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<blockquote data-quote="Jack Simth" data-source="post: 2554377" data-attributes="member: 29252"><p>The goal of that build is flexibility - such a Sorceror would very nearly always have just the right spell for the job.</p><p></p><p>If you want something that can dish out loads of damage to a single target (or a smaller amount of precision damage to a short list of targets), replace Silent Spell and Still Spell with Energy Substitution (Something other than Fire, Sonic reccomended) and Energy Admixture (the same), and take Scorching Ray as one of your 2nd level spells known - Energy Admixture it, and you get a 6th level spell slot that deals three touch 4d6 Fire + 4d6 (something) rays, for a total of 24d6 damage if you make all three touch attacks (good for that fighter that's in the way of your fighter's path to the opposing spellcaster ... assuming the opposing spellcaster isn't in range....) with no save - and they can crit, as they have attack rolls attached. </p><p></p><p>If you want to deal lots of damage to a nice, tight formation from a long ways away, replace Still Spell with Empower Spell (and Silent Spell for Enlarge Spell), and make sure to take Fireball as one of your spells known - 15d6 with a 6th level slot that can hit a formation of targets 1,760 feet away - exactly 1/3rd of a mile.</p><p></p><p>If you want to deal damage to lots of targets, take Fireball as one of your 3rd level spells, and swap Still Spell with Widen Spell - then for a 6th level spell slot, you can hit a wider formation (40 foot radius spread) for 10d6 fire damage to everyone in the formation.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2554377, member: 29252"] The goal of that build is flexibility - such a Sorceror would very nearly always have just the right spell for the job. If you want something that can dish out loads of damage to a single target (or a smaller amount of precision damage to a short list of targets), replace Silent Spell and Still Spell with Energy Substitution (Something other than Fire, Sonic reccomended) and Energy Admixture (the same), and take Scorching Ray as one of your 2nd level spells known - Energy Admixture it, and you get a 6th level spell slot that deals three touch 4d6 Fire + 4d6 (something) rays, for a total of 24d6 damage if you make all three touch attacks (good for that fighter that's in the way of your fighter's path to the opposing spellcaster ... assuming the opposing spellcaster isn't in range....) with no save - and they can crit, as they have attack rolls attached. If you want to deal lots of damage to a nice, tight formation from a long ways away, replace Still Spell with Empower Spell (and Silent Spell for Enlarge Spell), and make sure to take Fireball as one of your spells known - 15d6 with a 6th level slot that can hit a formation of targets 1,760 feet away - exactly 1/3rd of a mile. If you want to deal damage to lots of targets, take Fireball as one of your 3rd level spells, and swap Still Spell with Widen Spell - then for a 6th level spell slot, you can hit a wider formation (40 foot radius spread) for 10d6 fire damage to everyone in the formation. [/QUOTE]
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