: #00ffff">subtle</span> cast or <span style="color: #00ffff">hit and run</span> from until it dies.</p><p>Seeming: Utility</p><p>ⓣ©Skill Empowerment: Utility.</p><p>ⓣ?©Telekinesis: More utility than control, but it can do both. And I can think of a few things to do with a 1000lb boulder. I'm unsure if this can be twinned.</p><p></p><p>ⓣ©<span style="color: #ee82ee">Ennervate</span>: Low damage + low heal that's easy to break.</p><p>©<span style="color: #ee82ee">Far Step</span>: Misty step won't break your concentration and will be good enough most of the time.</p><p></p><p>©<span style="color: #ff0000">Control winds</span>: Warding wind is level 2.</p><p>©<span style="color: #ff0000">Cloudkill</span>: Worse than wall of fire and insect plague.</p><p>©<span style="color: #ff0000">Wall of Light</span>: A wall that people can walk through isn't much of a wall.</p><p>[/sblock]</p><p></p><p>[sblock=level 6]</p><p><span style="color: #ffd700">Mass Suggestion</span>: All the benefits of suggestion, in an ally friendly area, without concentration.</p><p></p><p><span style="color: #00ffff">Chain Lightning</span>: Effectively an AoE that doesn't hit allies.</p><p>ⓣ<span style="color: #00ffff">Disintegrate</span>: Huge damage (75) and some utility. However, unlike similar spells, this does <span style="color: #ff0000">nothing on a save</span>. Fortunately, dex is a low save, and it's can use <span style="color: #00ffff">heightened</span> or <span style="color: #00ffff">twinned</span>, as well as wild's <span style="color: #00ffff">bend luck</span>.</p><p>©ⓣ<span style="color: #00ffff">Mental Prison</span>: A little more damage then disintegrate (82.5), and the target loses a turn, but it takes concentration.</p><p></p><p><span style="color: #0000ff">Circle of Death</span>: Low damage, but <span style="color: #00ffff">huge area</span> makes this great against hordes.</p><p>©<span style="color: #0000ff">Sunbeam</span>: Another option for blasting, but concentration keeps it down a notch.</p><p>(4th level)<span style="color: #0000ff">Vitriolic sphere</span>: Makes a good blast.</p><p></p><p>©Move Earth: Just reshape the dungeon as you see fit. One of the few spells that works well wtih <span style="color: #0000ff">extended </span><span style="color: #0000ff">metamagic</span>.</p><p>Scatter: A modest improvement over dimension door.</p><p></p><p>©<span style="color: #ee82ee">Arcane Gate</span>: As fun as it is to play with portals, it's usually cheaper to walk. You can't even put one in the sky.</p><p>©<span style="color: #ee82ee">Globe of Invulnerability</span>: If your DM likes spell casters. Note that it doesn't do anything for weapons.</p><p>ⓣ<span style="color: #ee82ee">True Seeing</span>: If your DM likes hidden things</p><p></p><p>©<span style="color: #ff0000">Investiture of wind</span>: A combination of fly and warding wind can work great in some situations. Just not many.</p><p>©<span style="color: #ff0000">Eyebite</span>: This uses too many actions to accomplish anything.</p><p>©<span style="color: #ff0000">Investiture of flame</span>: Piddly effects and only slightly better than firebolt.</p><p>©<span style="color: #ff0000">Investiture of ice</span>: Piddly effects and only slightly better than firebolt.</p><p>©<span style="color: #ff0000">Investiture of stone</span>: Stoneskin is a few levels lower.</p><p>[/sblock]</p><p></p><p>[sblock=level 7]</p><p><span style="color: #00ffff">Fire Storm</span>: Great flexible targeting makes this superb against hordes. Note that you can go over top of allies.</p><p>ⓣ<span style="color: #00ffff">Plane Shift</span>: As close to a save-or-die spell as there is in the game. Also some great utility (cast twice to go anywhere on your original plane), as well as escape.