Help me select spells for a 15th lvl Sorcerer

smetzger

Explorer
Ok, Kobold, total Cha is 28 with magic items.

Feats: Extend Spell, Sculpt Spell, Energy Substitution (Sonic), Improved Initiative, Spell Penetration, Leadership (14th lvl Monk Cohort)

1st(5): Magic Missile, Mage Armor, Protection/Evil, Feather Fall
need one more

2nd(5): Rope Trick, Alter Self, Shatter, Invisibility, Flaming Sphere

3rd(4): Fireball, Dispel Magic, Haste, Summon Monster III

4th(4): Polymorph Other (what should I polymorph my Monk Cohort to?), Stoneskin, Charm Monster
Need one more

5th(4): Wall of Force, Summon Monster 5, + 2 more

6th(3): ??

7th(2): ??
 

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1st(5): Magic Missile, Mage Armor, Protection/Evil, Feather Fall
need one more

-- Sure you want Feather Fall? It's pretty easy to fake using items. That said, I've always enjoyed mobility spells like Expeditious Retreat or Spider Climb. Oh, but you need Shield. No arguments. Take it! :)

2nd(5): Rope Trick, Alter Self, Shatter, Invisibility, Flaming Sphere

3rd(4): Fireball, Dispel Magic, Haste, Summon Monster III

-- Swap SMIII with Protection from Elements.

4th(4): Polymorph Other (what should I polymorph my Monk Cohort to?), Stoneskin, Charm Monster
Need one more

-- Pmorph monk to stone giant. Don't bother with Stoneskin...the material component is rough.

5th(4): Wall of Force, Summon Monster 5, + 2 more

-- Cone of Cold, Shadow Evocation, swap SMV with Teleport.

6th(3): ??

-- Eyebite is fun. Disintegrate is almost a must-have. I'd also take Summon Monster VI over III, honestly. SMIII won't give you a huge amount of bang for the buck. You can summon in decent-sized elementals with SMVI. If you get that, you could scrap SMV too.

7th(2): ??

-- Limited Wish and DB Fireball? Hmm, course, you have Fireball already... Personally, I'd scrap Fireball, get DB Fireball, and replace the 3rd level one with Lightning or something. Just a thought.

Hope this helps!
 

Flaming Sphere? Seems a little redundant with Fireball.

How about See Invisibility or Glitterdust? Or Web or a fog spell? Blocking LOS can be very valuable.
 

He has a wand of Shield
wand of extended Melf's Acid arrow
Permanent See Invisibility and
Permanent Prot frm Arrows
and Boots of Striding & Springing
and Metamagic Rod of lesser Maximize
Is there a magic item that would negate my light sensetivity?

So, maybe
1st(5): Magic Missile, Mage Armor, Protection/Evil, Feather Fall, Spider Climb

2nd(5): Rope Trick, Alter Self, Shatter, Invisibility, Glitterdust

3rd(4): Fireball, Dispel Magic, Haste, Prot/Elements

4th(4): Polymorph Other (what should I polymorph my Monk Cohort to?), Charm Monster
Stoneskin - I think I'll keep it, it will b a good buff spell to cast on my Cohort
+1 more

5th(4): Wall of Force, Summon Monster 5, + 2 more

6th(3): Eyebite, Disintigrate, Summon Monster 6

7th(2): Limited Wish

I'll skip on DB Fireball, I can use my maximize rod with fireball pretty effectivly, plus I can sculpt the lower level spell better.
So I still need a 4th level, two 5th levels, and a 7th level.

What do you think of Prismatic Spray or Spell Turning?
 
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Two 7th level spells I'm very pleased with are Prismatic Spray and Forcecage. Prismatic Spray is just random enough that it's more fun than the DB Fireball. Plus, PS isn't relegated to one elemental type, while DB Fireball is, well, fire. :D

Forcecage is so damn useful to stopping most fighter-types, rogues, and lower level monks. I use it to break parties up when I'm DMing. Unless they have a way to teleport out, they're stuck for the duration, which is a whopping 2 hours/level.
 

