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Help me choose my lucky 13th level spells
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<blockquote data-quote="Jack Simth" data-source="post: 2229592" data-attributes="member: 29252"><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2229592, member: 29252"] 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. [/QUOTE]
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Help me choose my lucky 13th level spells
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