any good blasting spells out there that don't do fire dmg?


Advice


So i am kinda planning a basting sorcerer and i wanted to take the draconic , and orc bloodlines to get the +1 dmg /dice dmg each, i am also planning on talking the racial heritage feat koblod to get the alternate class bonus.

i am just wondering if there are any good blasting spells that would suit this build that are not fire?

or alternately any good way to switch up the dmg type?


Best method I know is take elemental bloodline so as to change the element from fire to acid, electrical, etc. also you can take a metamagic feat to do the same effect. Some folks like to pursue diabloist PRestige Class so as to channel hellfire. These are my go to options but they are not the only ones.

Sovereign Court

You can search around and find all sorts of options for spells that deal non-fire damage.. even if you don't go third party publishers Paizo has published so many books that you can find lots of gems.

Most notable coming immediately to mind is Snowball. All the damage of shocking grasp with none of the melee range requirement or Spell Resistance susceptibility, and as an added bonus it isn't even fire damage.


Words of Power has all kinds of blasting spells you can make. :)


Dragons Breath gives you enormous flexibility as a sorcerer but is level 4.

Scarab Sages

Aggressive Thundercloud is like a flying electric flaming sphere.


Admixture Wizards can mix up their spell elements 3+INT times a day.


This precise item is the advantage of the Admixture Wizard over the blaster Sorcerer. Less damage, a lot more consistency.

You need either Elemental Spell, the Dragon's Breath spell, a dip in Wizard or Arcanist, or an Elemental bloodline to serve to switch damage types. Or be Mythic.

Electricity is probably #2 in blasts, with Shocking Grasp, Aggressive Thundercloud (& Greater) and Lightning Bolt. But it's a pretty big gap.

Without more details it's hard to give spells that would "suit" this build.


I think the most optimal blasting is your sorcerer setup at level 1 and then take the rest of your levels in admixture wizard. Sadly, this makes you a prepared caster rather than spontaneous.

Just another option if you're not married to Sorcerer.

RPG Superstar 2012 Top 32

There's always cone of cold and whatever that free quickened version of cone of cold is called.

Maybe find a way to curse an opponent so they lose fire resistance or fire immunity?


Cold Ice Strike.

Cone of Cold is too high-level to be worth using and its damage shape isn't great. Cold Ice Strike is decent for being autoquickened but still not exactly a fantastic spell. Far too high level to be an effective blast; at best it's a secondary tool.


DominusMegadeus wrote:

I think the most optimal blasting is your sorcerer setup at level 1 and then take the rest of your levels in admixture wizard. Sadly, this makes you a prepared caster rather than spontaneous.

Just another option if you're not married to Sorcerer.

sadly the campaign is a tribal one and the only arcane class options are sorc , or witch.

i could probably take elemental spell and preferred spell for fireball or scorching ray , i just wanted a little different flavor rather than fire .

ia m right in thinking that preferred spell would let me apply a meta feat with out increasing the casting time?

Scarab Sages

If you have access to witch, why not go winter witch with cold spells? You can add a little more damage with frozen caress, and can eventually bypass cold resistance and immunity.


Imbicatus wrote:
If you have access to witch, why not go winter witch with cold spells? You can add a little more damage with frozen caress, and can eventually bypass cold resistance and immunity.

i don't see how they bypass cold resistance and immunity?


Kefler wrote:
Imbicatus wrote:
If you have access to witch, why not go winter witch with cold spells? You can add a little more damage with frozen caress, and can eventually bypass cold resistance and immunity.

i don't see how they bypass cold resistance and immunity?

The Winter Witch's prestige class has that ability


kestral287 wrote:
Kefler wrote:
Imbicatus wrote:
If you have access to witch, why not go winter witch with cold spells? You can add a little more damage with frozen caress, and can eventually bypass cold resistance and immunity.

i don't see how they bypass cold resistance and immunity?

The Winter Witch's prestige class has that ability

thnx


deusvult wrote:

You can search around and find all sorts of options for spells that deal non-fire damage.. even if you don't go third party publishers Paizo has published so many books that you can find lots of gems.

