Spell Suggestions

GakToid

Explorer
My sorcerer/incantrix is turning level 11 soon and I need advice on the new 4 new spells I'm going to be able to pick (1 at each 2, 3, 4, and 5 levels).

Here's a brief character summary:
Drager Adlinsk
Male Human Sor6/Itx4
Str 8(-1), Dex 16(+3), Con 14(+2), Int 12(+1), Wis 10(+0), Cha 24(+7);
Skills: Concentration +15, Heal +3, Knowledge (arcana) +10, Knowledge (the planes) +5, Spellcraft +24, Spot +7
Feats: Iron Will, Point Blank Shot, Precise Shot, Skill Focus(Spellcraft), Empower Spell, Sculpt Spell, Split Ray

Spells Known
—— 0-Level Spells (Cantrips) ——
Arcane Mark
Detect Magic
Detect Poison
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Read Magic
—— 1st-Level Spells ——
Grease
Magic Missile
Protection from Evil
Ray of Enfeeblement
Shield
—— 2nd-Level Spells ——
Glitterdust
Invisibility
Scorching Ray
Web
—— 3rd-Level Spells ——
Dispel Magic
Fireball
Fly
—— 4th-Level Spells ——
Dimension Door
Enervation
—— 5th-Level Spells ——
Wall of Force

[edit]Prohibited school: Enchantment[/edit]

Any book is available, with DM's approval. I'm having a real problem with SR right now, so spells that avoid it get bonus points. Evard's is a personal favorite. This character likes rays.

Any other suggestions?

-Gak Toid
 
Last edited:

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GakToid said:
This character likes rays.

Any other suggestions?

-Gak Toid

Gatling ray build. It's a very well-known incantrix build designed to fire off some obscene number of rays every round. I'm sure it's on the board if you look around a bit.
 

Personally, I'd pick something like this:

2nd: Acid Arrow [no Spell Resistance]
3rd: Either: Stinking Cloud [no Spell Resistance], Or: Ray of Exhaustion (for another ray)
4th: Either: Black Tentacles [no Spell Resistance], Or: Phantasmal Killer (insta-kill spell)
5th: Either: Permanency [no Spell Resistance] (for self with Detect and Read Magic; for objects or areas with Invisibility, Stinking Cloud, Wall of Force and Web), Or: Cone of Cold (for heafty damage), Or: Prying Eyes [no Spell Resistance] (for excellent scouting).

Let us know what you choose.

Ciao
Dave
 

Some ideas:

2nd -
See Invisible - you can see the targets you're going to mark with Glitterdust.
Gust of Wind - useful for getting rid of cloud spells. Can be useful in other situations. Especially good for getting rid of your own Solid Fogs, if you take them.
Minor Image - illusion with limited sound. I love illusions and find I can get a lot of mileage out of them... guess it depends on the DM quite a bit.
False Life - D10+10 temporary hit points are useful.

3rd -
Displacement - great defensive spell... can even use it to buff your friends.
Haste - almost guaranteed to make you popular in a party. Good for running away.
Heroism - +2 morale to attack rolls, saves and skill checks. 10 mins/level. The bonus to hit works with all those touch attack spells. Great mid-term buff for the whole party at higher levels. Morale not being a common boost IME.

4th -
Solid Fog - no save/no sr. Can totally neutralise someone without freedom of movement/teleportation. A bit redundant as you've got Evards and Wall of Force, but I'm a big fan.
Orb spells (from complete Arcane) - Level X D6 damage. Touch attack. No save (from the damage). No SR. Yikes! Suprised you don't have one already - Acid Orb seems popular...
Polymorph - turn your parties fighter into a janky munchkin killing machine. Has it's defensive/utility uses for you as well. Why fly when you can turn into a winged elf?
Confusion - I like it. Admitedly Will save + Spell penetration, so not ideal for you. However throw it at a big enough group of enemies and it'll ruin someones day.

5th -
Teleport - well, it's so useful...
Telekinisis - very versatile and the Violent Thrust to hurl objects use offers no save or SR, although a difficult attack roll to hit (at least it uses Chr instead of Dex). Get a quiver of arrows and a scroll of Flame Arrow for added nasty. Combat maneuver version can be devastating in the right situation.
Summon Monster 5 - few nice monsters on that list - celestial griffons are all good. No save or SR against those guys either. :) Unfortunately it will rapidly lose power as you level.


And of course Assay Resistance - can't recall the level or splatbook (Complete Arcane or Complete Adventurer), but this could be the spell for you! Cast it on yourself, pick a target, you get +10 to checks to beat that targets SR. Nasty.
 

Spells Known
—— 0-Level Spells (Cantrips) ——
...
—— 1st-Level Spells ——
Grease
Magic Missile
Protection from Evil
Ray of Enfeeblement
Shield
—— 2nd-Level Spells ——
Glitterdust
Invisibility
Scorching Ray
Web
—— 3rd-Level Spells ——
Dispel Magic
Fireball
Fly
—— 4th-Level Spells ——
Dimension Door
Enervation
—— 5th-Level Spells ——
Wall of Force

[edit]Prohibited school: Enchantment[/edit]

I'm having a real problem with SR right now...

Your obvious 4th level choice is: Assay Resistance from Complete Arcane.
Alternatively: Polymorph.
Also obvious, 2nd level choice is: False Life.
Consideration for 3rd level: Slow, Haste, Protection from Energy.
Super nasty spell for 5th level: Fleshshiver from Player's Guide to Faerûn.
Another good one: Greater Blink from Complete Arcane.

About feats (yes, I know you don't get a feat this level)... are you heading for Archmage?
In that case you'll need to start learning Spell Focus (twice).

I'd also consider Heighten Spell (especially if you pick up Slow), as it can greatly improve the save DC for some spells (also Glitterdust). Twin Spell would also be an obvious metamagic feat choice for you.

Bye
Thanee
 

ElectricDragon said:
Personally, I'd pick something like this:

5th: Permanency

You would learn Permanency as a Sorcerer? :eek:

You can use Limited Wish later to do all that stuff for the same XP cost. ;)

Bye
Thanee
 

You might also consider Blast of Flame from Complete Arcane (4th level, p. 99). Capped at 10d6 damage unfortunately, but no SR, in a 60' cone.
 

ElectricDragon said:
4th: Phantasmal Killer (insta-kill spell)
Uhm, you gotta be kidding. while it gets around death ward, the 2 saves means it will be sheer luck to effect the target. Top that with both Fear and Mind Effecting descriptors and you have a spell that will be useful against rogues in town and not much else.
 


5th - Fleshshiver is just too cool to pass up.
4th - Assay Resistance is going to be very necessary.
3rd - Slow? (I don't have many will target spells.)
2nd - ??

Any last minute comments? My first session at level 11 is this Saturday.

-Gak Toid
 

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