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Sorcerer "Swiss Army Knife" Spell selection
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<blockquote data-quote="roguerouge" data-source="post: 4137997" data-attributes="member: 13855"><p>A gambler/blaster theme, eh? Well, let's see what I can recommend from the srd:</p><p></p><p>0: </p><p>Ghost Sound: For the distractions necessary to cheat at cards and dice</p><p>Mage Hand: 5-pound telekinesis for when you want to see the other guy's hole card.</p><p>Prestidigitation: 'Cause you gots to have your drinks chilled.</p><p>Acid Splash: Your "out of blaster spells" blaster spell.</p><p>Detect Magic: Detects extremely valuable treasure.</p><p>Message: good for cheating with a partner</p><p></p><p>1:</p><p>Charm Person: The charmer's fireball spell.</p><p>Magic Missile: It's too good not to take.</p><p>Grease: Battlefield control, but maybe you drop it later.</p><p></p><p>Options:</p><p>Ray of Enfeeblement: No save and you'll be good at it with your Dex</p><p>Obscuring Mist: The escape spell.</p><p>Minor Image: change the suit of your cards, but drop it once you get major image.</p><p></p><p>2:</p><p>Web: best battlefield control spell of this level</p><p>Scorching Ray: best blaster spell of this level, especially with your dex. (You've now got fire, acid, and force damage at your disposal.)</p><p>Alter Self: You get: Disguise +10, natural size, mundane movement capabilities, natural armor bonus, natural weapons, racial skill bonuses, and racial bonus feats.</p><p></p><p>Options:</p><p>Invisibility: maybe get it now and drop it once you get the greater version.</p><p>Eagle's Splendor: Aside from the ego boost, it's a +2 to your save DCs</p><p>Touch of Idiocy: whoo-ee! lotsa ability damage; downside is that pesky touching thing.</p><p>Glitterdust: save or stink, plus defends against invisible creatures.</p><p>Acid arrow: if acid splash just isn't good enough.</p><p></p><p>3:</p><p>Lightning Bolt: Scorching Ray's your fire spell. Now you're only missing cold damage.</p><p>Major Image: Now, your illusionary cards still have the lingering heat of your hands for extra realism. Plus, it's the one illusion spell this character concept will ever need.</p><p>Fly: For when you would rather not be in melee</p><p>Summon Monster III: it's three spells for the price of one!</p><p></p><p>Options:</p><p>Dispel Magic: great, but probably worth letting the cleric deal with those issues.</p><p>Protection from Energy: see above</p><p>Slow: an under-rated save or stink spell.</p><p></p><p>4:</p><p>Ice Storm: now you just need sonic</p><p>Black Tentacles: Oh, sweet jeebus!</p><p>Invisibility, Greater: Combine with silent spell and fly for the ultimate in safety.</p><p>Polymorph: Get this, drop Alter Self and replace it with Acid Arrow.</p><p></p><p>Options:</p><p>Solid Fog: A valid choice if you don't want Black Tentacles to earn you your DM's wrath.</p><p>Shout: Probably best to just buy a wand or some scrolls of something that deals sonic damage.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4137997, member: 13855"] A gambler/blaster theme, eh? Well, let's see what I can recommend from the srd: 0: Ghost Sound: For the distractions necessary to cheat at cards and dice Mage Hand: 5-pound telekinesis for when you want to see the other guy's hole card. Prestidigitation: 'Cause you gots to have your drinks chilled. Acid Splash: Your "out of blaster spells" blaster spell. Detect Magic: Detects extremely valuable treasure. Message: good for cheating with a partner 1: Charm Person: The charmer's fireball spell. Magic Missile: It's too good not to take. Grease: Battlefield control, but maybe you drop it later. Options: Ray of Enfeeblement: No save and you'll be good at it with your Dex Obscuring Mist: The escape spell. Minor Image: change the suit of your cards, but drop it once you get major image. 2: Web: best battlefield control spell of this level Scorching Ray: best blaster spell of this level, especially with your dex. (You've now got fire, acid, and force damage at your disposal.) Alter Self: You get: Disguise +10, natural size, mundane movement capabilities, natural armor bonus, natural weapons, racial skill bonuses, and racial bonus feats. Options: Invisibility: maybe get it now and drop it once you get the greater version. Eagle's Splendor: Aside from the ego boost, it's a +2 to your save DCs Touch of Idiocy: whoo-ee! lotsa ability damage; downside is that pesky touching thing. Glitterdust: save or stink, plus defends against invisible creatures. Acid arrow: if acid splash just isn't good enough. 3: Lightning Bolt: Scorching Ray's your fire spell. Now you're only missing cold damage. Major Image: Now, your illusionary cards still have the lingering heat of your hands for extra realism. Plus, it's the one illusion spell this character concept will ever need. Fly: For when you would rather not be in melee Summon Monster III: it's three spells for the price of one! Options: Dispel Magic: great, but probably worth letting the cleric deal with those issues. Protection from Energy: see above Slow: an under-rated save or stink spell. 4: Ice Storm: now you just need sonic Black Tentacles: Oh, sweet jeebus! Invisibility, Greater: Combine with silent spell and fly for the ultimate in safety. Polymorph: Get this, drop Alter Self and replace it with Acid Arrow. Options: Solid Fog: A valid choice if you don't want Black Tentacles to earn you your DM's wrath. Shout: Probably best to just buy a wand or some scrolls of something that deals sonic damage. [/QUOTE]
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