kestral287 |
So I'm looking for a 1st level spell or two for a Sorcerer. But not just any one-- one she could feasibly want to cast every round of combat. Through various shenanigans-- Mythic and a minor dose of 3.5-- I've got her in a situation where she can cast up to six spells in a single round, but half of them have to be first-level and half fourth-level or lower. The latter situation I have covered, because that's a pretty broad range. The former is more difficult, and I'm having trouble deciding which spells she should pick up. She's Crossblooded, so she only ever gets four first-level spells+bloodline spell, and I'd like at least two to fall into the "use constantly" plan. Right now I'm looking at:
- True Strike
- Shocking Grasp
- Protection From Evil
- Identify (Bloodline)
The character is gestalt with Magus on the other side, and I have more shenanigans to keep even a first-level Shocking Grasp fairly relevant. So, between that and True Strike, I'm pretty much looking for something useful she can cast when the target isn't five feet in front of her for melee attacks.
The most obvious option I can think of is Grease, but I have a totally-irrational dislike of that spell, so I'm really hoping for another useful option. Thunderstomp is the next best I can find... are there better options that I'm missing?
Hmm |
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Grease is marvelous. I use it all the time.
If you don't like grease, hydraulic push can be great battlefield control to toss people into pits and such.
What I find important as a sorcerer is having spells that hit different saves. My kitsune enchanter has will spells, yes. But also spells that target reflex saves, and fortitude.
One of my current favorites is snowball. I like it not only because it does good damage, but also because of the secondary condition that triggers when critters fail their fortitude. They get staggered. This is awesome to use on multiple attack creatures because it brings them down to just one attack or one movement a round.
Hmm
kestral287 |
I've got the different-saves aspect covered when not trying to cover the world in six spells/round (fifth and sixth level as the primary choices-- Constricting Coils, Icy Prison, and Flesh to Stone are my big three). However, I'm... leery, shall we say, of trying to put together any kind of save-oriented offense out of my first-level spells.
Snowball is a strong choice. I'd overlooked it before because among the second-level spells is Frigid Touch, which staggers without bothering to ask for a save... but it's inherently less spammable and requires melee contact, which hurts. Also, at this point casting it means giving up something like Enervation or Haste since it'd be in that fourth-level slot.
Hydraulic Push... eh. What makes it a better option than Thunderstomp? At the lower levels especially it seems more nichey compared to the trip, at higher levels both of them get shrugged off by a multitude of creatures.
Hydralic Push, Ray of Enfeeblement, Touch of Gracelessness (especially if you have people with Combat Reflexes)
Might want to consider Shield, even though you would only cast it the first round of combat.
Oooh, Ray of Enfeeblement. I'd forgotten about that one, and it's almost certainly better than Thunderstomp. Less fond of Touch of Gracelessness for being a little more nichey, and for requiring melee range. Shield, while definitely sitting on the Magus side of my spell lists, isn't something I'd think I'd want to cast frequently enough to keep a slot on the Sorcerer side.
Thanks to both of you.
Rerednaw |
First two are core.
+1 for Grease. This spell is soft area control, help your buddy get out of a grab/grapple, disarm the BBEG of his specialty weapon...and it's SR: No.
Another vote for Ray of Enfeeblement.
Non-Core
Snowball, especially with Rime Spell.
Beguiling Gift (here take these manacles and put them on please!)
Moment of Greatness...if someone is getting a morale bonus...like that barbarian. Or under the effects of Bless, Heroism, etc...
Vanish.
kestral287 |
Eh, Core vs. Noncore doesn't make a big difference; the DM is fine with pulling stuff off the SRD/Pfsrd.
Grease /would/ be the optimal choice but I can't make myself want to use it. Totally-irrational, but there it is.
Moment of Greatness... that's got a lot of temptation. Heroism/Mythic Heroism is high on my list of spells to put in the 4th-level part of these shenanigans, so adding Moment for an easy +2/+4 is pretty awesome, especially since I can make it spammable. There's a Barbarian in the party, but sadly nobody to Bless or the like.
I hadn't really considered Vanish; it's sitting over on the Magus side of my spells. That could definitely be worth moving over though. Most definitely.
Beguiling Gift is hilarious, but not a Sorcerer spell.
Ray of Enfeeblement is probably the optimal choice here, but I'm reaaaally liking Moment of Greatness and Vanish. Less powerful, certainly, but I'm liking them.
So, between the two of them... which would you pick, or should I take both and shuffle True Strike over to the Magus end/drop Protection From Evil?
BretI |
The only advantage of Hydralic Push over Thunderstomp would be that it can put out normal fires. That can be an advantage at some point, but not a huge one.
Moment of Greatness looks interesting, I haven't used that one before. Do you have a way to give a Morale bonus, or would you be depending on another character to provide it?
kestral287 |
The only advantage of Hydralic Push over Thunderstomp would be that it can put out normal fires. That can be an advantage at some point, but not a huge one.
Moment of Greatness looks interesting, I haven't used that one before. Do you have a way to give a Morale bonus, or would you be depending on another character to provide it?
