JohnHawkins wrote:
Yup, many great spells to choose. But what about all the other effects Freedom works against, recommend another way to deal with those?
Sissyl wrote: This spell is a relic from the time when some spells had reverse forms, like haste/slow, and enlarge/reduce. It is quite literally there as the only cure for imprisonment, which is a horrible spell to fall prey to, but allows a save, and there is no hurry to remove it (meaning you lose your pal for the battle, but given a few minutes you could probably get a scroll of the spell in a big city). It removes every kind of restraint, and removing maze (which allows no save) is probably the best use of freedom. It is useful. Then again, so is time stop and a good number of level 9 spells. True, Imprisonment is nasty. I'm worried about that among other things. We've had Maze cast on our Paladin and that was not fun. The thing is, it will not be possible to get to a city to buy a scroll (or anything), DM has his reasons. And that is one of the reasons I am thinking this spell could be important to have for our group. Yes, there are many good 9th level spells but I feel that none of them compensate for losing our Paladin or Cleric from a fight, especially with high level undead. However, in all the guides I have read none recommend this spell. Think Treantmonk suggests having it in the wizard's spellbook but that's it. So I thought, maybe I am missing something.
Chromantic Durgon <3 wrote:
Leveled up to 17 from 1. Getting close to level 18 and 9th level spells. I'm trying to plan ahead since we'll probably go all the way to 20. Spells I have now: 0 - Acid Splash, Detect Magic, Dancing Lights, Disrupt Undead, Prestidigitation, Ghost Sound, Silent Portal, Read Magic, Light 1 - Color Spray, Shield, Identify, Featherfall, Protection from Evil, Magic Missile 2 - False Life, Invisibility, Blindness/Deafness, Mirror Image, Rope Trick, Resist Energy 3 - Halt Undead, Dispel Magic, Greater Magic Weapon, Haste, Slow 4 - Shadow Conjuration, Dimension Door, Phantasmal Killer, Orb of Force, Enervation, Ruin Dvelvers Fortune 5 - Shadow Evocation, Overland Flight, Telekinesis, Persistent Image, Mirage Arcana, Telepathic Bond 6 - Greater Dispel Magic, True Seeing, Greater Heroism, Veil, Disintegrate 7 - Greater Shadow Conjuration, Greater Teleport, Limited Wish, Mass Fly, Greater Arcane Sight 8 - Polymorph Any Object, Powerword Stun, Form of the Dragon III, Greater Shadow Evocation There is some 3.5 material in there.
I'm playing a Sorcerer in Age of Worms, currently at level 17. Never played a high level arcane caster before and therefor don't have much experience with high level spells. Guides are useful but I feel experience from more than 3-4 players is better. I can find tons of information on most spells, but it's been problematic finding info from players on this spell, but finding loads of pages discussing "Freedom of Movement" and other things related to "Freedom" :/ But anyway, has this spell been useful to you in your adventures? Have you used it often? Is it worth it as a spell known for a sorcerer? Have you wished you had it when you didn't? Looking for both general advice and discussion about this spell as well as if there are easier ways for our party to deal with problems this spell would solve. The rest of the party is a Cleric, Paladin, Arcane Trickster and a Fighter, and we have a Ranger cohort. Thanks
Blave wrote:
AGP isn't allowed by default, DM has to approve it.I know that Phantasmal Web and Persistent Spell are ok, need to ask about the other two. This Wandering Star Motes spell is very interesting, never noticed it before for some reason. Gonna ask DM to consider it. Also need to ask about the robe, it could be very useful, both I would get the +2 to any DC right away and the capstone ability much sooner. I was actually torn between Heroism and Slow, but opted for Slow for battlefield control with the plan to get Greater Heroism. Tbh it kinda sucks that the Greater version is only min/lvl when the lower version is 10min/lvl. I still might get a wand for Heroism, it would last at least 50 minutes and would actually work very well if I could get the Robe as well and use the capstone ability to "fuel it". I think I could cancel me changing out Major Image this level and change out Fireball instead. That would mean I could skip taking persistent image next level and rather take Phantasmal Web. It is a great spell. I'm also going to consider taking Persistent Spell instead of Empower Spell, although first impression is to wait with taking persistent spell until higher level. Thanks a lot for your input, I like these ideas.
The Golux wrote:
Yeah you're probably right. This is only my second time playing an arcane caster and first time trying out all of these illusion spells, I'm clinging to some spells that worked well for my old wizard. My thought process regarding fireball was I could use the rod of lesser empower with it. Since we just leveled up to 12 at the end of last session I probably could decide to keep Major Image and rather change out Fireball for Greater Magic Weapon - and give the rod to the arcane trickster inn our group. Haven't heard about Shadow Transmutation and Shadow Enchantments. Going to look that up, that sounds very interesting. Thanks for your input, point well taken. Edit: Actually my third time playing arcane caster, first one took part in a fantastic TPK :D
TheOrcnextdoor wrote: the DM banned sculpt spell? First we decided that you needed caster level 7 to use it, then we banned it - but it was fun at level 4 - basically I finished encounters or made them extremely easy for the rest of the party. 20 ft. radius color spray is insane. So yeah, that's basically why it got banned.
