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Sorcerer Damage Spells

Glitterdust and web are cool, but they're utility spells. I usually end up picking at least one of them for my casters, but neither one can really be considered a "blaster" spell.

For 2nd level, people have already mentioned flaming sphere. On paper, that's 12d6 damage, but it's spread out over four rounds and allows four saves to negate it. There's theoretically damage output, but usually... I prefer to go for the sure thing. I won't lie, I'm actually picking up flaming sphere for my wizard in Pathfinder Society next week. But my first choice for an awesome 2nd-level spell...

I have to go with summon swarm.

A spider swarm does 1d6 damage automatically. Sure, it's only 1d6, but you also get poison and distraction. I personally think that it's sort of awesome to get both automatic damage and a control effect in one spell, especially if your targets don't have recourse to area effect spells.

It's even better if you can cast invisibility beforehand (you can summon monster all you want without breaking invisibility).
 

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Hi guys, I've got a friend who just became a 4th level Sorcerer and so he gets one second level spell. He wants to go pure damage, and lately (during games) has been lamenting his lack of damage compared to the two-handed fighter.

So, I was hoping to get some suggestions from you guys as to the best level 2 damage spells available. We are using CRB, APG, UM, and UC. Also, if it matters, he is focused on Evocation through a feat of some sort, I think.
This might be overly late here's an idea I came up with. If you can tinker with the characters traits, choose magical lineage (p.329 in advanced players guide). Pick flaming sphere as the inherited spell. Then choose extend spell metamagical feat. So every time you cast flaming sphere you can cast it at twice the duration at no cost! The beauty of this is that the spell's damage is doubled because it lasts twice as long. You just need a move action to direct it.
 
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