Sorcerer Spell Review

Nice Transmutation Spells:
Level 1:
Enlarge Person
Nerveskitter
Level 2:
Balor Nimbus
Level 3:
Dragonskin
Slow
Fly
Level 4:
Spell Enhancer
Perfect Summons
Level 5:
Flesh to Ice (Save or die)
Lightning Leap
Enlarge Person, Greater
Level 6:
Bear's Endurance, Mass (Great for large parties)
Bull's Strength, Mass (Great for large parties)
Cat's Grace, Mass (Great for large parties)
Level 7:
Elemental Body
Body of War
Level 8:
Polymorph Any Object

<3!
 

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So, I just happened to run across this spell. Gonna get Teleport in a staff, and my wife who plays can Teleport too. So I'm grabbing -this-.

UNDYING VIGOR OF
THE DRAGONLORDS
Conjuration (Healing)
Level: Sorcerer 5
Components: V
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
A golden ray of light erupts from the ground
beneath you, bathing you in a column of
healing illumination that dances with
yellow fl ecks.
This spell converts arcane spell energy
into pure draconic life energy, guiding
it to repair damage to your body. You
immediately heal 5d6 points of damage.
As part of the casting of this spell, you
can sacrifi ce one sorcerer spell slot of
up to 9th level; doing this increases the
healing by 1d6 points per level of the
sacrifi ced slot. For example, a 10th-level
sorcerer who spent two 5th-level spell
slots (one to cast the spell and another
to enhance it) would heal 10d6 points
of damage.
This spell does not channel positive
energy as divine healing spells do, so
it functions the same for undead spellcasters
as it does for living casters.
Special: If you are of the dragonblood
subtype (see page 4), this spell heals
an extra 1 point of damage per die
rolled.

Edit: I like the look of Repulsion to keep big stupid baddies from coming up to me and breaking my face.
 
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Keeping my Dimension Door spell to keep myself out of Melee. The DM I ran with found ways to snag my poor Dread Necromancer into a melee situation. Even some creature that grappled me off the ground and pulled me up to the ceiling(Poor bastard died from a high rolled Negative Energy Burst though).

The reason for a healing spell is because out team had only one healer, and likely will again. If I take that Divine Companion, does that mean I have to take the Domain feature also?
 
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No, it has nothing whatsover to do with domains.

And a team with one healer is fine. Buy him a lot of wands, it's not like he has to spend his spell slots on healing.
 

What level are you creating this character at?

If you are starting at 1st level, then you ought to plan your spell list including swaps at the appropriate levels (because there are some spells you will want at low level which can be superceded at higher levels - dispel magic and greater dispel magic, for instance.

I notice you haven't got many low level damaging spells - do you seem him as more a buffer and debuffer than a damager? It is useful to keep some damage spells around.

You don't have two of the most useful 2nd level spells for a sorcerer on there.

False Life - think of it as pre-healing yourself. up to 1d10+10 temp hp which last for your level in hours. As you get to higher level you can cast very nice empowered versions for extra hp, and you've got spare spell slots to burn; dramatically increases survivability.

See Invisible - there will be times when you are screwed if you don't have this. It isn't enough to be invisible yourself, what will you do if you face invisible (or ethereal) foes?

Pyrotechnics is another overlooked 2nd level spell that has the benefit of attacking either Fort or Will; in addition the former always blocks line of sight anyway, and the latter has a stupendous area of effect.

At 7th level I would think that Limited Wish is a must, for the sheer versatility.

Cheers
 

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