Thanee
First Post
Hiyas!
I have thought about what spells my sorceress might choose and wrote them down. Here's a quick writeup of her and what I plan to choose (of course this is subject to change due to what's happening in the campaign - maybe she'll find herself in need of choosing a special spell or anything... you never know - it's just a plan, not set into stone).
Rahja - Human Sorceress (Incantatrix) - CG - Patron Deity: Sune
S10 D17 C15 I17 W12 C18 (that's 4d6 drop lowest
)
Skills: Bluff, Concentration, Knowledge (arcana), Knowledge (planes), Spellcraft, Spot, Use Magic Device plus some Listen, Perform (dance), Ride and whatever else seems appropriate
Languages: Common, Celestial, Abyssal, Infernal
Feats: Spellcasting Prodigy, Education (planning to take 3: Iron Will, 6: Silent Spell, 7: Empower Spell, 9: Spell Focus: Enchantment (+2 DC, no GSF available), 11: Quicken Spell, 12: Arcane Preparation, 15: Spell Penetration, 16: Heighten Spell, 18: Improved Initiative or Greater Spell Penetration)
Background (very short): Rahja has been born under a promising sign and her magical talent was discovered early. She was sent to a powerful wizard for training, but she somehow didn't seem to get along with wizardry very well, manipulating the arcane energies more intuitively than how she was told. Still, she gained a lot of knowledge during her training and a special interest in the outer planes arose during this time. At some day it became obvious that this wasn't the right way for her; her teacher realized, that he didn't do much to further her talent altho it had been grown stronger and stronger over time. That was the time, when she started to go adventuring, practicing her magical talent and experimenting with new and interesting ideas.
At 7th level she will become an Incantatrix, thereby specializing in Abjuration and dropping Evocation and Necromancy (she will keep some low level spells from these schools, the ones she has learned until then).
Ok, so much to have a better picture of her, now on to the spell plan...
We'll only use 3.5 spells (so only PHB for now, only exceptions are some special domain spells, but since our Cleric has Luck and Travel domains, it didn't come into play anyways), altho Feats and Prestige Classes from 3.0 are available still!
1) Detect Magic, Read Magic, Daze, Prestidigitation, Shield, Color Spray
2) Light
3) Ray of Enfeeblement
4) Mage Hand, Scorching Ray
5) Mage Armor [was Magic Missile], False Life
6) Message, Fireball, Mending (swap out Daze)
7) True Strike [was Reduce Person], Invisibility, Suggestion
8) Open/Close, Polymorph, Featherfall (swap out Color Spray)
9) See Invisibility, Dispel Magic, Dimension Door
10) Arcane Mark, Telekinesis [was Hold Monster]
11) Resist Energy [was Knock], Magic Circle against Evil, Dimensional Anchor, Dominate Person [was Telekinesis]
12) Planar Binding
13) Charm Monster, Hold Monster [was Dominate Person], Summon Monster VI [was Disintegrate]
14) Limited Wish, Displacement (swap out Dispel Magic)
15) Persistant Image, Greater Dispel Magic, Greater Teleport
16) Greater Planar Binding, Disintegrate [was Mass Suggestion] (swap out Planar Binding)
17) Spell Turning, Greater Shadow Evocation
18) Dominate Monster, Wall of Stone (swap out Dominate Person)
19) Otto's Irresistible Dance, Shapechange
20) Summon Monster IX, Mass Suggestion (swap out Summon Monster VI)
She'll try to get a scroll of Arcane Sight and Tongues to make permanent (through another scroll or Limited Wish). Permanent spells are a bit more resistant against dispelling in our games, they must be targeted specifically to have any chance of dispelling them!
That's my plan for now (it's still subject to change, i.e. maybe she'll swap out Fireball at some point to get Phantom Steed or Protection from Energy).
Anyways, how do you like this spell selection?
Anything you don't like at all?
Anything you feel is missing completely?
Any comments appreciated!