4th: improved invis; 5th: teleport; 6th: mass haste (THE buff spell); 7th: teleport w/o error.
 
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smetzger said:
Ok, Kobold, total Cha is 28 with magic items.

Feats: Extend Spell, Sculpt Spell, Energy Substitution (Sonic), Improved Initiative, Spell Penetration, Leadership (14th lvl Monk Cohort)

1st(5): Magic Missile, Mage Armor, Protection/Evil, Feather Fall
need one more

2nd(5): Rope Trick, Alter Self, Shatter, Invisibility, Flaming Sphere

3rd(4): Fireball, Dispel Magic, Haste, Summon Monster III

4th(4): Polymorph Other (what should I polymorph my Monk Cohort to?), Stoneskin, Charm Monster
Need one more

5th(4): Wall of Force, Summon Monster 5, + 2 more

6th(3): ??

7th(2): ??

I dont like Summon Monster 3, may be better off with Slow. At 1 person per level it really hurts the badguys more than Haste will help the good guys and if they are hasted already you get to negate it. Mabey swap the Haste for Slow and then buy a Wand of Haste to make up for your lack of haste.

Polymorph Other: Stone Giant, Trolls, and Centaurs are some of the best Battle Forms around.

2nd Level: Swap Flaming Sphere for Magic Tattoo ( from the Forgotten Realms Campaign Book VERY flexible spell)

5th Level: Cone of Cold, Teleport (I dont like Monster Summon untill Level 7. Shades makes up for your lack)

6th Level: Greater Shadow Evocation (makes up for all the spells you missed out on as a Sorcerer) Shades (Ditto) Disintegrate (gets rid of Force Cages, People, and Inconvienient Bodies)

7th: Monster Summon 7 (It really pays off here. you can summon all different kinds of monsters with spell like abilites that can be used for your benifit. such as Curing Spells with the Unicorn, Invisible Stalkers for Tracking, Djinni to make dinner ect...) Force Cage or Limited Wish or Reverse Gravity or I almost forgot, ENERGY IMMUNITY! (Tome and Blood, Duration of 24 hoursget up in the morning and cast it 5x for all the Energy types and then give a Stern Finger to anyone who attacks you with those spells)

Since I like Buff Spells, I also suggest the Feat: Girding (adds 2 to the DC when other people try to dispel your magic)

Metalsmith
Metalsmithyelling.jpg
 
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Energy Immunity is a good spell for level 7. Maybe Plane Shift, if you go plane hoping, or teleport without error.

For 4th I would consider polymorph self. Or Dimension Door, for some escapes, or just to show off.

For 6th, Greater Dispel Magic. At level 15, the cap on Dispel Magic can begin to hurt.

3rd level slow and 6th level mass haste make for a dangerous combination.

Fly is also a favorite.

Edit: Almost forgot: Chain Lighting, helps to lay low foes in numbers when the are mingled with your allies.
 
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smetzger said:

Feats: Extend Spell, Sculpt Spell, Energy Substitution (Sonic), Improved Initiative, Spell Penetration, Leadership (14th lvl Monk Cohort)
Ok this seems to be a design at 15th so my observations will be based on that premise.

The lack of empower is IMO criminal. it makes your fireball "worth it" doing effectivly the same damage as 15d6. That reduces the need to take higher slots on spells that are 'like fireball but not capped at 10. heck, as a 7th level spell, a fireball double empowered does 10d6x2 (effectively 20d6.)

take empower, your enemies will curse you for it.

Also, chain spell from TnB is very potent at high levels.
smetzger said:

1st(5): Magic Missile, Mage Armor, Protection/Evil, Feather Fall
need one more
endure elements is good. You can easily have it up five ways from spells cast at night before bedtime using extend that lasts for days. Sure, 5 points is not a lot, but taking 5 off every energy attack after saves adds up.

message is also very useful for subtle tactical communications.
smetzger said:

2nd(5): Rope Trick, Alter Self, Shatter, Invisibility, Flaming Sphere
Ok you have no openings here but allow me to say that i would drop shatter and flaming sphere in a heartbeat.

