Best 5th Level Spell for a 10th Level Sorceress?


Advice

Grand Lodge

Sammi (you can see her 9th level character sheet) has reached 10th level. She's a kitsune maestro sorceress, specializing in battlefield control and enchantment.

At this level, all she gets is a 5th level spell and a cantrip.

Any good suggestions for either?

PREVIOUS SPELLS

4th (5/day)—black tentacles, scrying (DC 20), shout

3rd (7/day)—fly, haste, mad monkeysUM, suggestion (DC 24)

2nd (8/day)—carry companion, glitterdust (DC 18), hideous laughter (DC 22), mirror image, page-bound epiphany, summon monster II

1st (8/day)—charm person (DC 21), ear-piercing screamUM (DC 11), feather fall, grease, mage armor, memory lapseAPG (DC 21), silent image (DC 17), snowball (DC 17), unseen servant, ventriloquism (DC 17)

0th (at will)—acid splash, arcane mark, detect magic, mage hand, mending, message, prestidigitation, read magic

Hmm


My top choice would be Dominate Person, although Wall of Stone is also a classic.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Since you have a massive DC boost on enchantments, feeblemind or hold monster seem like good choices, depending on party composition.

Grand Lodge

Dominate Person is great, but I get it for free as my 11th level bloodline spell.

Ooh. Teleport and overland flight are also at this level... So many choices!

RainyDayNinja, my party is almost all melee and smash.

The Slaughterhouse Five:
2 paladins
1 slayer that switch hits between range and melee
1 ranger (also smash)
1 inquisitor who deals out more damage than everyone else combined

We also have an alchemist and very underpowered nature oracle/rogue. I'm the only dedicated caster of any sort.


it is not remotely shiny but, telepthic bond might be nifty.

though I suppose its not that hard to just talk haha.


Hmm... Because your group is lacking in top casters, I would look into a utility spell that can't be covered by anyone else.

Teleport and Summon Monster V both come to mind. Even if you never actually cast teleport, you will fare better than needing it and not having it.

(Otherwise, I would take the Hold Monster. Especially with your group's setup).

Grand Lodge

Zwordsman wrote:

it is not remotely shiny but, telepthic bond might be nifty.

though I suppose its not that hard to just talk haha.

I'd consider it if I didn't have a telepathic faerie dragon familiar! Huma's telepathy is great.


If you want extra combat ability then feeblemind or hold monster. If you want extra utility then teleport or summon monster 5. You lack some of the fairly common and backbone spells, Haste, Dimension Door, Communal Resist.

If you can I would suggest changing some of your feats for one or more of expanded arcana, persistent spell or spell penetration. Flagbearer is really unnecessary as is realistic likeness, it could largely be replaced by a 1000gp Disguise Self page of spell knowledge.

Grand Lodge

Personally, I think the obvious choice is Baleful Polymorph. Yeah, I know it doesn't work often (Fort save), but when it does, it is so freaking cool.

"She turned me into a newt!"

Silver Crusade

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Icy Prison.

If they fail their save, they are helpless and trapped in ice.

If they make it, they are entangled...and still trapped in ice.

It's a reflex save, but Evasion doesnt work on it because it's a non-damage effect.

Grand Lodge

Ivy prison is interesting. So is Wall of Stone.

Andreww -- I should note that I do have haste on my spell list. No dimension door because our rogue / spirit guide oracle has a 30 foot teleport that he can use once a day per person. It's one of his few areas to shine, and I'm letting him shine. (But I do have a scroll of it to use with my mnemonic vest.)

No communal resist... I'll have to look at that one again.

As for realistic likeness and the flag, those are the two feats that make me happiest. I'm a kitsune. Changing shape and lying is part of my backstory. I impersonated someone else to escape slavery. The flag lets me be a bit more of a bard, and helps the weaker members of the party hit.

I deliberately did not choose Persistent because almost EVERYTHING falls to my DCs. I really don't want my GM to hate me.

Baleful polymorph is hilarious. I probably won't pick that one, but thanks for pointing it out!


Communal Resist Energy is one of the very best buffs in the game, especially if you have someone who can make reasonably reliable knowledge checks. My oracle ran all through Emerald Spire with it and it ranks as my best spell pick ever.


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EvilTwinSkippy wrote:


"She turned me into a newt!"

"I got better."

Sorry, couldn't resist.


Throw another vote in for teleport.

Silver Crusade

My sorceror in mummy's mask is in the same boat as you, I have a party of beatsticks. I went with wall of force 1st for a divide and conquer approach. I then went with life bubble awesome long duration protection

RPG Superstar 2012 Top 32

Does teleport have a limited number of folk you can bring with you? You seem to have a large party.

And summoning might drag out fights with such a large party too.

Hold Person, Cloudkill, Shadow Evocation, Telekinesis, Fabricate, Seeming?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
DM-DR wrote:

Hmm... Because your group is lacking in top casters, I would look into a utility spell that can't be covered by anyone else.

Teleport and Summon Monster V both come to mind. Even if you never actually cast teleport, you will fare better than needing it and not having it.

(Otherwise, I would take the Hold Monster. Especially with your group's setup).

I would suggest Teleport as a second pick, not first. As a sorcerer you want to pick spells that you will cast often. Summon Monster V will be something you cast far more often than Teleport.


for later stuff. Shadow evo/con really REALLY expands what you can do I gotta say. Useful stuff.


How useful Teleport is really depends on the kind of game you are playing in so I can't answer how useful it would really be to you; regardless I'd second not making it your first pick as it is something you could go sessions without needing to cast. Looking at your party composition you really don't need to be dropping in more bodies onto the field as you have nothing but damage dealers besides you already, so I'd back off of Summon Monster.

Really I think I'd go Wall of Stone. It can be used both offensively (reflex negates being entombed), defensively, for utility purposes, and for general battlefield control. It's just good all around.

Grand Lodge

I recommend SM5. It adds everything you need. CC, damage, SLAs, and works in most situations.

Get a scroll of teleport for your vestments to use. It's a great just in case.

You will get dominate next level so no need to double up on other enchantment.

Actually add teleport to your list in a few more levels as it is great to have but terrible to rush on a sorcerer.

Might I recommend these spells:
Communal (or regular)resist energy, false life, and enervation.

The enervation is a great debuff that does a lot of work to help those enchantments stick. It is a workhorse of a spell.


Emergency Force Sphere.

Immediate action Wall of Force that blocks line of effect and stops Antimagic Fields? Yes please.

RPG Superstar 2012 Top 32

Wall of Stone can make you a castle every night to sleep in...

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
SmiloDan wrote:
Wall of Stone can make you a castle every night to sleep in...

Some folks have very low standards for what constitutes a castle. :)


LazarX wrote:
SmiloDan wrote:
Wall of Stone can make you a castle every night to sleep in...
Some folks have very low standards for what constitutes a castle. :)

Castle cave then xD

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