Sorceor spellselection

Well, a standard Wizard starts with 3 7th level spells (high int and specialization), so it's really not that much of a problem.

I don't know if I would really want to waste two feats for quickened haste (which is pretty much, what Arcane Preparation does, plus a few quickened magic missiles probably), it's not like Sorcerers are blessed with a lot of feats and while quickened haste is definitely cool to have, it's not really that important IMHO. Maybe for an extremely combat-oriented Sorcerer, but there's still Simbul's Spell Matrix to achieve the same most of the time.

Bye
Thanee
 

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Thanee said:


Ok, let's assume, that the damage adds up (it's not so clear, but I think it sounds reasonable).

The average DC then is 20+spell level (10+1/2 continuous damage+spell level).

An 11th level spellcaster (assuming the same level) would beat this DC easily! And considering you spent a full three rounds on doing this, it surely does not sound like an efficient tactic to me, altho I must admit, that it sounds like a lot of fun (and that's really more important)! :)

Bye
Thanee


I think your math is off slightly.

The average DC for 10 + 8d4 should be 8 time 2.5 or 20 + 10 or DC 30. Now, A 11th level person with 14 ranks in concentration and a 20 con has a +19 concentration check. This person will fail 55% of the time. Granted he could have spent a feat on Skill focus concentration to reduce that to failing 45% of the time but that is a huge expenditure of skill points.

As the Melf's acid arrow is a conjuration spell that summon's an arrow that deals 2d4 acid each round for its duration. Then the effect's should stack. If the spell just did 2d4 damage each round they would not. As damage dice do not stack. Being an item that deals damage instead of a spell that does the continuous damage.
People don't seem to have as much of a problem grasping the concept of a Sorceror conjuring a Slaadi up that hits for damage the first round then conjuring up another the next round that pounds on the same opponent. If a person wanted to be anal retentive about it they could claim that they are already under the effect of one summons monster spell and therefor cannot be effected by another.


Just some random thoughts,
 
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Macbrea said:
As the Melf's acid arrow is a conjuration spell that summon's an arrow that deals 2d4 acid each round for its duration. Then the effect's should stack. If the spell just did 2d4 damage each round they would not. As damage dice do not stack. Being an item that deals damage instead of a spell that does the continuous damage.

I was pointing towards the little 'last' in the Concentration skill DC formula.

But as I said, I agree with the added up damage.

Bye
Thanee
 

Ideas for Vermin Mage

I've just started playing a goblin Rog 1/Sor 1 in one game, and have just advanced a level. I'm going to keep going up in sorcerer I think, and will probably opt for the flavour choices rather than power choices. I have no idea what feat to take for his third level feat. I chose Enschew Materials, but forgot about the full round casting draw back, so will try and change it.

He is a scrawny, pathetic little goblin (str 8, con 7) who so far has survived by playing dead, hiding and running away. The spells I choice for him at 1st level Sor are:
0- Daze, Prestidigation, Disrupt Undead, Ray of Frost,
1- Burning hands, Shield.

The only one I have used so far has been prestidigitation, and have been relying on a wand of magic missiles the DM gave me out of pity :) He has a rat familiar however, and I have been thinking that a vermin focus could make for an interesting character path for this guy.

Does anyone know of any arcane based prestige classes with a vermin focus? What would be some good spell and feat selections to help with the vermin feel?
 

My spell list; comments encouraged

Here's my Sorceror's spell list (or will be, if
he gets to 20th level). It's also pretty min-maxed. Explanations follow the list; comments are encouraged.

0
Arcane Mark
Detect Poison
Detect Magic
Light
Disrupt Undead
Mage Hand
Prestidigitation
Ray of Frost
Flare

1
Magic Missile
Mage Armor
Identify
Detect Secret Doors
Reduce

2
Glitterdust
Blindness
Mirror Image
Alter Self
Darkvision

3
Fly
Haste
Lightning Bolt
Protection from Elements

4
Polymorph Other
Confusion
Improved Invisibility
Enervation

5
Wall of Force
Feeblemind
Prying Eyes
Hold Monster

6
Greater Dispelling
Eyebite
Disintegrate

7
Limited With
Mass Invisibility
Teleport without Error

8
Symbol
Polymorph Any Object
Mind Blank

9
Shapechange
Gate
Mordenkainen's Disjunction

Feats
Chain Spell
Ideal with ranged utility spells or targeted spells with no saving throw, like Haste, Enervation, and Greater Dispelling.

Spell Selection
I tried to select spells that were generally useful, flexible in effect and/or save type, and scale with level. I didn't want too many attack spells. I could have chosen Horrid Wilting over Mind Blank, for example. HW is a great attack spell. I'd rather not get Held or Dominated; being useless or used against the party sucks.