</p><p></p><p><span style="color: #0000ff">Crown of Stars</span>: An decent upgrade to quicken + firebolt (still OK at level 17+). Just make sure you have 2 battles in the time frame to make full use of it. Better if you have <span style="color: #00ffff">advantage (wild, shadow)</span> or <span style="color: #00ffff">extended</span> to help ensure you get the full use.</p><p>ⓣ<span style="color: #0000ff">Finger of Death</span>: Good damage, and a way to get permanent servants.</p><p>©<span style="color: #0000ff">Reverse Gravity</span>: A good mix of control, utility, and damage over a large area. Though it's less useful inside.</p><p></p><p>Etherealness: Utility</p><p>Teleport: Plane shift is generally better.</p><p>©Whirlwind: Watery sphere, with damage. Note that damage and restrained are 2 independant saves.</p><p></p><p>©<span style="color: #ee82ee">Delayed Blast Fireball</span>: Very difficult to use consistently, but amazing if you can pull it off. Consider hiding it in an allies darkness spell. <span style="color: #0000ff">Extended </span><span style="color: #0000ff">metamagic</span> can really boost the damage, though that doesn't make it any easier to use.</p><p></p><p><span style="color: #ff0000">Power Word Pain</span>: 1 turn of disadvantage is pretty weak at this level, and the disavantage on saves could be over before you have a chance to cast another spell at it.</p><p><span style="color: #ff0000">Prismatic Spray</span>: Less damage than firestorm, and much worse targeting.</p><p>[/sblock]</p><p></p><p>[sblock=level 8]</p><p><span style="color: #0000ff">Sunburst</span>: Big area, decent damage, and a nice effect.</p><p></p><p>ⓣ©Dominate Monster: Great effect, but lots of saves.</p><p>ⓣPower Word Stun: Very few creatures have more than 150 HP. And those tend to be pretty obvious.</p><p>©Incendiary Cloud: High damage area, but moving usually doesn't help.</p><p></p><p><span style="color: #ee82ee">Abi-Dalzim’s horrid wilting</span>: A bit more damage than Sunburst, but lacks blind. And I can't think of any high level plant monsters.</p><p>©<span style="color: #ee82ee">Earthquake</span>: More utility than damage. But it does have a long range.</p><p>[/sblock]</p><p></p><p>[sblock=level 9]</p><p><span style="color: #ffd700">Wish (</span><span style="color: #ffd700">simulacrum).</span> You get an extra ally. There are 3 main options, depending on your party. Make sure to take a long rest before casting, and possibly boost the target's max HP (aid, heros' feats).</p><ul> <li data-xf-list-type="ul"><span style="color: #ffd700">Another </span><span style="color: #ffd700">high level</span><span style="color: #ffd700"> caster</span>. You still get the effects of a 9th level slot (foresight) AND all their other spells. And caster's don't need equipment. If that caster also has wish, they can safely use its <span style="color: #00ffff">alternative effects</span>. There is also <span style="color: #ff0000">truly game breaking combo</span>, where you can chain-cast simulacrum to make an army of high level casters in a few minutes. I assume any DM will squash this, or the player will.</li> <li data-xf-list-type="ul"><span style="color: #ffd700">Ranged DPR</span>, who can deal tons of damage while staying safe in the back; lasting for days on a single cast. This frees up your slot for other spells. Note that you will need <span style="color: #ee82ee">pare equipment</span>, but that shouldn't be hard to find.</li> <li data-xf-list-type="ul"><span style="color: #00ffff">Yourself</span>. You won't get the extra 9th level slot that you do with a second caster, but high level sorcerer's aren't exactly lacking in power (quad greater invisibility) and you will always have yourself as a target.