Help me choose my lucky 13th level spells

I'd go with the Planar Binding route described above. Why? Strategy vs. Tactics.

As a Sorcerer, you are wonderfully flexible on the "tactical" scale. However, you are woefully rigid on the "strategic" scale. Planar Binding fixes this to a degree -- you can spend resources (comparable to what a Wizard would spend scribing, making wands, etc.) in advance, to prepare for anticipated scenarios.

With a Cleric backing you up -- or, heck, a staff of magic circle -- you can bring in whatever help you need.

-- N
 

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The only recources a Planar Binding sorceror spends for his Bindings are time and spell slots - in one day of preparation, a Sor 13 with the proper spells and a high spellcraft can do four planar bindings (ignoring bonus spells) for up to 6 creatures in a single day. Every day (and can hold them for as long as (s)he likes for later barganing, provided that the sorceror doesn't go for any bindings with dimensional travel abilities - which are limited to a day/level in storeage) at no GP or XP cost at all (no expensive material components in Magic Circle, Planar Binding, or Dimensional anchor, and the primary bargaining chip on the Sorceror's part is the critters freedom - other stuff is just to gain a bonus to the Charisma check). Compared to making magic items (one day for a single potion, one day per 1,000 gp market price for a scroll or wand), that's fast and cheap (50% gp cost of market price for making magic items of any stripe, 1/25 market price in EXP).

It can be dangerous, though, as a natural roll of 1 on the opposed charisma check is disastrous (breaks free), critters get a save on summoning to show up but not be trapped, and a critter that survives may later seek revenge, while making magic items is quite safe. Trade off, I guess, although you might gain EXP for killing a "Bound" critter that breaks free and attacks.
 

Yes, Planar Binding is very nice. My sorceress has it and is using it quite a bit (tho, I'm nice and pay the called creatures for their services, but I'm usually calling creatures of good alignment, being good-aligned myself). I only did not list it above, since there is no Magic Circle spell and that could only be changed next level, of course, some planning ahead doesn't hurt. :)

Analyze Dweomer's use is more out-of-combat than in-combat. Speed identifying treasure, finding out more about that weird spell or magic item you just stumbled upon, etc. But it can also be great to figure out what spells to use against opposing spellcasters.

Bye
Thanee
 

Thank-you for your suggestions. Maybe 6th level is not as bad a I thought.

Contingency: I like that use as a quickened spell. My group has always used that spell defensively of that will be fun to watch the empowered fireballs/Scorcting rays fly.

Wall of force looks like my Level 5 choice and for 4th: enervation. My DM always has his spell casters well buffed AC wise so a contingent Tuue strike will work well with an Empowered Enervation.

I will follow up at level 14 with swaping out solid fog for EBT and taking Acid fog. Finally a last spell choice of disintergation or Mass suggestion at 15th will be fun. My poymorph Umberhulk form can "dissolve" rock so mass suggestion may be the way to go.

I am steering clear of planar binding mainly because our group already has a summoner cleric and the last thing we need is more summons on the board! :confused:
 

sadsam345 said:
Contingency: I like that use as a quickened spell. My group has always used that spell defensively of that will be fun to watch the empowered fireballs/Scorcting rays fly.
(Contingency can only be used with one spell at a time, and the spell must "affect your person".)
 


Nifft said:
... and whatever you pay the critters for their services.

If you read on, he says (rightly), that you technically do not need to pay them. ;)

However, there is the opportunity cost of racking up a good number of enemies over time involved. :p

I prefer to part with them on good terms. :D

Bye
Thanee
 

Thanee said:
However, there is the opportunity cost of racking up a good number of enemies over time involved.

... and then there's the XP and GP cost for resurrection after they all find you. There's always a piper to pay, up front or later.

... but since the party has a Summoner Cleric, no need to bother with planar binding. :)

-- N
 

IMHO disintegrate is a must. It's much more utilitarian than most damage-dealing spells.

I'd also take wall of force- it's great for controlling the battlefield!

For a 4th level spell, I'd suggest stoneskin or fire shield. A little defense never hurt any spellcaster.
 

I think disintegrate will be useful, but I will wait a level or two for that. Contingency has definitly taken my imagination, one for true strike, & two; for polymorph cast on myself (Treant I think). Both options will be useful, rays spells not missing, and as a Treant I can still cast spells, get a huge HP boost, and my Telekinsis Grapple goes through the roof - from a small halfling to huge in a free action!

Plus Treants get those nifty plant type abilities.

The other plus is that since it is a day/level spell if I play my cards right I can cast it at day end, effectively giving me an extra two spells on some days.

I am sure I will think of other uses of contingancy as time goes on.
 

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