Most notable coming immediately to mind is Snowball. All the damage of shocking grasp with none of the melee range requirement or Spell Resistance susceptibility, and as an added bonus it isn't even fire damage.

hmm a 10 d 6 snowball that staggers. that might actually work :). it is not really a fireball but it does have some advantages. i am starting to like it

no save , no SR , this spell is really good


so here is a question.

does the sorc blood line bonus apply to spells cast from an other class?

so so would the draconic +1 dmg from an energy type aplly to druid spells?

Scarab Sages

Yes. It says spells. It doesn't say sorcerer spells. It doesn't even say arcane spells. RAW, Sorcerer Bloodline arcana applies to spells from any class. However, check with your GM, as many choose to rule 0 these kinds of combos.


Also flurry of snowballs, which is Evocation, but has SR: No, strangely enough. (Ought to be conjuration and No or Evocation and Yes.)

Liberty's Edge

Paladin of Baha-who? wrote:
Also flurry of snowballs, which is Evocation, but has SR: No, strangely enough. (Ought to be conjuration and No or Evocation and Yes.)

Really, I feel that Evocation should just generally be "no", but that's a different discussion more suited to the house rules forum. That snowballs spell sounds like a conjuration spell, but I find it annoying how much evocation gets stepped on so I'd let it slide as a DM.


I hear people raise the praises of the Admixture wizard, but you can buy elemental shifts with Elemental Rods, Lesser for 3000 gold. You can't buy the extra damage you do with a bloodline arcana. Although, with a tribal setting, you might have a little trouble getting rods.

If you nab Snowball, Shocking Grasp, Corrosive Touch, and Spectral Hand(or the reach metamagic) along with your fire, you should be able to at least damage most things. You also shouldn't run into too much fire immunity or resistance in the first four levels or so. It does happen, but that's what Acid Spash and Ray of Frost is for. Back up damage is still damage, and you will still get +1 damage per die from it (orc bloodline might be a bit OP).


I am really considering basing the char off of a cold blasting sorc.
the snowball spell can get up to 10 d 6 no save, no SR , not fire dmg small chance to stagger, and a first level spell ( bonus is it is a really cool mental image).

i would take cross blooded for probably draconic and elemental, i am hoping to limit the draw back of spells / level with the human FCB , and using one spell at many levels via meta magic.

any ideas how this would work out?


Make sure you have a way to convert out of cold damage. No matter what element you choose, you'll eventually meet a creature that's immune to it.

The good thing about choosing cold (or fire) is that creatures immune to one are generally weak to the other. The same can't really be said for acid / electricity.


I like sonic damage...gets through more often than not for me...research your own spells and make up names if you can.

Cost me most of my loot for a holy sonic spell...Choir Blast...after the Iomadae debacle in the world wound path...it seemed to fit.


selunatic2397 wrote:

I like sonic damage...gets through more often than not for me...research your own spells and make up names if you can.

Cost me most of my loot for a holy sonic spell...Choir Blast...after the Iomadae debacle in the world wound path...it seemed to fit.

where are the rules for researching new spells?


I play a 1ED pathfinder mishmash that works for us...I'd just ask your DM...bring pizza!...no DM can resist pizza!


The rules are in the Magic section of the core Rulebook, but new spells should definitely be run by your GM first.

Again though, the Words of Power subsystem(Ultimate Magic) is really, really awesome at blasty type sorcerers.


Azten wrote:

The rules are in the Magic section of the core Rulebook, but new spells should definitely be run by your GM first.

Again though, the Words of Power subsystem(Ultimate Magic) is really, really awesome at blasty type sorcerers.

the DM won't let me use the words of power :(


Kefler wrote:
Azten wrote:

The rules are in the Magic section of the core Rulebook, but new spells should definitely be run by your GM first.

Again though, the Words of Power subsystem(Ultimate Magic) is really, really awesome at blasty type sorcerers.

the DM won't let me use the words of power :(

In a tribal setting? WoP fit the theme sooooo much better. It's an older, rougher, more raw and archaic language that modern magic is refined from. It's the Latin to our English, if you will. And it's super easy to do. You basically just learn single words that you combine into a raw magical force, like the Dragon Shouts from Skyrim.

