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Help Creating Epic Level Sorcerer
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<blockquote data-quote="Gilrion" data-source="post: 732044" data-attributes="member: 1141"><p>What sources are available? I will assume Core Rules, splatbooks, and FR material--since you mentioned FR stuff.</p><p></p><p></p><p></p><p>Don't take more than one Energy Substitution IMO... I'd take one at the most, if at all. At high levels, elemental damage-dealing spells aren't that hot IMO. Take sonic if you just want to get past resistances, but consider cold. If you take a fire and a lightning spell, you're covered for the 3 most "important" elements. These are the elements some monsters have vulnerabilities to.</p><p>Also consider feats like Improved Initiative (getting the first strike can mean the difference between life and death), Spell Focus and Greater Spell Focus, Spell Penetration. More metamagics are always nice, and Still and Silent can be quite useful.</p><p></p><p></p><p></p><p></p><p>Consider other stuff, like Automatic Still and Silent (auto quicken will have to wait for now), Spell Stowaway (can you take this yet? I don't have the book handy). How do you have 6 9th level spells, though? Sorcerer gives you 3, and the feat gives you 2...</p><p></p><p></p><p></p><p></p><p>Sounds like your DM is restricting magic items, which is a good thing: an epic level game started at epic levels will quickly become crazy if players are just given their millions to spend. For items, here is what I suggest:</p><p>1 ring: ring of spell-battle</p><p>1 staff: make it a custom one with spells you don't have, and a theme to lower costs (see Tome and Blood pricing guidelines example)</p><p>1 armor: bracers of armor +8 (or moon bracers of you have the money)</p><p>8 others: tough choice... here are some suggestions:</p><p>- Amulet of Charisma +6 (must-have)</p><p>- Cloak of Stars (as Robe of Stars, but +5 luck bonus on saves--should be 118,000 gp unless I'm mistaken)</p><p>- Pin of Warding (+5 resistance bonus to saves, immunity to magic missile (price this off the brooch of shielding or harper's pin), protection from evil, doesn't occupy an item slot)</p><p>- Ring of Wizardry IV. Too bad, you can't afford the Ring of Spell Turning. Alternatively, get yourself a Ring of Telekinesis and save a spell known (if you like the spell)</p><p>- Tome of Charisma +4. The +5 time costs 2,500 gp more than the limit your GM set.</p><p>- Crystal Ball with True Seeing and Telepathy (if you don't have the spell)</p><p>- some storage item. I like the Belt of Many Pockets for the familiar pocket, but Portable Hole is nice</p><p>- one or more metamagic rods</p><p></p><p>Death Ward as a secondary power (which has double cost) is 112,000 gp, so there's not much of a chance to tack it onto something else.</p><p>These are just some suggestions. Try to make your own items within the limits set. I wouldn't go for stat-enhancing items except for Charisma. Instead, take Endurance and/or Cat's Grace, and Empower high level versions of them. The results are at least as high. Once you reach level 27, you can take Improved Metamagic (the feat that makes all metamagicks cost 1 level less) and empower these spells 9 or 10 times, which yields obsene stat bonuses (something like +12 to +25, depending on the d4 result). This is why it is a good idea to have the spell Eagle's Splendor, since your DC's will sky-rocket. It doesn't affect slots per day, though, so you still need the cha-enhancing items.