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Sorceor spellselection
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<blockquote data-quote="bitbug" data-source="post: 184878" data-attributes="member: 4236"><p><strong>My spell list; comments encouraged</strong></p><p></p><p>Here's my Sorceror's spell list (or will be, if</p><p>he gets to 20th level). It's also pretty min-maxed. Explanations follow the list; comments are encouraged.</p><p></p><p>0</p><p>Arcane Mark</p><p>Detect Poison</p><p>Detect Magic</p><p>Light</p><p>Disrupt Undead</p><p>Mage Hand</p><p>Prestidigitation</p><p>Ray of Frost</p><p>Flare</p><p></p><p>1</p><p>Magic Missile</p><p>Mage Armor</p><p>Identify</p><p>Detect Secret Doors</p><p>Reduce</p><p></p><p>2</p><p>Glitterdust</p><p>Blindness</p><p>Mirror Image</p><p>Alter Self</p><p>Darkvision</p><p></p><p>3</p><p>Fly</p><p>Haste</p><p>Lightning Bolt</p><p>Protection from Elements</p><p></p><p>4</p><p>Polymorph Other</p><p>Confusion</p><p>Improved Invisibility</p><p>Enervation</p><p></p><p>5</p><p>Wall of Force</p><p>Feeblemind</p><p>Prying Eyes</p><p>Hold Monster</p><p></p><p>6</p><p>Greater Dispelling</p><p>Eyebite</p><p>Disintegrate</p><p></p><p>7</p><p>Limited With</p><p>Mass Invisibility</p><p>Teleport without Error</p><p></p><p>8</p><p>Symbol</p><p>Polymorph Any Object</p><p>Mind Blank</p><p></p><p>9</p><p>Shapechange</p><p>Gate</p><p>Mordenkainen's Disjunction</p><p></p><p>Feats</p><p>Chain Spell</p><p>Ideal with ranged utility spells or targeted spells with no saving throw, like Haste, Enervation, and Greater Dispelling.</p><p></p><p>Spell Selection</p><p>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.</p><p></p><p>1st</p><p>Mage Armor</p><p>Redundant with bracers, but lasts forever and your party will thank you when it starts getting its butt kicked by incorporeals.</p><p></p><p>Identify</p><p>Better than schlepping back to far away places to have somebody else do it, and it scales with level.</p><p></p><p>Detect Secret Doors</p><p>An often useful adventuring spell.</p><p></p><p>Reduce</p><p>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.</p><p></p><p>2nd</p><p>Glitterdust</p><p>I like this better than See Invisible. It lets others see said invisible targets and affects an area, plus bonus Blindness effect.</p><p></p><p>Alter Self</p><p>Cheap flight and water breathing.</p><p></p><p>Darkvision</p><p>I like to see in the dark, and lasts a long time.</p><p></p><p>3rd</p><p>Lightning Bolt</p><p>Slightly alterable shape makes it more flexible than Fireball.</p><p></p><p>Dispel Magic</p><p>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.</p><p></p><p>Fly</p><p>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.</p><p></p><p>4th</p><p>Polymorph Other</p><p>Effectively an instant-death spell, plus has utility for helping out one's party in odd situations.</p><p></p><p>Improved Invisibility</p><p>Enough said.</p><p></p><p>Enervate</p><p>Subtract 1d4 from target's attacks and saves? Sign me up. Add Chain, go to town.</p><p></p><p>5th</p><p>Feeblemind</p><p>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.</p><p></p><p>Wall of Force</p><p>Tactically useful at isolating enemies, plus defense.</p><p></p><p>Hold Monster</p><p>Needed single target spell for melees; party won't appreciate Confusion. Also effectively an instant-death spell.</p><p></p><p>Prying Eyes</p><p>An unusual choice. Number of eyes and duration scale, plus has tactical and informational uses.</p><p></p><p>6th</p><p>Eyebite</p><p>Flexible effects and save type.</p><p></p><p>Disintegrate</p><p>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]</p><p></p><p>7th</p><p>Limited Wish</p><p>What more need be said?</p><p></p><p>Mass Invisibility</p><p>All-party stealth.</p><p></p><p>Teleport without Error</p><p>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.</p><p></p><p>8th</p><p>Mind Blank</p><p>Total defense to Hold, Dominate and Confusion, plus bonus anti-scrying capability.</p><p></p><p>Symbol</p><p>Lots of flexibility, plus you can attack an area without harming your party.</p><p></p><p>Polymorph Any Object</p><p>Great, fun spell, again more flexibility.</p><p></p><p>9th</p><p>Shapechange</p><p>Offense, defense, and utility in one spell.</p><p></p><p>Gate</p><p>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).</p><p></p><p>Mordenkainen's Disjunction</p><p>Killer anti-magic spell. Somewhat worried this is too redundant with Greater Dispelling.</p></blockquote><p></p>
[QUOTE="bitbug, post: 184878, member: 4236"] [b]My spell list; comments encouraged[/b] 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. [/QUOTE]
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