1st
Mage Armor
Redundant with bracers, but lasts forever and your party will thank you when it starts getting its butt kicked by incorporeals.

Identify
Better than schlepping back to far away places to have somebody else do it, and it scales with level.

Detect Secret Doors
An often useful adventuring spell.

Reduce
Doesn't just weaken an opponent's Str; think bigger. It also reduces weapon size. Huge weapons deal out mondo damage. Plus you can Reduce the party and Teleport them.

2nd
Glitterdust
I like this better than See Invisible. It lets others see said invisible targets and affects an area, plus bonus Blindness effect.

Alter Self
Cheap flight and water breathing.

Darkvision
I like to see in the dark, and lasts a long time.

3rd
Lightning Bolt
Slightly alterable shape makes it more flexible than Fireball.

Dispel Magic
I'll suffer the pain of waiting for Greater Dispelling. This isn't effective at high levels against spell casters, though the utility of Chained Dispel Magic at taking out wand and potion buffs in an enemy party shouldn't be discounted. In the end, there's just too many other good 3rd level spells.

Fly
Teleport is better for long-disance travel, and Fly might be too redundant with items. Still, a generally good spell. I'd listen to arguments for something else.

4th
Polymorph Other
Effectively an instant-death spell, plus has utility for helping out one's party in odd situations.

Improved Invisibility
Enough said.

Enervate
Subtract 1d4 from target's attacks and saves? Sign me up. Add Chain, go to town.

5th
Feeblemind
Ideal for taking out enemy spellcasters, plus one of the few spells whose utility increases against high-level opponents: they are more likely to have spell-like abilities and suffer -4 to save.

Wall of Force
Tactically useful at isolating enemies, plus defense.

Hold Monster
Needed single target spell for melees; party won't appreciate Confusion. Also effectively an instant-death spell.

Prying Eyes
An unusual choice. Number of eyes and duration scale, plus has tactical and informational uses.

6th
Eyebite
Flexible effects and save type.

Disintegrate
Not just an instant-death spell. You can't escape Forcecage or Wall of Force with Finger of Death. I don't like the necessity of making an attack roll, but I'll live. [Smile]

7th
Limited Wish
What more need be said?

Mass Invisibility
All-party stealth.

Teleport without Error
No mishaps or off-target 'ports. Note that with Teleport, you can arrive off-target or have mishaps even if you are looking directly at the target. That was enough for me, though I'd appreciate hearing countervailing arguments.

8th
Mind Blank
Total defense to Hold, Dominate and Confusion, plus bonus anti-scrying capability.

Symbol
Lots of flexibility, plus you can attack an area without harming your party.

Polymorph Any Object
Great, fun spell, again more flexibility.

9th
Shapechange
Offense, defense, and utility in one spell.

Gate
Ultimate summoning spell. Summon monsters with CRs that are effective. Summon X generally summons monsters that are too low CR relative to the party and its enemies (IMHO).

Mordenkainen's Disjunction
Killer anti-magic spell. Somewhat worried this is too redundant with Greater Dispelling.
 

Re: My spell list; comments encouraged

bitbug said:


1
Detect Secret Doors


I would really be prone to change this spell out for Shield. This spell has about the most bang for the buck that you could possibly want.
 
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Teleport without Error

In combat, Teleport is fairly reliable; out of combat it's still fairly reliable and 2 levels lower. You have to roll really really really really badly for a 10th+ level Sorcerer to get killed by a bad Teleport. Sure, you could take a few score of damage, but that shouldn't kill you and by that level, that which doesn't kill you isn't so bad.

While using it to escape a bad combat is risky, since you're probably low on hit points, I still feel the two level shift isn't worth it for the Sorcerer to waste a 7th level spell on the "without Error" version. I'd rather have Shadow Walk, for instance, as an emergency exit spell if you must have one.

Greg
 

bitbug:

Shield is an absolute no-brainer, you really should take that spell, too!

I like the Reduce, we are using this all the time in combination with Teleport.

Glitterdust does not replace See Invisibility! You need a way to detect those invisible nasties before you can Glitterdust them!

Confusion? Do you really need that?
Energy Buffer from Tome & Blood might be a good replacement, or Dimension Door (you sure want a spell to escape a Grapple, don't you).

Dispel Magic is necessary to end Polymorph Other, unless you don't plan to use it on your own or your buddies. Of course the cleric could do that as well.

Bye
Thanee
 

Re: Ideas for Vermin Mage

CullAfulMoshuN said:
I chose Enschew Materials, but forgot about the full round casting draw back, so will try and change it.

A full-round action isn't that bad. Spell + 5' step normally doesn't affect me. (It's not a full round casting, as in from the end of your turn to the beginning of your next.)
 

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