Spont casters, stay put or evolve to prestige?


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Is it only me, or are there other people that fail to see advantage of sandshaper bonus spells? They are all really bad, bordering awful. So I can cast a bunch more bonus spells, but I really don't want to, cos they cannot match any of my other spells known. AND I am one more effective caster level behind wizard and need to lug around a bucket of sand.
First off, I completely agree that there are better PrC's. Second, to each his own I guess.

In defense of the single level Sandshaper Dip, some useful things you get:
-The Bull's Strength and other animal-named, physical stat boosting spells as 1st level spells instead of second. Slightly nifty.
-Speak with Animals, which is usually a Bard or divine only spell.
-Dominate Animal as an arcane spell.
-Summon Desert Ally spells, which are normally Druid/Ranger spells as an Arcane caster. Construct versions of various animals and creatures. That's a full 9 summon spells for all 9 levels.
-Awaken Sand spell as a level 6 spell, which is normaly a Druid or Cleric Domain only spell. Create your own Ooze-like constructs that follow your commands for 1 day of casting and 500 xp? Yes please. The Desert itself shall be my army!

Just having the 6 stat boosting spells and 9 levels of summon spells is great for a Sorcerer, freeing him up to spend his limited sorcerer selection on more specific spells. Awaken Sand is, IMHO, awesome. 43 extra spells for someone with a limited class list is pretty nice. The fact that it grants a Warmage, Dread Necromancer or Beguiler spells they will never see on their class list makes it even more useful for them than the straight Sorcerer.

...so yes, Nothing gamebreaking, but still useful for a single level dip. Shoving 15 lbs of sand in your bag of holding seems a worthwhile price to pay to maintain your caster level. Especially since you can make things out of it with your other first level class ability.
 
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Is it only me, or are there other people that fail to see advantage of sandshaper bonus spells? They are all really bad, bordering awful. So I can cast a bunch more bonus spells, but I really don't want to, cos they cannot match any of my other spells known. AND I am one more effective caster level behind wizard and need to lug around a bucket of sand. I would rather stay pure sorc tyvm. Hell, nightmare spinner is much, much better IMHO, and it also loses 1 caster level. Benefits are just simply better.
But, other PrCs are awesome. Both versions of Incantatars/Incantatrices, a dip of Mindbender+mindsight feat, fatespinner, others.

I think enough of them are good to justify it.

Summon Desert Ally: you get 9 summoning spells, levels 1-9. They're all meat shields/ nonmagical things, but that's still very useful, especially to add to a Warmage's arsenal.

Level 1: Bear's Endurance, Cat's Grace, and Bull's Strength are all at lower level than normal. People may not have ability bonus items for those stats by then, so it could be a decent buff. Parching Touch is like Chill Touch (1 touch per CL; 1d6 damage) except it does Con damage, so...it's better.

Level 2: Resist Energy and Summon Swarm are solid spells.

Level 3: Dispel Magic is handy up through level 10-11. Wind Wall automatically shuts down all archers. Haboob is a pretty potent cloud-like battlefield control spell, good in combo with others. Tormenting Thirst is a mind-affecting will save or be removed from the combat, another sort of option Warmage might value.

Level 4: Blast of Sand is no SR, untyped damage, though not that much for 4th level and probably unimpressive for a Warmage. Wall of Sand is pretty decent, you can shape it pretty freely, it gives total concealment, significant effective damage reduction against attacks passing through it, and possible blindness to anyone that tries to cross it. Can also use Trans Sand ot Stone to turn it into a temp. Wall of Stone later on if you want.

Level 5: Choking Sands requires melee touch, but instantly beginng to suffocate is pretty brutal and if the foe does choose to waste his entire turn to cough it out he still has to make the save or else waste his next turn over and over (or start suffocating). Transmute Sand <--> Stone are ok spells, obviously you could combo Stone to Sand with Sand to Stone for a reflex save or lose, or just use Stone to Sand to remove obstacles/walls.

Level 6: Mummify is (melee touch, unfortunately) save or die, and even if the foe saves, she takes 6d6 damage and dehydration. Sandstorm is a lot like Control Winds, which is a very powerful spell.

Level 8: Whirlwind is strong as long as the enemy can't do anything while sucked up into the storm.

So it's alright. Not incredible and probably ultimately not worth losing a CL (almost nothing really is), but decent options. And the rest of the PrC has some cool abilities.
 

Not incredible and probably ultimately not worth losing a CL (almost nothing really is)...
You're only technically losing a caster level. By carrying 15lbs of sand (Bag of Holding for the weight or use your level 1 ability to turn the sand into an object you'll carry around anyway, or make it Shapesand), you get a +1 CL bonus. You technically don't select that level's worth of spells, but instead gain all those spells. So you really don't lose out on anything.
 

Delaying spells IMHO, is much worse than 1 CL loss. First is irreplaceable, second can be mitigated. But, I can see why some people would disagree with me. Stat boost spells are nice to have, although, I say leave them to other casters.
 

Delaying spells IMHO, is much worse than 1 CL loss. First is irreplaceable, second can be mitigated. But, I can see why some people would disagree with me. Stat boost spells are nice to have, although, I say leave them to other casters.
You do in fact delay spell level progression, despite gaining spells and maintaining CL. This is most definitely a drawback, but in my opinion with the benefits.
I could see why others might disagree.
 

IYO how do these work with spont casters Sorcerers Warmage?
spellguard of silverymoon Exalted Arcanist, Rainbow Sevant, Holy Scourge
 

How do these prestige classes work with spont casters such as Sorcerers and Warmage?
spellguard of silverymoon
Exalted Arcanist
Rainbow Sevant
Holy Scourge
any others?

all books in play!
 

How do these prestige classes work with spont casters such as Sorcerers and Warmage?
spellguard of silverymoon
Exalted Arcanist
Rainbow Sevant
Holy Scourge
any others?

all books in play!
I am not sure about the first two, but the Rainbow servant adds domains as it progresses(Good, Law, and Air). Since the casting doesn't have designated slots to put them in I assume they are added to your spells known. Then as a capstone they get the full cleric list to choose from for spells known. The Holy Scourge doesn't add spells it just invokes holy damage and bonuses in its spells. I noticed the Sand Shaper was mentioned to be honest that thing is a god-send(possibly kick a wizard to the curb) to spontaneous casters. The language actually does say that all those spells it has listed get added into your spells known.
 

I am not sure about the first two, but the Rainbow servant adds domains as it progresses(Good, Law, and Air). Since the casting doesn't have designated slots to put them in I assume they are added to your spells known. Then as a capstone they get the full cleric list to choose from for spells known. The Holy Scourge doesn't add spells it just invokes holy damage and bonuses in its spells. I noticed the Sand Shaper was mentioned to be honest that thing is a god-send(possibly kick a wizard to the curb) to spontaneous casters. The language actually does say that all those spells it has listed get added into your spells known.


as a note of curiousity, I noticed the Warmage with a fixed spell list, prestiged in Exalted Arcanist, produces an additional spell list of exalted spells and sanctified?
 

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