Heroism/Mythic Heroism, and there's a Barbarian in the party.
The abilities in particular that I'm relying on for this is a combination of Arcane Surge (Archmage path ability; cast a spell as a swift action) and Arcane Fusion (3.5 spell out of Complete Mage, 5th level spell that lets you immediately cast a 1st level spell and a 4th level spell, with the caveat that they have to be Sorcerer spells. GM's okayed it, just not the totally-insane Greater version). So basically: spend one mythic power, cast a 4th level spell and a 1st level spell for my swift action. Then I have the standard action/Spell Combat full action, which if I don't need to use a higher-power spell can be used for the same thing. If I really want to spam casting, I can use Mythic's Amazing Initiative ability (2nd tier) for an extra standard action, and use that to activate the Draconic Bloodline's breath weapon. Coupled Arcana (Archmage path ability; use an ability that expends mythic power when you use a Magus Arcana/Sorcerer bloodline ability/other stuff) triggers, I can use Arcane Surge again. Personally I thought the last one was kind of dodgy, but the GM says it works so I'm certainly not complaining.
The upshot: this girl is a spellcasting machine when she wants to burn off mythic power, but she's heavily reliant on lower-level spells. For the most part that's fine, because there's some very good stuff in the 4th and lower level range for me to work with. Haste, Heroism, Greater Stunning Barrier... She has a lot of useful spells that she wants to cast rather often. It's the first-level part that's giving me fits. But, to return to the original question in a pretty circular route, it's fair to assume that if she's casting Moment of Greatness, she cast Heroism the second before.
Magic missile is one way of saying counterspell.
" I ready to cast magic missile at the enemy casty as soon as he cast a spell"
If your oppoent does not have shield spell up, and your crossblooded increases magic missile damage, that's one painful concentration check to make.
In theory I could put Elemental Spell (as I'm taking it anyway) on Magic Missile for the extra 1 damage/missile, but then it's a second-level spell slot. I'm taking Magic Missile on the Magus side anyway, but readying it isn't going to work well with the abilities I'm working with. Good to have, good to have on the Magus side, not quite what I'm looking for here.
The Crossblooding is Draconic/Sage, so rather than extra damage I was really looking to use it to unify my casting stats and provide a better capstone than what Draconic offers (though the broader spell selection definitely helps). Draconic is half flavor (girl has a major dragon theme going on), half GM making some rulings that make most of the abilities awesome (natural armor bonuses stack as long as they're not dependent on different forms, the above tidbit about the breath weapon and Coupled Arcana, and flight is always awesome... the only weak power she has is the claws really).
Aelryinth RPG Superstar 2012 Top 16 |
Are you using human favored class benefit for more spells? I didn't see a race there.
Surprised you aren't getting Mage Armor, esp. with the mythic versions of it and shield potentially available.
Also remember Pages of Spell knowledge and a Ring of Spell Knowledge are awesome additions for any sorc that wants some flexibility.
==Aelryinth
kestral287 |
Race is Tiefling (albeit modified, we got racial points to play with) and that's not really flexible. Favored Class is also on the other end, the Magus, because unlike Sorcerer I'm sticking with it for at least 17 levels and probably all 20. Sorcerer is going to prestige out to Dragon Disciple as soon as I can.
There's no Mythic Shield, sadly. Mythic Mage Armor is a thing, but I burned a path ability for Enduring Armor-- 3+mythic tier as an Armor Bonus, constantly on. By my math, at level 20/tier 10 (which, in theory we'll get to) I can get her up to 70 AC (+13 Armor (Force), +12+5 Natural, +5 Deflection, +17 Dodge, +8 Dex), so bumping up her defenses against straight attacks isn't really my priority-- nothing in the Bestiaries short of a Demon Lord can touch her with an attack, and even they need to get lucky. Of course, I neither expect things to actually go after this girl with standard melee attacks or expect to be fighting Bestiary opposition at that point, but it's the thought that counts.
Pages of Spell Knowledge... yanno, I never realized just how cheap the low-end ones are. That I can make use of, oooh yes.
kestral287 |
3x Empowered Magic Missiles would do ~75 damage. ~75 damage on auto-hit spells is pretty nasty.
Not something I can pull off with a first-level spell slot though. I mean, it's doable. But it's going to be less powerful than chain-casting Shocking Grasps.