</p><p></p><p></p><p></p><p></p><p>I'll add some suggestions to your spells. Remember to balance out your spell list as a whole, with offensive, defensive and utility spells. You should keep offense varied: some damage-dealing, some save-or-die. If you can replace a spell known with an item, do it. Here goes:</p><p></p><p>1st Level</p><p>Magic Missile</p><p>Shield</p><p>>></p><p>Unseen Servant</p><p>Feather Fall</p><p>Protection from Evil</p><p>True Strike</p><p></p><p>2nd Level</p><p>Knock</p><p>>></p><p>Alter Self</p><p>Endurance/Eagle's Splendor/Cat's Grace (use with empower)</p><p>See Invisibility</p><p>Detect Thoughts</p><p>Fog Cloud</p><p></p><p>3rd Level</p><p>Fireball</p><p>Haste </p><p>Fly</p><p>>></p><p>Clairaudience/Clairvoyance</p><p>Slow</p><p>Suggestion</p><p>Wind Wall (never worry about archers again)</p><p>Protection from Elements (make sure you take at least one spell of this type)</p><p></p><p>You could drop Fireball (and go for a 5th-level evocation instead, like Firebrand) but that may not be very believable in terms of advancement. My advice: take advantage of the fact that you're starting at a higher level. Plus, who says everyone has to take Fireball or Lightning Bolt as soon as possible.</p><p></p><p>4th Level</p><p>Enervasion</p><p>>></p><p>Polymorph Other</p><p>Dimension Door</p><p>Improved Invisibility</p><p>Charm Monster</p><p>Dimensional Anchor</p><p></p><p>5th Level</p><p>Wall of Force</p><p>Ghostform</p><p>>></p><p>Hold Monster</p><p>Firebrand or Ball Lightning (if you don't take Fireball of LB at 3rd)</p><p>Telekinesis</p><p>Prying Eyes</p><p>Persistent Image (always a good idea to keep an illusion on the list. this one is powerful and doesn't require concentration)</p><p></p><p>6th Level</p><p>Greater Dispelling</p><p>>></p><p>True Seeing</p><p>Disintegrate (a must-have for utility and offense. gets rid of Wall spells)</p><p>Eyebite (a free attack, essencially)</p><p>Chain Lightning?</p><p></p><p>7th Level</p><p>Limited Wish</p><p>Teleport w/out error</p><p>>></p><p>Energy Immunity (lasts 24 hours)</p><p>or</p><p>Power Word: stun (no save, but 150 hp limit--potencially useless in epic play)</p><p></p><p>8th Level</p><p>Horrid Wilting</p><p>>></p><p>Mind Blank (just read it... indispensable at high levels)</p><p>Polymorph Any Object (instant <whatever you want>)</p><p>Maze (no save, no SR)</p><p></p><p>9th Level (total of six, read above)</p><p>Wish</p><p>Meteor</p><p>Weird</p><p>>></p><p>Time Stop</p><p>Gate (an absolute must)</p><p>Shapechange (for fun)</p><p>Mordenkainen's Disjunction (ruins loot but wins fights)</p><p>Chain Contingency or Simbul's Spell Trigger</p><p></p><p>I'd drop Weird (two saves...) and Meteor Swarm (I'm not very keen on damage-dealing evocations at high levels).</p></blockquote><p></p>
[QUOTE="Gilrion, post: 732044, member: 1141"] What sources are available? I will assume Core Rules, splatbooks, and FR material--since you mentioned FR stuff. Don't take more than one Energy Substitution IMO... I'd take one at the most, if at all. At high levels, elemental damage-dealing spells aren't that hot IMO. Take sonic if you just want to get past resistances, but consider cold. If you take a fire and a lightning spell, you're covered for the 3 most "important" elements. These are the elements some monsters have vulnerabilities to. Also consider feats like Improved Initiative (getting the first strike can mean the difference between life and death), Spell Focus and Greater Spell Focus, Spell Penetration. More metamagics are always nice, and Still and Silent can be quite useful. Consider other stuff, like Automatic Still and Silent (auto quicken will have to wait for now), Spell Stowaway (can you take this yet? I don't have the book handy). How do you have 6 9th level spells, though? Sorcerer gives you 3, and the feat gives you 2... Sounds like your DM is restricting magic items, which is a good thing: an epic level game started at epic levels will quickly become crazy if players are just given their millions to spend. For items, here is what I suggest: 1 ring: ring of spell-battle 1 staff: make it a custom one with spells you don't have, and a theme to lower costs (see Tome and Blood pricing guidelines example) 1 armor: bracers of armor +8 (or moon bracers of you have the money) 8 