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help me choose a sorcerer spell
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<blockquote data-quote="Elder-Basilisk" data-source="post: 408900" data-attributes="member: 3146"><p>Your problem is that your a 14th level character looking to get a lot of milage out of 1st level spells. I'm probably not the first to break it to you, but starting out at 14th level, you'll never be a significant force on the battlefield as an arcane caster. The best you'll ever be able to do (if you take all the rest of your levels in sorceror) is a single haste spell or a 6d6 fireball. At levels when your opponents are casting Time Stop, Meteor Swarm, Mass Haste, and Blasphemy, that's pretty feeble.</p><p></p><p>So you need to get spells that will make you better at what you already do which is fight.</p><p></p><p>There are only a few first level sor/wizard spells that will do this:</p><p>-Protection from evil (duplicated by class abilities and an item--plus it's on your Holy Liberator spell list too IIRC).</p><p>-True Strike (True, its best synergy is with power attack but it also works well with Disarm or Sunder attempts. Your next level, if I counted correctly is 15th so you can pick up power attack with your sorceror level. It's also very nice with greater arrows of slaying which are a definite possibility at your level.).</p><p>-Feather Fall (No verbal component quickened spell--really nice if you need it. You can also use it on boulders and falling friends if you don't need it yourself)</p><p>-Shield (The single best 1st level defensive spell in the game--protects you from the occasional magic missile that may still come your way at 15th level)</p><p>-Enlarge (generally useless due to short duration and weak effect but completely useless at lvl 1)</p><p>-Expeditious retreat (Redundant for you)</p><p></p><p>So my recommendations: True Strike and Feather Fall--buy a wand of shield. That way you get around arcane spell failure.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 408900, member: 3146"] Your problem is that your a 14th level character looking to get a lot of milage out of 1st level spells. I'm probably not the first to break it to you, but starting out at 14th level, you'll never be a significant force on the battlefield as an arcane caster. The best you'll ever be able to do (if you take all the rest of your levels in sorceror) is a single haste spell or a 6d6 fireball. At levels when your opponents are casting Time Stop, Meteor Swarm, Mass Haste, and Blasphemy, that's pretty feeble. So you need to get spells that will make you better at what you already do which is fight. There are only a few first level sor/wizard spells that will do this: -Protection from evil (duplicated by class abilities and an item--plus it's on your Holy Liberator spell list too IIRC). -True Strike (True, its best synergy is with power attack but it also works well with Disarm or Sunder attempts. Your next level, if I counted correctly is 15th so you can pick up power attack with your sorceror level. It's also very nice with greater arrows of slaying which are a definite possibility at your level.). -Feather Fall (No verbal component quickened spell--really nice if you need it. You can also use it on boulders and falling friends if you don't need it yourself) -Shield (The single best 1st level defensive spell in the game--protects you from the occasional magic missile that may still come your way at 15th level) -Enlarge (generally useless due to short duration and weak effect but completely useless at lvl 1) -Expeditious retreat (Redundant for you) So my recommendations: True Strike and Feather Fall--buy a wand of shield. That way you get around arcane spell failure. [/QUOTE]
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