Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Help with a wizard
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Zhure" data-source="post: 126234" data-attributes="member: 308"><p>Option 1, the blaster</p><p>Human Sorcerer</p><p>Feats: Still, Silent, Eschew Material Components, Energy Substitution (Fire)</p><p></p><p>Sorcerers do well with metamagic feats. Even though they take a full-round action to use, they highlight how the Sorcerer is far more flexible than the wizard. Still will help if grappled or bound and lots of monsters have improved grab. Silent will help in stealth situations and in a silence field. Eschew Material Components is nice for flavoring the Sorcerer as he won't need a spell component pouch. Energy Substitution doubles the number of elemental attack spells the Sorcerer seems to have. Energy Substitution (Acid) or (Sonic) are more of powergamer Feats, but Fire is a good solid schtick. Later on he can take more Energy Substitution feats to broaden his scope even more.</p><p></p><p>Put most of his stats in CHA, CON and DEX, in that order. AC isn't as important as hit points, but it's close. Let everything else ride at about 10, so he hasn't any penalties. If you've got some points left over, put them in INT to boost his skills.</p><p></p><p>Max out Concentration. Take KN (Arcana) to 5, so he can take Energy Substitution. Then spread the skills out to other things. Scry is really helpful at higher levels.</p><p></p><p>Help him pick his spells, at least the first one or two per level. Concentrate on only a few attack spells, as Energy Substitution can cover lots of bases later on. </p><p></p><p>Suggested spells:</p><p>Cantrips (7)</p><p>- Ray of Frost; can be used as Ray of Fire</p><p>- Prestidigitation; long duration, lots of uses</p><p>- Read Magic; makes it easier to read found scrolls</p><p>- Mending; great utility and a moneymaker at low levels</p><p>- Mage Hand; safer than handling some stuff with bare skin</p><p>- Detect Magic; almost mandatory </p><p>- Light; useful for a human</p><p></p><p>1st (5)</p><p>- Shield; best 1st level spell</p><p>- Magic Missile; second best 1st level spell, scales well</p><p>- Comprehend Languages; if he has a low INT, this lets him be a translator</p><p>- Feather Fall; pre-quickened and a life saver</p><p>- Reduce; helpful later when he takes teleport for hauling more stuff; also reduces target's STR so makes a nice miscellaneous attack spell</p><p></p><p>2nd (3)</p><p>- Web; acts as concealment (stops Sneak Attack), slows enemy's advance; can take low-STR enemy spellcasters completely out of a fight. Also easily burned away by Energy Substitution (fire) spells</p><p>- Alter Self; disguise + minor shapeshifting (including wings!)</p><p>- Continual Flame; moneymaker at low levels, great concept spell</p><p></p><p>3rd (2)</p><p>- Lightning Bolt; more tactically useful than fireball, can be turned to "Fire Bolt" easily</p><p>- Dispel Magic; a *must have* spell for Sorcerers to use against other mages. </p><p></p><p>Obviously, there are lots of other possibilities, but these would be my favorites for that setup.</p><p></p><p>Option 2, the buffer.</p><p>Human Sorcerer</p><p>Feats: Extend Spell, Point Blank Shot, Weapon Familiarity (some kind of bow, perhaps an EWF: Repeating Crossbow), Rapid Shot, Precise Shot</p><p></p><p>Extend is key. Lets buff spells last longer</p><p></p><p>Put most of his stats in DEX and CHA, in that order. AC is important, but a high DEX will let him use ranged weapons better.</p><p></p><p>Suggested spells:</p><p>Cantrips (7)</p><p>- as above (note Point-blank shot will help with ray of frost damage and hit)</p><p></p><p>1st (5)</p><p>- Shield; best 1st level spell</p><p>- Magic Missile; second best 1st level spell, scales well</p><p>- True Strike; scales to 20th level</p><p>- Feather Fall; pre-quickened and a life saver</p><p>- Expeditious Retreat; lets him flee or engage rapidly</p><p></p><p>2nd (3)</p><p>- Web; acts as concealment (stops Sneak Attack), slows enemy's advance; can take low-STR enemy spellcasters completely out of a fight.</p><p>- Cat's Grace; gives a boost to AC, and to hit with ranged attacks</p><p>- Protection from Arrows; helps stop enemy archers</p><p></p><p>3rd (2)</p><p>- Greater Magic Weapon; cast on bow and quiver at 6th-8th gives +6 to hit and damage, at 9th +9 to hit and damage, etc.