Critique my Spell List?


Advice

Liberty's Edge

I need those of you who have experience with higher level spells to judge and revise my chosen spells.

Am I missing on any totally essential spells? Are some of my chosen spells redundant? Here's a bit of info to start you with, with the rest of the planned build in the spoiler.

Wayang Umbral Sorcerer
Stat Spread:
Str: 7
Dex: 16
Con: 12
Int: 14
Wis: 10
Cha: 17 (+3, levels 4, 8, and 12)

Spells:
0(9): Spark, Light, Detect Magic, Read Magic, Detect Poison, Prestigitation,
----- Detect Poison, Ghost Sound, Message
1(5+1): +Ray of Enfeeblement, Mage Armor, Color Spray, Enlarge Person, Grease,
2(5+1): +Darkvision, Invisibility, Glitterdust, Rope Trick, Touch of Idiocy, Darkness
3(4+1): +Deeper Darkness, Haste, Slow, Shadow Step, Dispel Magic
4(3+1): +Shadow Conjuration, Eyes of the Void, Dimensional Door, Phantasmal Killer
5(2+1): +Shadow Evocation, Teleport, Magic Jar
6(1): Contingency (Teleport)

Character info:

Primary Skills: Stealth, Bluff, UMD, Spellcraft, Knowledge Arcana, Diplomacy

Traits: Magical Lineage, Magic is Life (?)

Feats
1: Toughness
3: Improved Initiative
5: Shadowy Dash
7: Skill Focus:Stealth, Stealth Synergy
9: Empower Spell
11: Piercing Spell

Abilities:
-1: Shadow Resistence (+2 saving throw vs. shadow)
-Lurker (+2 Stealth, Perception)
-Shadow Magic (+1 DC to saving throws when using shadow subschool spells)
-1/day ghost sound, pass without trace, ventriloquism (CL=total level)
-Darkvision 90ft, Light and Dark (1/day, heal with either positive or negative energy),
-Casting spells in darkness increases CL by 1
-Cloak of Shadows (3 + CHA mod, standard action grants stealth bonus in dim or no light by 1/2 sorcerer level for 1 round per 2 sorcerer levels
-Small creature, 20 base move speed

---108k expected wealth---
Key items in order of importance (sort of):
Shadowclay
*Handy Haversack* (7 Str)
Boots of Springing and Striding
Cloak of Resistance
Sleeves of Many Garments
Wayfinder: Pink and Green Sphere
AC items (Bracers, Amulet of Nat. Armor, Ring of Prot., etc)
Headband of Alluring Charisma

Wand of Protection from Chaos/Evil/Good/Law
Wand of Comprehend Languages
Wand of Cure Light Wounds

Rod of... something. Might go silent spell.

Bloodline Abilities:

Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective
caster level is increased by 1.

Cloak of Shadows (Sp) 1st
Nighteye (Ex) 3rd
Shadow Well (Sp) 9th

Grand Lodge

I highly suggest:

Buying a wand of Mage Armor and Replacing it on your spell list with Shield. 50 Charges will be plenty to keep it up. This way you can Have more AC by casting Shield and have auto negation on magic Missiles.

Color Spray is Outdated by level 5-6. I recommend Relearning something after those levels in it's place. A few good Suggestions are Blood Money, Feather Fall, Endure Elements, Magic Missile, or Charm Person.

I feel haste and Slow is too much overlap. You should probably take 1 or the other. Most people prefer haste since Slow can be saved against. Perhaps Fly might be a good choice in it's place. If fly isn't your style you could always go with Stinking Cloud or a Pit spell? Use the Darkness to make them stumble into it.

As far as Rods go...Extend Lesser is the best 3k investment you will buy. I like lesser rod of Toppling for Trip attempts on my magic Missiles 3x a day. I tend to find 2 legged enemies somewhere to have some fun with.

Your items choice let me explain:

Bracer of Armor- ARE a waste of money. DO not invest in them...just go with a wand of Mage armor and the Shield spell.

Boots of Springing and Striding- Between Haste and Fly (should you take my advice) you should not need these at all. Save your money.


CN_Minus wrote:

1(5+1): +Ray of Enfeeblement, Mage Armor, Color Spray, Enlarge Person, Grease,

2(5+1): +Darkvision, Invisibility, Glitterdust, Rope Trick, Touch of Idiocy, Darkness
3(4+1): +Deeper Darkness, Haste, Slow, Shadow Step, Dispel Magic
4(3+1): +Shadow Conjuration, Eyes of the Void, Dimensional Door, Phantasmal Killer
5(2+1): +Shadow Evocation, Teleport, Magic Jar
6(1): Contingency (Teleport)

Level 1: Mage Armour is better as a wand or possibly a page of spell knowledge if you want the duration. Color Spray is redundant a this level. Things you should consider adding with Pages of Spell Knowledge - Disguise Self (seems thematically appropriate for you), Heightened Awareness, Charm Person, Liberating Command, Shield, Silent Image, Snowball, Magic Missile (a little direct damage doesn't hurt), Feather Fall, Monkey Fish. Basically you should buy a lot of level 1 Pages as they are dirt cheap at this level (1000gp)

Level 2: Darkness is useful but if you are going the darkness/deeper darkness route than be aware you may be screwing over your party. Touch of Idiocy is largely terrible. You don't want to be anywhere near melee. You really should have Mirror Image, its the best defensive spell you have access to. You currently lack much in the way of fort or reflex save spells. I would consider Burst of Radiance (doesn't really fit) or Blindness (seems to fit very well).

Level 3: Shadow Step is level 4 and redundant with Dimension Door which is better. The rest are fine, I don't consider Haste and Slow redundant, they are both very strong. I would recommend fitting in Communal Resist Energy as an excellent spell

Level 4: Eyes of the Void is cute if you are going the deeper darkness route but it will screw over your party and its a personal spell so you cannot buff them with it. Phantasmal Killer is very iffy as it allows two saves. I would always recommend fitting in Emergency Force Sphere here, it will save your life. Level 4 also has very powerful area will save spells in Confusion and Fear. Elemental Body 1 would also add a lot of versatility. Greater Invisibility is often hard to pass up and would seem to fit.

Level 5: If you want to go the possession route I would take Possession from Occult Adventures rather than Magic Jar. