Spell Selection


Advice


So I'm playing a homebrew Mystic Theruge (part of the homebrew is that my arcane and divine classes increase by two each) and have sixth spells now and will gain seventh level spells soon. My wisdom score is a 27, so my "offensive" spells are from the cleric spell list, but my charisma is only a 17- so my sorcerer spells aren't going to have high DCs.

My question is what are some of the sixth and seventh levels of the sorcerer spell list that don't use a DC, or perhaps focus more on the caster level? I know I'm going to take disintegrate, but what else are some good choices in this situation?

And advice would be well appreciated!


So Im not going to cover every spell possible, there are a ton of choices :D

Plenty of defense options, spell turning, antimagic field, plenty of buffs (greater heroism is level 6, and it's fantastic)

But if your looking for offensive power without the save DCs look for Rays, anything with a ranged touch attack usually doesn't have a save

That said, here are some that stand out to me :)

Sirocco-level 6, its an AOE, and has the expected save for half damage, and to avoid being knocked prone, but if they take damage, they are fatigued with no save, that doesn't sound like much, until you use a rod of quicken to hit them again, then they are exhausted, and if they did fail either save, they are also prone :D

Greater black tentacles...this one is brutal, and no save, they can grapple goes, deal damage, and really are just a pain in the neck, best part, they have a +13 strength modifier, get a size bonus for being gargantuan, and use your caster level, as their Base attack bonus...you can grapple full BAB classes with this thing

Arcane cannon- it's not the best, but it is fun, essentially, turn a toy cannon, into a real boy, that starts firing every other round and reloading itself, does decent damage, and it has the conductive property, for you to use your supernatural and spell like abilities through as it fires, it's effectiveness depends a little on your bloodline, but nothing stops you from carrying multiple toy cannons, and casting this, every round, until you have a full contingent if artillery, again, not the best, but it is fun :D

If all else fails, grab limited wish, for 1,500 gold, you can cast any spell on your class list, level 6 or lower, or any spell NOT on your class list at level 4 or lower this allows you to have anything you need ready if you really need it.

That's just a skim, let me know if your looking for anything in particular

(Damage, control, buffs, debuffs etc.)


Just from CRB some of my favorite arcane 6th and 7th are, in no particular order:

Acid Fog - Has potential particularly if you use a lot of Rays (i.e LoE is present but not LoS) and can use something other than vision to target your spells.
True Seeing - Normally I'd include but it's also a cleric spell so ymmv. Still has use since being able to spontaneously cast it multiple times may prove useful.
Contingency - Nuff said.
Mislead - Combine with Project Image for some extra foe confusion.
Disintegrate - Yes it would be extremely high on my list especially when filling those first few know spells.
Sequester - Between this and Mind Blank almost anything and anyone is going to be near impossible to locate via magic or mundane methods.
Forcecage - What's not to like about a cage made of walls or bars of Force. Not only for trapping targets but if you're inside it keeping foes at bay while you do your thing.
Shadow Walk - Rapid travel that doesn't require access to the Astral or having teleportation spells.
Limited Wish - Like Disintegrate it would be very high if not topping my choices at 7th for sheer versatility

My own MT (also a Clr/Sor but from 3.5E) tended to use spells combined with Metamagic and chose them with that in mind so while she certainly grabbed 6th and 7th level known spells in reality she often used a lower level spell with metamagic attached in those slots. Her 4th level spell became a Still Silent version or Transdimensional etc. Useful when you often found yourself floating about in Gaseous Form inside your own Black Tentacles or Solid Fog.


Geruvurrda wrote:


That's just a skim, let me know if your looking for anything in particular

(Damage, control, buffs, debuffs etc.)

Honestly, I'm looking for another damage spell and then after that, anything.

I'd love to take grrater black tentacles, but my evil martial members would not be very happy...

My DM actually banned contingency, cause I could just keep a heal on myself or other stuff.

Greater heroism is looking pretty good...

What control spells could work?


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tearnImale wrote:
My DM actually banned contingency, cause I could just keep a heal on myself or other stuff.

That is a bizarre restriction.

I suspect people who think Contingency is OP aren't familiar with the restrictions:

* The spell triggered can't be more than 1/3 your caster level, rounded down. So, no, you can't use Heal as your contingency spell until you reach 18th level. Which, based on your original post, is a ways away.

* The spell triggered can't be higher than 6th level, no exceptions.