</li> </ul><p>Half max HP makes <span style="color: #0000ff">copying melee types</span> a bit less helpful (though still great). It should also be noted that you don't need permission to copy, just the target to be within reach for 1 action. So you could <span style="color: #0000ff">copy</span><span style="color: #0000ff"> a king or BBEG</span>. </p><p></p><p><span style="color: #00ffff">Wish (other)</span> Even without simulacrum, this is an extremly flexible spell. It's great for spells with costly components, such as <span style="color: #00FFFF">clone, resurrection, heros' feats, awaken, and greater restoration</span>. Or any utility that you need, such as <span style="color: #0000ff">glibness</span>, <span style="color: #0000ff">mirage aracan, </span><span style="color: #0000ff">teleport</span>, or even something like <span style="color: #0000ff">create food and water</span>. It also works if you need a different type of attacks, such as <span style="color: #0000ff">earthquake</span>, <span style="color: #0000ff">force cage</span> or <span style="color: #0000ff">tsunami</span>. Avoid any of the <span style="color: #ff0000">alternate uses</span>. It's not worth not losing the spell over unless it's campaign ending. Unfortunately, you <span style="color: #ff0000">can't twin</span> this even if you use it to duplicate a twinable spell.</p><p><span style="color: #00ffff">Meteor Swarm</span>: The ultimate AoE. 140 on a hit, 70 on a miss, and can target 4 different places in a huge range. But make a <span style="color: #ffd700">wish->simulacrum</span> first.</p><p></p><p><span style="color: #0000ff">Psycich Scream</span>: More of a mass stun then a blast spell (only 49 damage on a fail). But Int saves can shut down a lot of targets.</p><p></p><p>ⓣPower Word Kill: 100 HP just isn't that much, especially compared to meteor swarm. Though this works nicely with <span style="color: #0000ff">subtle</span>.</p><p></p><p>©<span style="color: #ee82ee">Mass Polymorph</span>: Unlike normal polymorph, you can transfor for only 1/2 the target's level. Though there can be some utility for big parties, such as turning into birds, or digging.</p><p><span style="color: #ee82ee">Time Stop</span>: Even with creativity and extended metamagic this is just hard to use well.</p><p></p><p>©<span style="color: #ff0000">Gate</span>: Just use plane shift.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 7197504, member: 6801209"] [sblock=level 4] ⓣ©[COLOR=#00ffff]Greater Invisibility[/COLOR]: A fantastic buff spell for any weapon attacker, or 2. You may wish to keep with haste for a little while though, least until you get more slots and SP. ⓣ©[COLOR=#00ffff]Polymorph[/COLOR]: A great buff spell, also great utility. [COLOR=#00ffff]Vitriolic sphere[/COLOR]: While slightly worse than fireball [COLOR=#ee82ee]at this level[/COLOR]. This [COLOR=#00ffff]scales extremely well[/COLOR], meaning 1 spell could cover 4-5 spell levels of blasting (though it doesn't completly replace them), potentially freeing up your limited known spells for other stuff like utility. Also works well with [COLOR=#00ffff]wilds spell bombardment, and careful.