I think I was unclear as to what I needed advice/opinions on. The character started out at level 1 and is currently at level 12. I can't make any backward changes to him so I am asking for advice and opinions on future feats and spells. That's why I put my current spell ideas in parenthesis. I agree that some of the selections I have made seem weird but I had to change the character around level 4-5 because feats I had selected at level 3 (sculpt spell) got banned and it affected my spell selection as well.DM gave me permission to make some changes to my character because of this and I tried to stick with my original idea as best I could but since I didn't have much time to rethink my building plan it wasn't optimal :/ But what is done is done, and I feel like I can do something to tweak the character a little better, so that is what I am asking, new perspective on where I could go with this sorcerer. This is an undead heavy campaign but they are not the only monster type of course. There are also a lot of abberations and dragons as well in this adventure path. Because I don't have many HP I tried to compensate by taking False Life early on and Mirror Image shortly after (on of the best defence spells in the game imho). Invisibilty came with the bloodline, can't change it. It is a solid spell but isn't optimal when I'm fighting. One casting of fireball, color spray or something and I am no longer invisible.
TheOrcnextdoor wrote:
Yeah I like Spell perfection. However DM nerfed it so that bonuses from feats dont get doubled :/ Undead are not immune to illusion spells with the shadow subschool so shadow conjuration/evocation spells work normally.Persistent Spell is a good idea. Gonna see if I can work it in. I chose Ranger cohort because we had no ranged class. Party consist of a cleric, paladin, fighter and an arcane trickster.
Pizza Lord wrote:
Yeah I agree that I need an image spell. I changed Major Image out this level and the plan is to take persistent image next level. It was a very hard choice but I felt that I needed to have Fireball for basic damage, haste for obvious reasons and then slow as it is a very good battlefield control spell. This is only one level I have to get through without an image spell (I had silent image at level 1 and changed it out when I took Major Image at level 6) Since I took Leadership I felt that I had to do something to support my cohort and Greater Magic Weapon is what I went with. I am thinking about also taking Greater Heroism so I can boost him, and other teammates further. Ranger has undead as favorite enemy of course.About the heighten spell at first level. This character used to have the Sculpt Spell feat (3.5), which he got at level 3. It was very powerful with burning hands and color spray at level 4. So much so that the DM nerfed it and later we decided to ban it. The character was built early on around that feat but I had to change course around level 4-5. You need a metamagic fear as a prereq for sculpt spell and I thought Heighten spell at level 1 fit thematically with the sorcerer since his powers are innate and can grow with him (I actually feel that sorcerers should get it as a bonus feat but that is another discussion) Also I could dispell darkness at level 4 with it by Heightening Light cantrip to 2 level. Level 4 was when the character got into his own to begin with. He had color spray, burning hands, silent image, false life. Bunch of scrolls with mage armor and potions of CLW. So he was far from being useless early levels.
MageHunter wrote: You mentioned Undead Heavy, but Undead are immune to mind-affecting effects. Undead bloodline allows you to overcome that, and if you don't want tto lose everything there is the cross-blooded archetype. I believe there was some feat somewhere else. Other than that it all looks good. Your DC's are through the roof so that should be safe. Just a note, you should read the chapter on magic in the CRB. Goes through the schools and lists a lot of information that's easy to miss. Illusions with the shadow subschool are not mind affecting so shadow conjuration/evocation spells work normally.. Also have fireball and orb of force and so far they have worked well against the undead. I have a rod of lesser empower with fireball.
Hello, I’d like some fun or interesting advice/opinios on the following build. We’re playing Age of Worms that DM converted to Pathfinder.– very undead heavy campaign. This is a 12th level gnome sorcerer, arcane bloodline, that is focusing on illusion spells.
I still have color spray for example and and the DC is 20 (10 + 7 charisma + gnome +1 and spell focus and greater spell focus +2) We use Pathfinder rules, mostly core only though some 3.5 material is allowed but each spell/feat has to be approved with the DM. Also, we use 3.5 versions of some of the spells – for instance Protection from Evil and Mind Blank. As a rule of thumb, extremely powerful spells or feats are not allowed. Feats I have so far:
I’m thinking to get Empower Spell and Improved Initiative as bloodline feat at level 13, and Quicken Spell at 15 level. Haven’t decided on anything else. My Spells so far are at level 12.
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I’ve been back and forth with a lot of feat and spell selection, and if I should change out lower level shadow conjuration/evocation spells when I get the higher version, but I think I will keep my thoughts to myself for now, hoping for a new, fresh and fun perspective ☺ If anyone is interested in giving his/her opinion in feat and spell selection and possibly give a reason for said selection it would be much appreciated. Thanks ☺
Hello folks, Veil 6th level spell. Illusion (glamer) "You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble." My question: Lets say that there are 10 targets that could be affected by veil, both friends and foes. When casting this spell can I control for each target what creature they will look like. One will look like a dog, one cat, 2 bats, 2 ogres etc.? Or do they all have look like the same creature? Another example.
What do you guys think?
What about Shadow Conjuration (4th) and Shadow Evocation (5th), and the greater versions down the line. Arcane Bloodline gets a +2 to any school at level 15. That with Spell Focus and Greater Spell Focus Illusion, and possibly even being Gnome, for a total of +5 DC (+6 with metamagic with the bloodline arcana). I know its only 20% real, but if you really jack that DC high enough, odds are they won't be disbelieved for the full effect. Opens up lots of room for other spells. Plus, there are fun illusion spells that could take advantage of insanely high DC. Maybe not the direction you were going in but thought I'd mention it... |