* Contingency fires off if the stated condition is met, whether you want it to or not.

It is a very useful spell, but given the above it is hardly abusive.


Geruvurrda wrote:


That's just a skim, let me know if your looking for anything in particular

(Damage, control, buffs, debuffs etc.)

Honestly, I'm looking for another damage spell and then after that, anything.

I'd love to take grrater black tentacles, but my evil martial members would not be very happy...

My DM actually banned contingency, cause I could just keep a heal on myself or other stuff.

Greater heroism is looking pretty good...

Also, I just reread disintegrate, and there is a save with it, so I'll have to find a different offensive spell.

What control spells could work?


6th and 7th level sorceror spells that don't work off DC? I'd look at greater dispel magic, wall of iron, powerword blind and greater teleport.


Hmmm, why did you not pick up the Empyreal archetype to solve your spell DC problem... theme??? But a Cleric Casting Sorcerer Spells that can fly on fluffy white wings... Or just pick up the Silver Dragon's "Can cast Divine spells as Arcane" trait for a drawback of some sort... I digress...

For Divine Spells: If you have Fate's Favored as a Trait I'd recommend Divine Favor and Power. I figure you already have the Broken Heal and Protection vs Alignment (mental control/compulsion portion) spells... all the others are situational or already listed.

For the Sorcerer spells... I'll add in the Metamagics (ignoring Sacrid Geomatry) since adding only makes it a full round action? (usually play arcanist)
Ignoring the Spell Research options for making element damage for spells change types...
1st: Liberating Command, Feather Fall, Mage Armor, Shield, and last but not least Snowball (5d6 SR ignoring, that can stagger)
2nd: Scorching Ray, Intensified Snowball 2nd (10d6)
3rd: Fireball
4th: Controlled Fireball, Intensified Fireball (15d6)
5th: Instensified Controlled Fireball (15d6), Maximized Instensified Snowball (60)
6th: Maximized Fireball (60), Disintegrate (40d6)
7th: Maximized Instensified Fireball (90)
8th: Maximized Instensified Controlled Fireball (90),
9th: Maximized Disintegrate (240)


tearnImale wrote:
Geruvurrda wrote:


That's just a skim, let me know if your looking for anything in particular

(Damage, control, buffs, debuffs etc.)

Honestly, I'm looking for another damage spell and then after that, anything.

I'd love to take grrater black tentacles, but my evil martial members would not be very happy...

My DM actually banned contingency, cause I could just keep a heal on myself or other stuff.

Greater heroism is looking pretty good...

Also, I just reread disintegrate, and there is a save with it, so I'll have to find a different offensive spell.

What control spells could work?

Wouldn't be too quick to dismiss Disintegrate. While it does allow a Fort save for creatures most objects do not get a save. Got a door or wall in the way, not any more. More than once I've Disintegrated a wall and followed it up with a Quickened blast spell of some sort into the room where all the baddies are preparing to ambush us as we enter via the door. Part of its utility is it isn't just a straight up creature killer, but can be used to remove barriers, create barriers and other wise alter the terrain. Just be mindful to not use it on the brutish sorts when you do employ it against creatures ... enemy spell casters (arcane) have a tendency not to have strong Fort saves for instance.


And if your really wanting to pack in the damage, it helps to specialize, take the "additional traits" feat, and grab wayang spell Hunter, and magical lineage for say, fireball, now you can get 2 levels of metamagic for free, so you can grab

Intensified
Empower
Maximize

And even if you throw all three onto fireball, it's still. A level 7 spell :D

And then you have a 15d6 fireball, where all the dice autonrill a 6, and you add 50% more damage

Now if you grab flumefire rage, you can add another 15 damage on top of that (you could also use a rage spell, and the furious spell metamagic to make that a 30 point increase in damage)

You can also grab things like spell specialization,.varison tattoo, bloatmage initiate, spell perfection to help out your big damage spell (or spell school)

Some other tricks

Blazing robes, boost CL for fire spells by 1

(They also have similar robes for lightning and cold)

Fire fragment, for roughly 300gp you get a focus (sonit isn't consumed) and you can increase you fire CL by another 1

Having cleric spell, you can also use flame strike, as half the damage is divine, and can't be resisted

You can also take selective spells, so you don't hurt you melee, or.use fire snake, so you can avoid them

Finally take freedom of movement, and those greater black tentacles won't effect your melee pals :D

(I would like to recognize LordKailas for helping me find most of this stuff)

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