[/COLOR] ⓣ©[COLOR=#0000ff]Banishment[/COLOR]: A rare [COLOR=#00ffff]Charisma save[/COLOR] makes gives this a good chance to land. But otherwise isn't anything special. Note there is some utility here, to return to your own plane. ⓣ[COLOR=#0000ff]Blight[/COLOR]: Good single target, or twinned, damage. Can also be a good with [COLOR=#00ffff]subtle[/COLOR]. [COLOR=#0000ff]Dimension Door[/COLOR]: Good utility. ©[COLOR=#0000ff]Storm sphere[/COLOR]: Decent damage overtime. [COLOR=#00ffff]Careful[/COLOR] can be used to hide inside of it. ©[COLOR=#0000ff]Wall of Fire[/COLOR]: A nice damage zone. [COLOR=#ff0000]Careful[/COLOR] does NOT help. But [COLOR=#ffd700]forced[/COLOR][COLOR=#ffd700] movement (warlock with repelling blast)[/COLOR] does. ©Dominate Beast: There just arn't many beasts, particularly at higher levels. At least they have low Wis, so this can stick despite the many rolls. ©Sickening Radiance: Big zone, but not much control unless they fail mutiple times, and Con save is a poor save. Works well with [COLOR=#00ffff]careful[/COLOR]. ⓣ©Stoneskin: Greater invisibility is better most of the time, though it doesn't work against special senses. Vitriolic sphere: Only slightly more damage than fireball at this level, but over 2 turns. (Unless your an [COLOR=#00ffff]acid dragon[/COLOR]) Though works a bit better than other blast spells with [COLOR=#0000ff]careful[/COLOR], as you avoid the secondary damage. [COLOR=#00FFFF]Scales well[/COLOR], and will beat out fireball by level 6. ©Watery sphere: Control that you can move around, but restrained doesn't do much, except against melee, and melee has Str. [COLOR=#0000ff]Careful [/COLOR][COLOR=#0000ff]metamagic[/COLOR] can help allies not get caught in it. ⓣ[COLOR=#ee82ee]Charm Monster[/COLOR]: Some utitily. ©[COLOR=#ff0000]Confusion[/COLOR]: Small area an ineffective control. [COLOR=#ff0000]Ice Storm[/COLOR]: Less damage than erupting earth at this level, and a less duration on the difficult terrain. [/sblock] [sblock=level 5] ©[COLOR=#00ffff]Animate Objects[/COLOR]: Lots of potential damage from a swarm of tiny rocks. [COLOR=#0000ff]Larger ones[/COLOR] are less helpful. It also has some utility for animating jail keys to come to you. [COLOR=#0000ff]Cone of Cold[/COLOR]: Good damage in a big area, but cones are a bit harder to aim. ⓣ©[COLOR=#0000ff]Hold Monster[/COLOR]: Good control. Just make sure to use hold person for people. ©[COLOR=#0000ff]Insect Plague[/COLOR]: Generally worse than firewall, which slows more and does more damage. [COLOR=#0000ff]Synaptic[/COLOR][COLOR=#0000ff] Static[/COLOR]: A little low on damage, but Int save means higher accuracy, and a modest non-concentration debuff (worth a little less than disadvantage). [COLOR=#0000ff]Teleportation Circle[/COLOR]: Good utility, as well as a good way to escape. ©[COLOR=#0000ff]Wall of Stone[/COLOR]: More utility than control, but it can do both. Creation: Utility ⓣ©Dominate Person: Powerful, but requires a lot of saves. ⓣ©Immolation: About on par with Blight, doing more damage, but taking concentration. Though there are a good number of low Dex high HP creatures which you can [COLOR=#00ffff]subtle[/COLOR] cast or [COLOR=#00ffff]hit and run[/COLOR] from until it dies. Seeming: Utility ⓣ©Skill Empowerment: Utility. ⓣ?©Telekinesis: More utility than control, but it can do both. And I can think of a few things to do with a 1000lb boulder. I'm unsure if this can be twinned. ⓣ©[COLOR=#ee82ee]Ennervate[/COLOR]: Low damage + low heal that's easy to break. ©[COLOR=#ee82ee]Far Step[/COLOR]: Misty step won't break your concentration and will be good enough most of the time. ©[COLOR=#ff0000]Control winds[/COLOR]: Warding wind is level 2. ©[COLOR=#ff0000]Cloudkill[/COLOR]: Worse than wall of fire and insect plague. ©[COLOR=#ff0000]Wall of Light[/COLOR]: A wall that people can walk through isn't much of a wall. [/sblock] [sblock=level 6] [COLOR=#ffd700]Mass Suggestion[/COLOR]: All the benefits of suggestion, in an ally friendly area, without concentration. [COLOR=#00ffff]Chain Lightning[/COLOR]: Effectively an AoE that doesn't hit allies. ⓣ[COLOR=#00ffff]Disintegrate[/COLOR]: Huge damage (75) and some utility. However, unlike similar