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Sorcerer spells that stay powerful.
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<blockquote data-quote="Zog" data-source="post: 243335" data-attributes="member: 5083"><p>I would add a few spells to that list...</p><p></p><p>at Second level: Web - a str check at 20 is decent for many monsters. Even a str of 30 gives a +10 - makes the check 50% of the time.... </p><p></p><p>Detect thoughts - Even if you can't read their minds, you can get the # of beings in the area and their intelligence. I see no reason why this would not detect invisable/hiding critters....</p><p></p><p>3rd level - strike dispel magic. At higher levels it becomes next to useless- d20 +10 trying to beat 11+opponent level - you need to roll their level+1 on a d20 to dispel something. You need the full bonus from the 6th level version. Yeah, its great at lower levels, and as soon as you get it - but at higher level you need the 6th level version.</p><p></p><p>4th, 5th & 6th level - Shadow Magic, Evocation, Conjuration, Shades, etc. Versitility, choices, options. They are weak, but you have options. </p><p></p><p>4th level - Add polymorph Self. Don't leave home without it. If you need a high strength, wings, water breathing, a high armor class, disguise yourself, whatever - you got it.</p><p></p><p>9th level (HA!) Gate - instead of Foresight or Time stop. Time stop is an emergency escape/caught with pants down spell. Not as useful as it seems. Foresight - I've always thought belonged a level or two lower. Whatever you need, whatever skills you lack, just open a gate and ask for some help....</p><p></p><p>back to 6th level Summon Monster 6. Celestial Dire Bear. Celestial Unicorn, which can cast healing spells(!!!). Chaos Beast. Yikes nasty stuff.</p><p></p><p>There are WAY to many Really GOOD level Six spells - Analze Dweamor, Greater Dispelling, True seeing, SM6, Contingency, Shades, Greater Shadow Evocation</p><p></p><p>level 7 - Delayed Blast Fireball. Even with the Erratta a fine, fine spell.</p><p></p><p>Level 8 - Horrid Wilting. Only affects the living, but d8 per level, 25d8 (or is it no max?) Ouch</p><p></p><p>And finally, Level 9 - Meteor Swarn. 24d6, no save. Plus the poor cooked fellow who is *also* in the burst takes 6d4 x2 save for half.</p></blockquote><p></p>
[QUOTE="Zog, post: 243335, member: 5083"] I would add a few spells to that list... at Second level: Web - a str check at 20 is decent for many monsters. Even a str of 30 gives a +10 - makes the check 50% of the time.... Detect thoughts - Even if you can't read their minds, you can get the # of beings in the area and their intelligence. I see no reason why this would not detect invisable/hiding critters.... 3rd level - strike dispel magic. At higher levels it becomes next to useless- d20 +10 trying to beat 11+opponent level - you need to roll their level+1 on a d20 to dispel something. You need the full bonus from the 6th level version. Yeah, its great at lower levels, and as soon as you get it - but at higher level you need the 6th level version. 4th, 5th & 6th level - Shadow Magic, Evocation, Conjuration, Shades, etc. Versitility, choices, options. They are weak, but you have options. 4th level - Add polymorph Self. Don't leave home without it. If you need a high strength, wings, water breathing, a high armor class, disguise yourself, whatever - you got it. 9th level (HA!) Gate - instead of Foresight or Time stop. Time stop is an emergency escape/caught with pants down spell. Not as useful as it seems. Foresight - I've always thought belonged a level or two lower. Whatever you need, whatever skills you lack, just open a gate and ask for some help.... back to 6th level Summon Monster 6. Celestial Dire Bear. Celestial Unicorn, which can cast healing spells(!!!). Chaos Beast. Yikes nasty stuff. There are WAY to many Really GOOD level Six spells - Analze Dweamor, Greater Dispelling, True seeing, SM6, Contingency, Shades, Greater Shadow Evocation level 7 - Delayed Blast Fireball. Even with the Erratta a fine, fine spell. Level 8 - Horrid Wilting. Only affects the living, but d8 per level, 25d8 (or is it no max?) Ouch And finally, Level 9 - Meteor Swarn. 24d6, no save. Plus the poor cooked fellow who is *also* in the burst takes 6d4 x2 save for half. [/QUOTE]
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