others: tough choice... here are some suggestions: - Amulet of Charisma +6 (must-have) - Cloak of Stars (as Robe of Stars, but +5 luck bonus on saves--should be 118,000 gp unless I'm mistaken) - Pin of Warding (+5 resistance bonus to saves, immunity to magic missile (price this off the brooch of shielding or harper's pin), protection from evil, doesn't occupy an item slot) - Ring of Wizardry IV. Too bad, you can't afford the Ring of Spell Turning. Alternatively, get yourself a Ring of Telekinesis and save a spell known (if you like the spell) - Tome of Charisma +4. The +5 time costs 2,500 gp more than the limit your GM set. - Crystal Ball with True Seeing and Telepathy (if you don't have the spell) - some storage item. I like the Belt of Many Pockets for the familiar pocket, but Portable Hole is nice - one or more metamagic rods Death Ward as a secondary power (which has double cost) is 112,000 gp, so there's not much of a chance to tack it onto something else. These are just some suggestions. Try to make your own items within the limits set. I wouldn't go for stat-enhancing items except for Charisma. Instead, take Endurance and/or Cat's Grace, and Empower high level versions of them. The results are at least as high. Once you reach level 27, you can take Improved Metamagic (the feat that makes all metamagicks cost 1 level less) and empower these spells 9 or 10 times, which yields obsene stat bonuses (something like +12 to +25, depending on the d4 result). This is why it is a good idea to have the spell Eagle's Splendor, since your DC's will sky-rocket. It doesn't affect slots per day, though, so you still need the cha-enhancing items. I'll add some suggestions to your spells. Remember to balance out your spell list as a whole, with offensive, defensive and utility spells. You should keep offense varied: some damage-dealing, some save-or-die. If you can replace a spell known with an item, do it. Here goes: 1st Level Magic Missile Shield >> Unseen Servant Feather Fall Protection from Evil True Strike 2nd Level Knock >> Alter Self Endurance/Eagle's Splendor/Cat's Grace (use with empower) See Invisibility Detect Thoughts Fog Cloud 3rd Level Fireball Haste Fly >> Clairaudience/Clairvoyance Slow Suggestion Wind Wall (never worry about archers again) Protection from Elements (make sure you take at least one spell of this type) You could drop Fireball (and go for a 5th-level evocation instead, like Firebrand) but that may not be very believable in terms of advancement. My advice: take advantage of the fact that you're starting at a higher level. Plus, who says everyone has to take Fireball or Lightning Bolt as soon as possible. 4th Level Enervasion >> Polymorph Other Dimension Door Improved Invisibility Charm Monster Dimensional Anchor 5th Level Wall of Force Ghostform >> Hold Monster Firebrand or Ball Lightning (if you don't take Fireball of LB at 3rd) Telekinesis Prying Eyes Persistent Image (always a good idea to keep an illusion on the list. this one is powerful and doesn't require concentration) 6th Level Greater Dispelling >> True Seeing Disintegrate (a must-have for utility and offense. gets rid of Wall spells) Eyebite (a free attack, essencially) Chain Lightning? 7th Level Limited Wish Teleport w/out error >> Energy Immunity (lasts 24 hours) or Power Word: stun (no save, but 150 hp limit--potencially useless in epic play) 8th Level Horrid Wilting >> Mind Blank (just read it... indispensable at high levels) Polymorph Any Object (instant <whatever you want>) Maze (no save, no SR) 9th Level (total of six, read above) Wish Meteor Weird >> Time Stop Gate (an absolute must) Shapechange (for fun) Mordenkainen's Disjunction (ruins loot but wins fights) Chain Contingency or Simbul's Spell Trigger I'd drop Weird (two saves...) and Meteor Swarm (I'm not very keen on damage-dealing evocations at high levels). [/QUOTE]
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