Actually here, let's just get everything into the open:
The exact build is still in a bit of a flux right now, since we're promised a boon of sorts from our GM for turning in backstories. I'm going to attempt to use that boon to turn Dragon Disciple into a 10/10 casting class. Assuming that can happen, this is what I'm looking at:
Str: 19
Dex: 16
Con: 16
Int: 23
Wis: 13
Cha: 11
17 RP: Outsider (Native), Advanced Stat Array (+2 Str/Dex/Con, +4 Int, -2 Cha), Spell Resistance (11+level), +2 Natural Armor, Fiendish Sorcery -> Prehensile Tail, Fiendish Resistances
1: Kensai/Fiend Flayer Magus|Cross/Wildblooded (Draconic (Silver) and Sage) Sorcerer: Weapon Focus (Rapier), Eschew Materials, Armor of the Pit, Extra Traits, Draconic Power
Traits: Pragmatic Activator, Finding Your Kin (Magus), Reactionary, Wayang Spellhunter (Shocking Grasp), Loner, Doubt
2: Magus|Sorcerer: N/A
3: Magus|Sorcerer: Arcane Accuracy/Draconic Aura: Spell Power (3.5)
4: Magus|Sorcerer: +1 Int, Dragonblooded Substitution Level
5: Magus|Sorcerer: Intensify Spell/Spontaneous Metafocus
6: Magus|Dragon Disciple: Broad Study
7: Magus|Dragon Disciple: Arcane Thesis: Shocking Grasp (3.5)/Iron Will
8: Magus|Dragon Disciple:+1 Str
9: Magus|Dragon Disciple: Elemental Spell, retrain Spontaneous Metafocus to Rapid Metamagic (3.5, C.Mage)
10: Magus|Dragon Disciple: Draconic Aura: Senses
11: Magus|Dragon Disciple:Empower Spell/Maximize Spell
12: Magus|Dragon Disciple:Accurate Strike, +1 Str
13: Magus|Dragon Disciple:Arcane Thesis: Wings of Flurry/Double Draconic Aura
14: Magus|Dragon Disciple: N/A
15: Magus|Dragon Disciple:Spell Perfection: Wings of Flurry/Open Arcana
16: Magus|Sorcerer: +1 Str, Retrain Rapid Metamagic to something
17: Magus|Sorcerer: Retributive Spell (3.5)/Open Feat/Bloodline Feat
18: Magus|Sorcerer: Open Arcana
19: Magus|Sorcerer: Open Feat
20: Magus|Sorcerer: +1 Str
1: Champion (Fleet Charge), Dual Path: Archmage (Arcane Surge), Enduring Armor
2. Coupled Arcana, +2 Int
3. Fleet Warrior, Extra Path Ability: Mythic Bloodline
4. Always a Chance, +2 Str
5. Crafting Mastery, Mythic Spell Lore
6. Channel Power, +2 Int
7. Eldritch Breach, Extra Mythic Power
8. Flexible Counterspell, +2 Int
9. Mirror Dodge, Open Mythic Feat
10. Arcane Potency, +2 Int
1/2: Acid Splash, Daze, Detect Magic, Mage Hand, Read Magic, Color Spray, Shield, Shocking Grasp
3: Prestidigitation, Infernal Healing
4: Frigid Touch, Bladed Dash
5: Grave Mist (PHB II)
6: Glitterdust
7: Vanish, Fly, Haste
8: Vampiric Touch, retrain Color Spray to Magic Missile
9: Elemental Aura
10: Invisibility, Arcana Theft, Black Tentacles
11: Ray of Enfeeblement, Ice Storm, retrain Haste to Menacing Tentacles (3.5, PHBII)
12: Fire Shield
13: Arcane Sight, Wall of Force, Telekinesis
14: Mirror Images, Teleport
15: Wall of Stone
16: Greater Invisibility, Greater Dispel Magic, Flesh to Stone
17: Force Punch, 6th?
18: Freezing Sphere
19: Vampiric Shadow Shield
20: Stoneskin, Sirocco
Sorcerer Spells
1/2: Mending, Resistance, Touch of Fatigue, Blade of Blood (3.5)
3: True Strike, Identify
4: Message
5: Shocking Grasp, False Life, Resist Energy
6: Ray of Frost
7: Protection From Evil, Dimension Hop (3.5), Greater Stunning Barrier, Dispel Magic
8: Open/Close, Retrain Blade of Blood to ?
9: Wings of Cover (3.5), Heroism, Greater Infernal Healing (after Permanency: retrain to Enervation), Dimension Door
10: Detect Poison
11: Blood Armor (after Permanency: retrain to Frigid Touch), Haste, Aerial Alacrity (3.5; if Permanencied retrain to Scrying), Permanency (retrain to Constricting Coils), Overland Flight
12: -
13: Wings of Flurry (3.5), Arcane Fusion (3.5, C.Mage), Contingency, True Seeing
14: -
15: Freezing Fog (3.5), Icy Prison, Spell Turning, Greater Teleport
16: -
17: As the Frost (3.5, PHBII), Enervating Breath (3.5), Form of the Dragon III
18: -
19: 8th, Mass Icy Prison, Wish
20: Time Stop
So yeah. I was originally looking for my Blade of Blood replacement but... I'll take whatever advice people have.
Zedth |
This might not be the popular opinion, but I'm throwing a -1 for Ray of Enfeeblement.
It is silly to use against mooks and only marginally helpful vs a BBEG.
I've usually found that a grease or damage spell is more effective for either situation. At lower levels, even the Big-Bad doesn't last long enough for a strength reduction to be all that helpful; at higher levels it gets resisted.
Just my opinion. Its from a recent game where I played my sorcerer from level 1-7 before game ended, and after most uses of Ray of Enfeeblement I wished that I would've used something else.
One spell that I love as a sorcerer is Silent Image. Its great for illusory walls to block LoS, or illusory monsters to distract and confuse.