Spells for a 20th lvl Sorcerer in a Duel tournament

Ulrik

First Post
I might enter a Duel tournament in a couple of weeks, and I'm planning to take sorcerer. I don't know how common this thing is, but it's a fight to the death between two characters, winner advances to the next round until only one character remains. All players bring one character of 20th level (or equivalent), with no magic items. Items are replaced by four stat bonuses (+8, +6, +4 and +2), a +3 resistance bonus on all saves and all weapons carried are +5 weapons (bonus can be exchanged for special properties that negate DR, ie +5, +4 Silver or +3 Lawful Adamantine). No "role-playing" is required, it's all about min-maxing! :D

So, what spells should be considered essential for a sorcerer in this kind of game? I've got a few ideas about feats and such, but I've never played a sorcerer of this high level before (or any 20th-level character for that matter), so I'm a bit stumped on what spells I should take.

All WotC books are allowed, by the way.

Thanks for any help I can get!
 

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LOL, you should expect not a single non-spellcaster then and gear up your spells accordingly, as they will have not the slightest chance whatsoever in there without choice of magic items.

Can you rest between fights?
Can you enter with any spells active (i.e. ones with long duration)?
How about costly material components?
Extra XP to cast spells with XP component?

Bye
Thanee
 

I've had the thought that non-spellcasters won't be found too. :) Although archers or someone with natural flying abilities might work (they do get a lot of free +5 weapons).

For your questions:

Yes, we start each fight fresh (all damage, of all kinds, healed, fresh spells etc.).

No, no spells can be cast before the fight starts (but from the descriptions of the arenas there may be a fair chance that we won't spot each other at once, so some spell-up time might be had - especially with Time Stop, methinks).

Each character gets 5,000gp for non-magic items (weapons, armour, familiars, steeds, components).

No extra xp (it's allowed to create a 19th lvl character with the extra xp to reach lvl 20 if you want to cast spells that cost xp).
 

Reciprocal Gyre, from the Complete Arcane could make for a really nasty suprise to whip out on an opponent, especially people who Time Stop and buff like crazy. Duelward, from the same book, is another potentially useful one. The ability to counterspell as an immediate action can be devestating, especially on an Archmage with Mastery of Counterspells.
 

Then I'd probably do that, and go for 19th level. Gate alone is such a killer spell to be worth the small reduction in power by losing that one level. Not to mention the options you gain with Limited Wish.

With 5,000 gp Forcecage isn't too great, tho.

Bye
Thanee
 

You should probably pick up Quicken Spell and Arcane Preparation. Also the Incantatrix PrC seems rather well-suited. With Improved Metamagic you could even cast a quickened, sudden maximized Disintegrate after a Mordenkainen's Disjunction. That should take care of a lot of opponents with a decent chance. Some Archmage levels (Spell Power) won't hurt either.

Even though, it is mighty powerful, I'd probably forego Timestop for Gate and Mordenkainen's Disjunction (19th level sorcerer).


Of course, you could also go with the Fatespinner (then you need to be 20th level to have 20 HD), which will grant you a pretty much (95%) guaranteed kill once per day with Seal Fate.

Mordenkainen's Disjunction, followed by any Seal Fate quickened save-or-die spell best targeted at a weak save. They will most likely need a natural 20 to save then.

You need to make sure, that you will get the first spell out, of course, so a high initiative is crucial.

Bye
Thanee
 

I've been thinking of making a ghost from Ghostwalk (incorporeal for no lvl cost, 10 lvls of eidoloncer for three ghost feats (dominator)), which is why I'm thinking sorcerer (charisma is key for both).

I don't really need to take lots of Eidoloncer lvls either, do I? Just one, perhaps. +10 Deflection bonus to AC and 50% miss chance against most attacks does look nice to me. Is there any reason this isn't worth it?
 

For a high initiativ score:
+4 Improved Initiative
+2 Feat from CAdv
+2 from +3 eager Dagger
+3 from Dex stat enhancement
+x starting dex

Gruß
Vraister
 

Thanee said:
Mordenkainen's Disjunction, followed by any Seal Fate quickened save-or-die spell best targeted at a weak save. They will most likely need a natural 20 to save then.

Thanks for all the tips!

But, how do you get a quickened save-or-die spell? Except for phantasmal killer (which requires the target to have both a weak will AND fort save) all save-or-die spells are 6th lvl or higher (which is 10th with quicken spell). Are you thinking of Hold Monster or Feeblemind? Or a spell from Complete Arcane or something?
 

How about Baleful Polymorph?

+5 DC via Spin Fate and a -10 save modifier for the Fort save.

Or Dominate Person.

Or, if you are a wizard, you could be both a 10th level Incantatrix and a 5th level Fatespinner and quicken 6th level spells. ;)

Bye
Thanee
 

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