spells, this does [COLOR=#ff0000]nothing on a save[/COLOR]. Fortunately, dex is a low save, and it's can use [COLOR=#00ffff]heightened[/COLOR] or [COLOR=#00ffff]twinned[/COLOR], as well as wild's [COLOR=#00ffff]bend luck[/COLOR]. ©ⓣ[COLOR=#00ffff]Mental Prison[/COLOR]: A little more damage then disintegrate (82.5), and the target loses a turn, but it takes concentration. [COLOR=#0000ff]Circle of Death[/COLOR]: Low damage, but [COLOR=#00ffff]huge area[/COLOR] makes this great against hordes. ©[COLOR=#0000ff]Sunbeam[/COLOR]: Another option for blasting, but concentration keeps it down a notch. (4th level)[COLOR=#0000ff]Vitriolic sphere[/COLOR]: Makes a good blast. ©Move Earth: Just reshape the dungeon as you see fit. One of the few spells that works well wtih [COLOR=#0000ff]extended [/COLOR][COLOR=#0000ff]metamagic[/COLOR]. Scatter: A modest improvement over dimension door. ©[COLOR=#ee82ee]Arcane Gate[/COLOR]: As fun as it is to play with portals, it's usually cheaper to walk. You can't even put one in the sky. ©[COLOR=#ee82ee]Globe of Invulnerability[/COLOR]: If your DM likes spell casters. Note that it doesn't do anything for weapons. ⓣ[COLOR=#ee82ee]True Seeing[/COLOR]: If your DM likes hidden things ©[COLOR=#ff0000]Investiture of wind[/COLOR]: A combination of fly and warding wind can work great in some situations. Just not many. ©[COLOR=#ff0000]Eyebite[/COLOR]: This uses too many actions to accomplish anything. ©[COLOR=#ff0000]Investiture of flame[/COLOR]: Piddly effects and only slightly better than firebolt. ©[COLOR=#ff0000]Investiture of ice[/COLOR]: Piddly effects and only slightly better than firebolt. ©[COLOR=#ff0000]Investiture of stone[/COLOR]: Stoneskin is a few levels lower. [/sblock] [sblock=level 7] [COLOR=#00ffff]Fire Storm[/COLOR]: Great flexible targeting makes this superb against hordes. Note that you can go over top of allies. ⓣ[COLOR=#00ffff]Plane Shift[/COLOR]: As close to a save-or-die spell as there is in the game. Also some great utility (cast twice to go anywhere on your original plane), as well as escape. [COLOR=#0000ff]Crown of Stars[/COLOR]: An decent upgrade to quicken + firebolt (still OK at level 17+). Just make sure you have 2 battles in the time frame to make full use of it. Better if you have [COLOR=#00ffff]advantage (wild, shadow)[/COLOR] or [COLOR=#00ffff]extended[/COLOR] to help ensure you get the full use. ⓣ[COLOR=#0000ff]Finger of Death[/COLOR]: Good damage, and a way to get permanent servants. ©[COLOR=#0000ff]Reverse Gravity[/COLOR]: A good mix of control, utility, and damage over a large area. Though it's less useful inside. Etherealness: Utility Teleport: Plane shift is generally better. ©Whirlwind: Watery sphere, with damage. Note that damage and restrained are 2 independant saves. ©[COLOR=#ee82ee]Delayed Blast Fireball[/COLOR]: Very difficult to use consistently, but amazing if you can pull it off. Consider hiding it in an allies darkness spell. [COLOR=#0000ff]Extended [/COLOR][COLOR=#0000ff]metamagic[/COLOR] can really boost the damage, though that doesn't make it any easier to use. [COLOR=#ff0000]Power Word Pain[/COLOR]: 1 turn of disadvantage is pretty weak at this level, and the disavantage on saves could be over before you have a chance to cast another spell at it. [COLOR=#ff0000]Prismatic Spray[/COLOR]: Less damage than firestorm, and much worse targeting. [/sblock] [sblock=level 8] [COLOR=#0000ff]Sunburst[/COLOR]: Big area, decent damage, and a nice effect. ⓣ©Dominate Monster: Great effect, but lots of saves. ⓣPower Word Stun: Very few creatures have more than 150 HP. And those tend to be pretty obvious. ©Incendiary Cloud: High damage area, but moving usually doesn't help. [COLOR=#ee82ee]Abi-Dalzim’s horrid wilting[/COLOR]: A bit more damage than Sunburst, but lacks blind. And I can't think of any high level plant monsters. ©[COLOR=#ee82ee]Earthquake[/COLOR]: More utility than damage. But it does have a long range. [/sblock] [sblock=level 9] [COLOR=#ffd700]Wish ([/COLOR][COLOR=#ffd700]simulacrum).