Bye
Thanee
I have thought about what spells my sorceress might choose and wrote them down. Here's a quick writeup of her and what I plan to choose (of course this is subject to change due to what's happening in the campaign - maybe she'll find herself in need of choosing a special spell or anything... you never know - it's just a plan, not set into stone).
Rahja - Human Sorceress (Incantatrix) - CG - Patron Deity: Sune
S10 D17 C15 I17 W12 C18 (that's 4d6 drop lowest

Skills: Bluff, Concentration, Knowledge (arcana), Knowledge (planes), Spellcraft, Spot, Use Magic Device plus some Listen, Perform (dance), Ride and whatever else seems appropriate
Languages: Common, Celestial, Abyssal, Infernal
Feats: Spellcasting Prodigy, Education (planning to take 3: Iron Will, 6: Silent Spell, 7: Empower Spell, 9: Spell Focus: Enchantment (+2 DC, no GSF available), 11: Quicken Spell, 12: Arcane Preparation, 15: Spell Penetration, 16: Heighten Spell, 18: Improved Initiative or Greater Spell Penetration)
Background (very short): Rahja has been born under a promising sign and her magical talent was discovered early. She was sent to a powerful wizard for training, but she somehow didn't seem to get along with wizardry very well, manipulating the arcane energies more intuitively than how she was told. Still, she gained a lot of knowledge during her training and a special interest in the outer planes arose during this time. At some day it became obvious that this wasn't the right way for her; her teacher realized, that he didn't do much to further her talent altho it had been grown stronger and stronger over time. That was the time, when she started to go adventuring, practicing her magical talent and experimenting with new and interesting ideas.
At 7th level she will become an Incantatrix, thereby specializing in Abjuration and dropping Evocation and Necromancy (she will keep some low level spells from these schools, the ones she has learned until then).
Ok, so much to have a better picture of her, now on to the spell plan...
We'll only use 3.5 spells (so only PHB for now, only exceptions are some special domain spells, but since our Cleric has Luck and Travel domains, it didn't come into play anyways), altho Feats and Prestige Classes from 3.0 are available still!
1) Detect Magic, Read Magic, Daze, Prestidigitation, Shield, Color Spray
2) Light
3) Ray of Enfeeblement
4) Mage Hand, Scorching Ray
5) Mage Armor [was Magic Missile], False Life
6) Message, Fireball, Mending (swap out Daze)
7) True Strike [was Reduce Person], Invisibility, Suggestion
8) Open/Close, Polymorph, Featherfall (swap out Color Spray)
9) See Invisibility, Dispel Magic, Dimension Door
10) Arcane Mark, Telekinesis [was Hold Monster]
11) Resist Energy [was Knock], Magic Circle against Evil, Dimensional Anchor, Dominate Person [was Telekinesis]
12) Planar Binding
13) Charm Monster, Hold Monster [was Dominate Person], Summon Monster VI [was Disintegrate]
14) Limited Wish, Displacement (swap out Dispel Magic)
15) Persistant Image, Greater Dispel Magic, Greater Teleport
16) Greater Planar Binding, Disintegrate [was Mass Suggestion] (swap out Planar Binding)
17) Spell Turning, Greater Shadow Evocation
18) Dominate Monster, Wall of Stone (swap out Dominate Person)
19) Otto's Irresistible Dance, Shapechange
20) Summon Monster IX, Mass Suggestion (swap out Summon Monster VI)
She'll try to get a scroll of Arcane Sight and Tongues to make permanent (through another scroll or Limited Wish). Permanent spells are a bit more resistant against dispelling in our games, they must be targeted specifically to have any chance of dispelling them!
That's my plan for now (it's still subject to change, i.e. maybe she'll swap out Fireball at some point to get Phantom Steed or Protection from Energy).
Anyways, how do you like this spell selection?
Anything you don't like at all?
Anything you feel is missing completely?
Any comments appreciated!

Bye
Thanee
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