Flaming sphere looks good, because it allows you to use your move action to do some damage round after round. At high level though, your move action will be used empowering spells or using other metamagic. You will often be much better served using an empower to boost your fireball for an extra 5d6 or so than using it to move your little 2d6 sphere around. At high levels its critical to make everyhting work quickly.

The first choice i think i would take is fog cloud. Its effects a pretty strong and it provides a "control battlefield" aspect thats hard to beat. Enemy archers behind cover... fog cloud them. Ambush from all sides, fog cloud you. 1001 uses for a ranged concealment platform.

See invisibility, Glitterdust (double uses), magic mouth (alarms and more), and of course ENDURANCE are all IMO much better choices.
smetzger said:

3rd(4): Fireball, Dispel Magic, Haste, Summon Monster III
GMW is obscenely potent. So are fly, gaseous form, and others. i would not take Sm3 since you can get its effects with a higher level spell.
smetzger said:

4th(4): Polymorph Other (what should I polymorph my Monk Cohort to?), Stoneskin, Charm Monster
Need one more
OK, improved invis is great for support role. The combo of stoneskin and 505 miss chances on your monk will be wonderful.

With a high Dc i find confusion to be one of my first choices. its area and TARGETS and droppd into a mess of fighters tends to take most of them out. PO is already there for a 'take single enemy out" spell. Drop confusion into an enemy fighter swarm and you will likely see 1-2 of them squaring off against each other anyway.
smetzger said:

5th(4): Wall of Force, Summon Monster 5, + 2 more
Teleport is world altering. It means distance is no longer an issue, knowledge is. it is almost always my first spell. If you have empower, then fireball is still your good blaster, so you do not need to worry about cone of cold. I would suggest something equally door opening like SENDING. if your world is populated by good, well designed NPCs, then sending allows for all those people you met and helped to be resources, for knowledge if nothing else. My sorcerer was always using his good social ability to make friends, staying in the plus column in the favor bank, and planned to use sending to contact sage here or magician there or so and so the cleric when he needed advice or help. if your Gm runs a rich game, the combo of sending and teleport is extremely potent.
smetzger said:

6th(3): ??
Not in any order... disintigrate, contingency (teleport, or endurance, or stoneskin or improved invis), and probably greater dispelling.

if you chose chain... chain haste = even better than mass haste.
If you chose chain and GMW... you can now zap some 16 weapons and ammo sets to +5 each lasting for 15 hours.

smetzger said:

7th(2): ??
power word stun is really good. (imagine as your hasted turns... double-empowered fireball followed by PWS on the bigbad.)

limited wish is a wonderful addition since it allows for such a wide range of spell options. Sure, it costs Xp so you wont use it often but when you need it, you will need it bad. You will find plenty of metamagic uses for 7th level slots, so having it as 'only when needed' is fine.

if you chose empower, double empowered fireball does really weel for 10d6x3 damage.
if you chose chain... chain PO works very well.
 

A double empowered fireball would do 20d6. Whenever you add multiples, you subtract 1 from each multiple after the first, so it would be 10d6 x (1.5 + .5) = 20d6, or an average of 70 damage. With an Empowered Cone of Cold, you can pop out (15d4+15) x 1.5 = 79 points of damage with a much greater AoE (60ft cone).

Definitely take Shield as a 1st level spell, drop Shatter in favor of Endurance, Cat's Grace, or Bull's Strength (for your monk), and definitely swap Charm monster for Confusion, so long as you have a combat-oriented character.

As for 5th level, forget about Summon Monster V. Try out Magic Jar & Teleport. Also look at Mind Fog, which will greatly increase the effectiveness of your Confusion spell.

6th level spells should be Mass Haste, Planar Binding, and Repulsion.

7th level definately take Limited Wish, and look strongly at either Finger of Death or Prismatic Spray. Finger of Death will have a Fort DC of 26, which is likely gonna be lethal for any other sorceror/wizards you encounter. Confusion & Mind Fog pretty much stop all the clerics & fighters in your vicinity, and you have your buffed monk to deal with anything that has good saves in all categories.
 

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