You could know each of the element words, a couple range/area words and a couple modifiers and boom: you can cast around 20 versions of your attack spells. Also the trade off for that flexibility is that range and damage are usually reduced, bringing the sorcerer down a peg in the blaster category and possibly balancing some output between you and the others (depending on experience and builds)

Shame you can't convince him otherwise, it's perfect for the settings.


For a high level cold blast, Freezing Sphere seems pretty good, although the damage cap is rather close to the caster level you need to be able to cast it at all. But this limitation isn't as bad as it sounds, because being a cold spell, you can use it with Rime Spell (which costs only +1 spell level, makes targets that fail their saves Entangled, and also works with your lower level cold spells, including the Snowball mentioned above). Also, Freezing Sphere is Long range (more than you're likely to be able to use in most situations) and has a good blast radius (40' radius burst).

Grand Lodge

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Quote:


I think the most optimal blasting is your sorcerer setup at level 1 and then take the rest of your levels in admixture wizard. Sadly, this makes you a prepared caster rather than spontaneous.

The BEST blasting route is:

Cross-blooded Gold Draconic-orc Sorcerer 1/ Adamixture Wizard 19

Yes your still a prepared caster...Last time I checked that is a GOOD thing. This means you can prepare alternate Plans when blasting just isn't going to work.

With this Build you get +2 damage per Dice rolled Due to the Cross blood and the Wizard brings in Intense Spells Which lets you add 1/2 your wizard level to damage on a spell that does hit point damage. And the Wizard brings the ability to change the element of the spell. Your fireballs are now Acid balls.
The extra damage from the Crossblooded dip IS multiplied on a critical hit and is multiplied by the Empower feat. The Intense Spells from the wizard only applies to 1 ray if multiple hits, not mulitipled on a critical, and is not increased with empower spell.

In your Core build your going to want the following:

Traits: Magical Lineage- Fireball, and Wayang Spell Hunter- Fireball

Feats:
Improved Initiative
Spell Specialization: Burning Hand (turns to fireball when you get it.)
Spell Focus: Evocation
Intensify Spell>Empower Spell>Dazing Spell>Quicken Spell (In that order and only when you can actually apply them)
Spell Penetration
Spell specialization: Fireball (welcome to your crowning achievement as your throwing out Intensified, Empowered, Dazing Fireball as a 4th level spell Followed swiftly by a Quickened, Intensified, Empowered Fireball in the same round.)

I skip maximize until I have a free feat...usually around level 15 with spell perfection. Empower is actually better and more usable. with those 2 traits you can be throwing empowered fireballs at level 6 easy enough for 63 damage average. If your rush the empower feat. I prefer to take them in order I gave you. Intensifying a Burning hands to a level 2 spell for 10d4+23 is just nasty.

I also typically forgo the familiar for the versatility of the Ring arcane bond for this build. I do love my familiars but as a wizard who will fill a lot of his prepared slots with blasts....having a free spell out of your book when needed helps add to the Versatility of the character.

A feat I did not mention but many people do is...Varisian Tattoo-evocation. It gives you a +1 caster Level. it is an amazing feat and it is worth mentioning. But I typically skip it myself. That is totally up to the builder of the character.


Fruian Thistlefoot wrote:
Quote:


I think the most optimal blasting is your sorcerer setup at level 1 and then take the rest of your levels in admixture wizard. Sadly, this makes you a prepared caster rather than spontaneous.

The BEST blasting route is:

Cross-blooded Gold Draconic-orc Sorcerer 1/ Adamixture Wizard 19

Yes your still a prepared caster...Last time I checked that is a GOOD thing. This means you can prepare alternate Plans when blasting just isn't going to work.

With this Build you get +2 damage per Dice rolled Due to the Cross blood and the Wizard brings in Intense Spells Which lets you add 1/2 your wizard level to damage on a spell that does hit point damage. And the Wizard brings the ability to change the element of the spell. Your fireballs are now Acid balls.
The extra damage from the Crossblooded dip IS multiplied on a critical hit and is multiplied by the Empower feat. The Intense Spells from the wizard only applies to 1 ray if multiple hits, not mulitipled on a critical, and is not increased with empower spell.

