Need a spell list critique

calypso15

Explorer
So, I'm playing an Enchantery type, level 12 (caster level 10, +2 on Enchantment). DCs are 10+Spell Level+17 (+2 on Enchantment).

Feats: Chain Spell, Corrupt Spell, Extend Spell, Malign Spell Focus

Spells:

1: Charm Person, Disguise Self, Extract Drug, Mage Armor, Nerveskitter
2: Addiction, Invisibility, Melf's Acid Arrow, Stolen Breath
3: Dispel Magic, Sound Lance, Suggestion, Unluck
4: Charm Monster
5: Greater Blink

Thoughts?
Calypso
 

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What sort of character is it (beyond "enchantery")? If you're already playing, what's the campaign like? (Dungeoncrawl? Wilderness? City-based?) What about the rest of the party? Which books do you have access to?
 

He's a lawful evil Sorcerer 6/Mindbender 6 (my DM modified Mindbender). He's charming (yuck yuck) and manipulative. He uses and sells drugs, and uses them as a way to control people. He makes use of minor illusion.

This is for a new campaign. Based on previous experience with this DM, it's going to be based around a city, with frequent excursions around the world, including some dungeon crawls. It will be light on politics.

Books...

Core
Complete Series
Spell Compendium
Book of Vile Darkness
Underdark (with DM approval)
Lords of Madness (with DM approval)
 



calypso15 said:
I used one of my 4th level spells to learn an additional 3rd level spell.

Why?

Do you plan on using Charm Monster constantly?

Other Spells to consider:

Bestow Curse
Assay Spell Resistance
Ruin Delver's Fortune
Greater Invisibility (excellent for use on Charmed beasties!)

-Stuart
 

szilard said:
Do you plan on using Charm Monster constantly?

Other Spells to consider:

Bestow Curse
Assay Spell Resistance
Ruin Delver's Fortune
Greater Invisibility (excellent for use on Charmed beasties!)

Not really, but it's sort of my character's "thing". I'd rather drop one of the third level spells and pick up an additional fourth level spell, but I just can't imagine what to drop out of the 4 third level spells I have. I could drop suggestion, seeing as I can use it 2/day on Large or smaller creatures...

Calypso
 

calypso15 said:
So, I'm playing an Enchantery type, level 12 (caster level 10, +2 on Enchantment). DCs are 10+Spell Level+17 (+2 on Enchantment).

Feats: Chain Spell, Corrupt Spell, Extend Spell, Malign Spell Focus

Spells:

1: Charm Person, Disguise Self, Extract Drug, Mage Armor, Nerveskitter
2: Addiction, Invisibility, Melf's Acid Arrow, Stolen Breath
3: Dispel Magic, Sound Lance, Suggestion, Unluck
4: Charm Monster
5: Greater Blink

Thoughts?
Calypso

1: Drop Nerveskitter, the bonus to Initiative is good, but pick up a wand of it and choose something that is solid and scales with level. Drop Mage Armor, by this time you should have Bracers of Armor to compensate. Magic Missile is always a good fallback, particularly against incorporeal foes.
2: Drop Stolen Breath, it can be negated relatively quickly, even though it doesn't have a save, at best it really just takes someone out of action for one round. Exchange Melf's Acid Arrow for Scorching Ray, a much better choice at this level. Pick up Glitterdust, it can blind and can reveal invisible opponents.
3: Drop Suggestion, you have it as an ability and will pick up Dominate Monster in a bit. Drop Unluck, it's not a really good spell allowing both save and SR to maybe get some beneficial effects. Why Sound Lance instead of an area of effect attack spell (which you don't have)?
4: Bestow Curse could be fun with your focus on manipulation and controlling people. Voice of the Dragon would give you back the ability to use Suggestion, but also add bonuses to social skills which are important for your character.
5: Greater Blink is a good defensive choice since you have few.
 

Ferrix said:
1: Drop Nerveskitter, the bonus to Initiative is good, but pick up a wand of it and choose something that is solid and scales with level. Drop Mage Armor, by this time you should have Bracers of Armor to compensate. Magic Missile is always a good fallback, particularly against incorporeal foes.
2: Drop Stolen Breath, it can be negated relatively quickly, even though it doesn't have a save, at best it really just takes someone out of action for one round. Exchange Melf's Acid Arrow for Scorching Ray, a much better choice at this level. Pick up Glitterdust, it can blind and can reveal invisible opponents.
3: Drop Suggestion, you have it as an ability and will pick up Dominate Monster in a bit. Drop Unluck, it's not a really good spell allowing both save and SR to maybe get some beneficial effects. Why Sound Lance instead of an area of effect attack spell (which you don't have)?
4: Bestow Curse could be fun with your focus on manipulation and controlling people. Voice of the Dragon would give you back the ability to use Suggestion, but also add bonuses to social skills which are important for your character.
5: Greater Blink is a good defensive choice since you have few.

A few comments

1. Would a wand of Nerve Skitter even work? Using a wand is a standard action, how does that work in the context of this spell?
2. Scorching Ray... that requires a range touch. My BAB is 6 and my Dex is 10 :D. Also, I've never fully understood how you're supposed to use Glitterdust. It's an area spell, but how do you know where to cast it? I mean, the target is invisible!
3. Yeah, I think I will drop Suggestion. Unluck is nice because it works on anything. Undead, constructs, whatever. The Will save limits it, but the benefit is huge. And Sound Lance over Fireball... namely, because it's an attack spell that requires a Fortitude save and works on Undead/Constructs. Evasion/Improved Evasion don't work against it, and it'll make a great anti-rogue/anti-caster spell, who tend to have decent Reflex and Will saves.
4. Bestow Curse could be cool, but again, requires a touch attack. I'll have to look into Voice of the Dragon. I don't have Draconomicon. Sounds cool though.

Calypso
 

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