</p><p>- Haste; +4 AC and one extra partial action per round. Your friends will love you for it (or Keen instead of haste, to make your arrows more deadly, but I like haste better)</p><p></p><p>Hope that helps,</p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 126234, member: 308"] Option 1, the blaster Human Sorcerer Feats: Still, Silent, Eschew Material Components, Energy Substitution (Fire) Sorcerers do well with metamagic feats. Even though they take a full-round action to use, they highlight how the Sorcerer is far more flexible than the wizard. Still will help if grappled or bound and lots of monsters have improved grab. Silent will help in stealth situations and in a silence field. Eschew Material Components is nice for flavoring the Sorcerer as he won't need a spell component pouch. Energy Substitution doubles the number of elemental attack spells the Sorcerer seems to have. Energy Substitution (Acid) or (Sonic) are more of powergamer Feats, but Fire is a good solid schtick. Later on he can take more Energy Substitution feats to broaden his scope even more. Put most of his stats in CHA, CON and DEX, in that order. AC isn't as important as hit points, but it's close. Let everything else ride at about 10, so he hasn't any penalties. If you've got some points left over, put them in INT to boost his skills. Max out Concentration. Take KN (Arcana) to 5, so he can take Energy Substitution. Then spread the skills out to other things. Scry is really helpful at higher levels. Help him pick his spells, at least the first one or two per level. Concentrate on only a few attack spells, as Energy Substitution can cover lots of bases later on. Suggested spells: Cantrips (7) - Ray of Frost; can be used as Ray of Fire - Prestidigitation; long duration, lots of uses - Read Magic; makes it easier to read found scrolls - Mending; great utility and a moneymaker at low levels - Mage Hand; safer than handling some stuff with bare skin - Detect Magic; almost mandatory - Light; useful for a human 1st (5) - Shield; best 1st level spell - Magic Missile; second best 1st level spell, scales well - Comprehend Languages; if he has a low INT, this lets him be a translator - Feather Fall; pre-quickened and a life saver - Reduce; helpful later when he takes teleport for hauling more stuff; also reduces target's STR so makes a nice miscellaneous attack spell 2nd (3) - Web; acts as concealment (stops Sneak Attack), slows enemy's advance; can take low-STR enemy spellcasters completely out of a fight. Also easily burned away by Energy Substitution (fire) spells - Alter Self; disguise + minor shapeshifting (including wings!) - Continual Flame; moneymaker at low levels, great concept spell 3rd (2) - Lightning Bolt; more tactically useful than fireball, can be turned to "Fire Bolt" easily - Dispel Magic; a *must have* spell for Sorcerers to use against other mages. Obviously, there are lots of other possibilities, but these would be my favorites for that setup. Option 2, the buffer. Human Sorcerer Feats: Extend Spell, Point Blank Shot, Weapon Familiarity (some kind of bow, perhaps an EWF: Repeating Crossbow), Rapid Shot, Precise Shot Extend is key. Lets buff spells last longer Put most of his stats in DEX and CHA, in that order. AC is important, but a high DEX will let him use ranged weapons better. Suggested spells: Cantrips (7) - as above (note Point-blank shot will help with ray of frost damage and hit) 1st (5) - Shield; best 1st level spell - Magic Missile; second best 1st level spell, scales well - True Strike; scales to 20th level - Feather Fall; pre-quickened and a life saver - Expeditious Retreat; lets him flee or engage rapidly 2nd (3) - Web; acts as concealment (stops Sneak Attack), slows enemy's advance; can take low-STR enemy spellcasters completely out of a fight. - Cat's Grace; gives a boost to AC, and to hit with ranged attacks - Protection from Arrows; helps stop enemy archers 3rd (2) - Greater Magic Weapon; cast on bow and quiver at 6th-8th gives +6 to hit and damage, at 9th +9 to hit and damage, etc. - Haste; +4 AC and one extra partial action per round. Your friends will love you for it (or Keen instead of haste, to make your arrows more deadly, but I like haste better) Hope that helps, Greg [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help with a wizard
Top