In your Core build your going to want the following:

Traits: Magical Lineage- Fireball, and Wayang Spell Hunter- Fireball

Feats:
Improved Initiative
Spell Specialization: Burning Hand (turns to fireball when you get it.)
Spell Focus: Evocation
Intensify Spell>Empower Spell>Dazing Spell>Quicken Spell (In that order and only when you can actually apply them)
Spell Penetration
Spell specialization: Fireball (welcome to your crowning achievement as your throwing out Intensified, Empowered, Dazing Fireball as a 4th level spell Followed swiftly by a Quickened, Intensified, Empowered Fireball in the same round.)

I skip maximize until I have a free feat...usually around level 15 with spell perfection. Empower is actually better and more usable. with those 2 traits you can be throwing empowered fireballs at level 6 easy enough for 63 damage average. If your rush the empower feat. I prefer to take them in order I gave you. Intensifying a Burning hands to a level...

you are probaly right ,,, but no wizards allowed in the campaign


so i noticed druids have allot of the ice spells a sorcerer has , then i saw the seasons druid archetype . at 6 th level he can wild shape into an ice elemental , and one of the ice elemental's abilities is :

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

1 level sorc then druid could be blasty and controly at the same time no?
any thoughts?


If you want to play a cold blaster you could consider Marid/Orc rather than Draconic/Orc. You lose 1 damage/die but you gain the ability to turn all your fire and lightning blasts cold. Rime Spell is the key feat here. Because you are a spontaneous caster you apply metamagic at the time of casting, not the time of preparation. So you can turn the Fireball cold and apply Rime to it unlike an Admixture Wizard. This build is competitive to a wizard build (weaker but still in the ballpark) and should give you unparalleled versatility for these restrictions. You can now buy a lesser Selective rod rather than an Elemental one for the money and still fireball after round one. Magical Lineage (Fireball) is really recommended here.


Kefler wrote:

so i noticed druids have allot of the ice spells a sorcerer has , then i saw the seasons druid archetype . at 6 th level he can wild shape into an ice elemental , and one of the ice elemental's abilities is :

Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.

1 level sorc then druid could be blasty and controly at the same time no?
any thoughts?

Numbing Cold isn't on the list of abilities granted by Elemental Shape, so you wouldn't get that ability from Wild Shape.


selunatic2397 wrote:
I play a 1ED pathfinder mishmash that works for us...I'd just ask your DM...bring pizza!...no DM can resist pizza!

what is the save VS pizza?


Kefler wrote:
selunatic2397 wrote:
I play a 1ED pathfinder mishmash that works for us...I'd just ask your DM...bring pizza!...no DM can resist pizza!

what is the save VS pizza?

SAN check, honestly. If you refuse pizza, you're already too far gone.


Words of power is your best option for a blaster. You lose out on lots of utility spells, but you gain a massive control over the way you cast blasting spells. It's a pretty fantastic system.


just trying to figure out some math here

so if i have +2 dmg per d6 is empower spell better than maximize?
empower 3.5 +2 = 5.5 X 50% = 2.75 per d 6
maximize 3.5-6 = 2.5 per d 6

all that and it cost one less spell level
is my logic faulty?


You have the right of it. Eventually you want both on your fireballs, but early on Empower is better.

Dark Archive

I've got a Sorcerer in the works for PFS: Cross-blooded, Draconic/Primal, the later of the two a mutation of Elemental.

Race: Human
Traits: Magical Lineage (Shocking Grasp) is a given. Wayang Spell Hunter always seemed a bit cheesy to me, but your mileage may vary.
Feats: Reach Spell, Spontaneous Metafocus (Shocking Grasp)

The goal here is to get Shocking Grasp with +2 damage per damage die as a spammable ranged touch attack. Reduced spells known doesn't matter when your signature move is available from the start, and you can always add things like Intensify or Maximize and make use of your higher slots of spells per day. It's easy to pick up a feat to switch the element (Acid seems like the safest bet) for when resistances and immunities inevitably become an issue.

Of course, it does have a drop-off point around level 10 or 12, but that's the endgame for Pathfinder Societies. If you're going to go past level 14, then this build might not work so well.


