Sorcerer spell advice for fighting devils


Advice


I'm going to Hell. Literally, the party is going to Hell, and I'm stuck as to what spells to pick that will be useful against devils. Character is LG Pal 2 / Ora 1 / Sor 13 (CL 15, 17th vs SR), and I need to pick a 4th, 5th, 6th, and one more that can be anything under 6th level.

The main problem so far is that nearly everything we fight has SR. Despite Spell Penetration (don't have greater yet, maybe next level) and Piercing Spell, I still get shut down over half the time. (Meanwhile the paladin with a Sunblade is dishing out 200+ per hit on a regular basis.)

Already have:
Icy Prison (though it's been houseruled to block all LOE to affected targets)
Calcific Touch + Reach Spell
Heatstroke (also houseruled such that devils' fire immunity negates it entirely)
Pilfering Hand
Haste
Emergency Force Sphere
Enervation
Greater Dispel
Greater Invis

Any suggestions? Should I just Haste the party and then turtle until there's something I can land spells on? Magic Missile forever?


Tvarog wrote:

I'm going to Hell. Literally, the party is going to Hell, and I'm stuck as to what spells to pick that will be useful against devils. Character is LG Pal 2 / Ora 1 / Sor 13 (CL 15, 17th vs SR), and I need to pick a 4th, 5th, 6th, and one more that can be anything under 6th level.

The main problem so far is that nearly everything we fight has SR. Despite Spell Penetration (don't have greater yet, maybe next level) and Piercing Spell, I still get shut down over half the time. (Meanwhile the paladin with a Sunblade is dishing out 200+ per hit on a regular basis.)

Already have:
Icy Prison (though it's been houseruled to block all LOE to affected targets)
Calcific Touch + Reach Spell
Heatstroke (also houseruled such that devils' fire immunity negates it entirely)
Pilfering Hand
Haste
Emergency Force Sphere
Enervation
Greater Dispel
Greater Invis

Any suggestions? Should I just Haste the party and then turtle until there's something I can land spells on? Magic Missile forever?

Magic Circle against Law/Evil is a solid choice. Especially because they can all summon buddies to help them out.


When you get 7th level spells consider Caustic Eruption. It's a 30 foot radius acid attack for 1d6xCL damage that ignores spell resistance. If they fail their save they take half the dice in damage on your turn in the following two rounds.

Magic Circle against evil is helpful and there's always summoning monsters of your own (which can allow you to stay invisible/hidden).


Piercing Spell metamagic feat and other metamagic feats.
Also you can use ice spells or other stuff to ingore immunities.
I don´t know the whole spell list, but im sure there are some spells ignoring SR too. Controll and debuffs are also usefull, not only pure damage.


And don't forget buff spells -- you don't need to worry about diabolic SR if you're not casting spells directly on them.

Devils are masters of illusions. True seeing might be very handy.


Got Piercing Spell already, it doesn't help as much as I hoped it would.

I really don't see any buffs in the list that the cleric or druid can't cover just as well (and they don't need to waste known spell slots on them). Also, I don't see any control spells that wouldn't interfere with the party (all the solid fog/lava/tentacles stuff would hurt us just as much as the enemies).

I think I'm going to go with MCaE, Boneshatter, Lightning Arc, and True Seeing. Hopefully at least one of those will be useful, eventually.


Can we see your stats, spells, and feats?


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Telekinesis
Fabricate

Create vials and vials have cleric fill them all with holy water.

Use telekinesis to throw 15 of them at once against the devils. No SR, hitting touch AC and you are doing 2d4 per flask. Smite evil for +4/+2 extra damage per flask.


Shalafi2412 wrote:
Can we see your stats, spells, and feats?

Stats:

Str 13 / Dex 11 / Con 22 / Int 14 / Wis 14 / Cha 34
This is including +4 Str enhancement, +6 Con inherent, +5 Cha inherent, +6 Cha enhancement. Character was intended as survivable controller/disabler.
Traits:
Finding Haleen, Carefully Hidden, Magical Knack, Reactionary
Feats (in no particular order):
Additional Traits, Blind Fight, Craft Wondrous Item, Defensive Combat Training, Extend Spell, Extra Revelation (Sidestep Secret), Maximize Spell, Piercing Spell, Reach Spell, Spell Penetration, Spell Perfection (Calcific Touch)
Spells (including the 4 I selected above, which I suppose could still be changed between now and Sunday):
6 (6/day) Dispel Magic, Greater, Planar Binding (DC 28), True Seeing (DC 28)
5 (8/day) Dominate Person (DC 27), Contact Other Plane (DC 27), Teleport, Icy Prison (DC 27), Lightning Arc (DC 27)
4 (9/day) Charm Monster (DC 26), Invisibility, Greater (DC 26), Scrying (DC 26), Enervation, Boneshatter (DC 26), Calcific Touch (DC 26), Emergency Force Sphere
3 (9/day) Suggestion (DC 25), Haste (DC 25), Tongues (DC 25), Arcane Sight (DC 25), Magic Circle against Evil (DC 25), Displacement (DC 25), Countless Eyes (DC 25), Heatstroke (DC 25)
2 (9/day) Touch of Idiocy, Glitterdust (DC 24), Resist Energy (DC 24), Scorching Ray, See Invisibility (DC 24), Shatter (DC 24), Mirror Image (DC 24), Pilfering Hand
1 (9/day) Color Spray (DC 23), Protection from Good (DC 23), Magic Missile, True Strike (DC 23), Ray of Enfeeblement (DC 23), Grease (DC 23), Feather Fall (DC 23), Stumble Gap (DC 23)
0 (at will) Acid Splash, Message, Dancing Lights, Light, Prestidigitation (DC 22), Read Magic (DC 22), Ghost Sound (DC 22), Detect Magic, Mage Hand, Mending, Arcane Mark, Spark (DC 22)

RPG Superstar Season 9 Top 16

Conjurations don't allow SR. Glitterdust is a great spell.

Sovereign Court

Devils don't get Acid Immunity by default. Acid spells almost never allow SR, and do some Damage Over Time to annoy casters.

Sovereign Court

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If you don't want your quarry teleporting away to get reinforcements, I would think Dimensional Anchor would be a good choice.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I wonder where you got the idea for a P2/O1/S12 from?

Either I inspired yet another player with one of my incredible builds, or great minds think alike. :)

No one can best my POS build! ;P


My theme is SR does not help with a sword, club, claw or bite to the head....

Lvl 6: Acid Fog? Summon Monster 6? Don't underestimate Wall of Iron
=)

Lvl 5: Waves of Exhaustion (SR, but no save) Transmute Rock to Mud, Summon Monster 5

Lvl 4: Black Tenticles Maybe?

Just some random thoughts....


The obvious one seems a summon spell for good aligned monsters? Big flexibility at higher levels. :)


I actually favor the evil summons fighting devils. Devils won't have anything to bypass the DR 10/good =)

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