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Help me choose new Sorcerer spells (3.0)
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<blockquote data-quote="Plane Sailing" data-source="post: 1837801" data-attributes="member: 114"><p>Nope, the +level is part of the stuff that gets multiplied. Check up numerous explanatory threads about empowering CLW etc.</p><p></p><p>For a higher level Sorcerer False Life is better than having access to a cleric or healing potions most of the time. It is effectively like having pre-emptive healing.</p><p></p><p>Plus it means that 60 points damage that would have killed you outright (too late for healing!) still leaves you standing... and you can give yourself another false life to keep you going until you *can* get your actual damage healed.</p><p></p><p>All party members take damage, the casters nearly as much as everyone else - area effect damage, ambushes, missile attacks, unwanted hand to hand engagements. Happens all the time (after all, casters get specially targetted, no?). Plus it is a party-friendly policy since you are less likely to be using up healing potions or clerical power, saving it for your friends <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For wizards it isn't so good (except as a wand of course), but for sorcerers who have more spell casting than they know what to do with by 10th level... it is a stupendous spell.</p><p></p><p></p><p></p><p>Thinking about the spell list again, I'd suggest <strong>See Invisibility</strong> as another great 2nd level spell which you are missing. Better than true seeing for three reasons</p><p>a) range out to limit of vision, not just 120ft (medium ranged in 3.0, still better than true seeing)</p><p>b) duration of 10min/level not 1min/level (it will last for one dungeon, not one encounter. More likely that it will already be up when you need it too)</p><p>c) no costly material component (250gp per casting is often forgotten by those extolling its virtues!)</p><p></p><p>Evards Black Tentacles is a great area control spell, and in the 3.0 edition is fantastic for small casters (or 'reduced' casters) since the tentacles don't attack them and they can stand in their midst. A bit of pain to adjudicate though.</p><p></p><p>Of course, in 3.0 there is the Wall of Force cheese effect of using a sphere/hemisphere to trap an opponent smaller than 1ft/caster level with no save and no spell resistance! Rather beats out Force Cage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1837801, member: 114"] Nope, the +level is part of the stuff that gets multiplied. Check up numerous explanatory threads about empowering CLW etc. For a higher level Sorcerer False Life is better than having access to a cleric or healing potions most of the time. It is effectively like having pre-emptive healing. Plus it means that 60 points damage that would have killed you outright (too late for healing!) still leaves you standing... and you can give yourself another false life to keep you going until you *can* get your actual damage healed. All party members take damage, the casters nearly as much as everyone else - area effect damage, ambushes, missile attacks, unwanted hand to hand engagements. Happens all the time (after all, casters get specially targetted, no?). Plus it is a party-friendly policy since you are less likely to be using up healing potions or clerical power, saving it for your friends :) For wizards it isn't so good (except as a wand of course), but for sorcerers who have more spell casting than they know what to do with by 10th level... it is a stupendous spell. Thinking about the spell list again, I'd suggest [B]See Invisibility[/B] as another great 2nd level spell which you are missing. Better than true seeing for three reasons a) range out to limit of vision, not just 120ft (medium ranged in 3.0, still better than true seeing) b) duration of 10min/level not 1min/level (it will last for one dungeon, not one encounter. More likely that it will already be up when you need it too) c) no costly material component (250gp per casting is often forgotten by those extolling its virtues!) Evards Black Tentacles is a great area control spell, and in the 3.0 edition is fantastic for small casters (or 'reduced' casters) since the tentacles don't attack them and they can stand in their midst. A bit of pain to adjudicate though. Of course, in 3.0 there is the Wall of Force cheese effect of using a sphere/hemisphere to trap an opponent smaller than 1ft/caster level with no save and no spell resistance! Rather beats out Force Cage :) Cheers [/QUOTE]
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