Rosc wrote:

I've got a Sorcerer in the works for PFS: Cross-blooded, Draconic/Primal, the later of the two a mutation of Elemental.

Race: Human
Traits: Magical Lineage (Shocking Grasp) is a given. Wayang Spell Hunter always seemed a bit cheesy to me, but your mileage may vary.
Feats: Reach Spell, Spontaneous Metafocus (Shocking Grasp)

The goal here is to get Shocking Grasp with +2 damage per damage die as a spammable ranged touch attack. Reduced spells known doesn't matter when your signature move is available from the start, and you can always add things like Intensify or Maximize and make use of your higher slots of spells per day. It's easy to pick up a feat to switch the element (Acid seems like the safest bet) for when resistances and immunities inevitably become an issue.

Of course, it does have a drop-off point around level 10 or 12, but that's the endgame for Pathfinder Societies. If you're going to go past level 14, then this build might not work so well.

Shocking Grasp is a melee touch attack.


Rosc wrote:

I've got a Sorcerer in the works for PFS: Cross-blooded, Draconic/Primal, the later of the two a mutation of Elemental.

Race: Human
Traits: Magical Lineage (Shocking Grasp) is a given. Wayang Spell Hunter always seemed a bit cheesy to me, but your mileage may vary.
Feats: Reach Spell, Spontaneous Metafocus (Shocking Grasp)

The goal here is to get Shocking Grasp with +2 damage per damage die as a spammable ranged touch attack. Reduced spells known doesn't matter when your signature move is available from the start, and you can always add things like Intensify or Maximize and make use of your higher slots of spells per day. It's easy to pick up a feat to switch the element (Acid seems like the safest bet) for when resistances and immunities inevitably become an issue.

Of course, it does have a drop-off point around level 10 or 12, but that's the endgame for Pathfinder Societies. If you're going to go past level 14, then this build might not work so well.

where is Wayang Spell Hunter from i have seen it mentioned allot before , is it a 3rd party trait?

i was planning on doing the same as you , but with snowball , no save no SR , chance to stagger , and ranged touch


DominusMegadeus wrote:
Rosc wrote:

I've got a Sorcerer in the works for PFS: Cross-blooded, Draconic/Primal, the later of the two a mutation of Elemental.

Race: Human
Traits: Magical Lineage (Shocking Grasp) is a given. Wayang Spell Hunter always seemed a bit cheesy to me, but your mileage may vary.
Feats: Reach Spell, Spontaneous Metafocus (Shocking Grasp)

The goal here is to get Shocking Grasp with +2 damage per damage die as a spammable ranged touch attack. Reduced spells known doesn't matter when your signature move is available from the start, and you can always add things like Intensify or Maximize and make use of your higher slots of spells per day. It's easy to pick up a feat to switch the element (Acid seems like the safest bet) for when resistances and immunities inevitably become an issue.

Of course, it does have a drop-off point around level 10 or 12, but that's the endgame for Pathfinder Societies. If you're going to go past level 14, then this build might not work so well.

Shocking Grasp is a melee touch attack.

Reach Spell


I guess, but that's another spell level. You could find a better spamspell if you want it to be ranged. Everything else works though, so go for it I guess.

Grand Lodge

There are plenty of snowball builds out there. Just search for it in advice forums.


Elemental Spell (Metamagic)

You can manipulate the elemental nature of your spells.

Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.

Level Increase: +1 (an elemental spell uses up a spell slot one level higher than the spell’s actual level.)

Special: You can gain this feat multiple times. Each time you must choose a different energy type.

Found in the: Pathfinder Roleplaying Game: Advanced Player's Guide.


Rosc wrote:
I've got a Sorcerer in the works for PFS: Cross-blooded, Draconic/Primal, the later of the two a mutation of Elemental.

Crossblooded and Wildblooded cannot be stacked in PFS. It's Draconic/Orc or bust.

Kefler wrote:

where is Wayang Spell Hunter from i have seen it mentioned allot before , is it a 3rd party trait?

i was planning on doing the same as you , but with snowball , no save no SR , chance to stagger , and ranged touch

Pathfinder Players Companion: Dragon Empires Primer. Pazio product, not 3rd party. It's on the d20srd, under the name of Metamagic Master.

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