[/COLOR] You get an extra ally. There are 3 main options, depending on your party. Make sure to take a long rest before casting, and possibly boost the target's max HP (aid, heros' feats). [LIST] [*][COLOR=#ffd700]Another [/COLOR][COLOR=#ffd700]high level[/COLOR][COLOR=#ffd700] caster[/COLOR]. You still get the effects of a 9th level slot (foresight) AND all their other spells. And caster's don't need equipment. If that caster also has wish, they can safely use its [COLOR=#00ffff]alternative effects[/COLOR]. There is also [COLOR=#ff0000]truly game breaking combo[/COLOR], where you can chain-cast simulacrum to make an army of high level casters in a few minutes. I assume any DM will squash this, or the player will. [*][COLOR=#ffd700]Ranged DPR[/COLOR], who can deal tons of damage while staying safe in the back; lasting for days on a single cast. This frees up your slot for other spells. Note that you will need [COLOR=#ee82ee]pare equipment[/COLOR], but that shouldn't be hard to find. [*][COLOR=#00ffff]Yourself[/COLOR]. You won't get the extra 9th level slot that you do with a second caster, but high level sorcerer's aren't exactly lacking in power (quad greater invisibility) and you will always have yourself as a target. [/LIST] Half max HP makes [COLOR=#0000ff]copying melee types[/COLOR] a bit less helpful (though still great). It should also be noted that you don't need permission to copy, just the target to be within reach for 1 action. So you could [COLOR=#0000ff]copy[/COLOR][COLOR=#0000ff] a king or BBEG[/COLOR]. [COLOR=#00ffff]Wish (other)[/COLOR] Even without simulacrum, this is an extremly flexible spell. It's great for spells with costly components, such as [COLOR=#00FFFF]clone, resurrection, heros' feats, awaken, and greater restoration[/COLOR]. Or any utility that you need, such as [COLOR=#0000ff]glibness[/COLOR], [COLOR=#0000ff]mirage aracan, [/COLOR][COLOR=#0000ff]teleport[/COLOR], or even something like [COLOR=#0000ff]create food and water[/COLOR]. It also works if you need a different type of attacks, such as [COLOR=#0000ff]earthquake[/COLOR], [COLOR=#0000ff]force cage[/COLOR] or [COLOR=#0000ff]tsunami[/COLOR]. Avoid any of the [COLOR=#ff0000]alternate uses[/COLOR]. It's not worth not losing the spell over unless it's campaign ending. Unfortunately, you [COLOR=#ff0000]can't twin[/COLOR] this even if you use it to duplicate a twinable spell. [COLOR=#00ffff]Meteor Swarm[/COLOR]: The ultimate AoE. 140 on a hit, 70 on a miss, and can target 4 different places in a huge range. But make a [COLOR=#ffd700]wish->simulacrum[/COLOR] first. [COLOR=#0000ff]Psycich Scream[/COLOR]: More of a mass stun then a blast spell (only 49 damage on a fail). But Int saves can shut down a lot of targets. ⓣPower Word Kill: 100 HP just isn't that much, especially compared to meteor swarm. Though this works nicely with [COLOR=#0000ff]subtle[/COLOR]. ©[COLOR=#ee82ee]Mass Polymorph[/COLOR]: Unlike normal polymorph, you can transfor for only 1/2 the target's level. Though there can be some utility for big parties, such as turning into birds, or digging. [COLOR=#ee82ee]Time Stop[/COLOR]: Even with creativity and extended metamagic this is just hard to use well. ©[COLOR=#ff0000]Gate[/COLOR]: Just use plane shift. [/sblock] [/QUOTE]
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[GUIDE] Born to be Wild, a sorcerer guide.
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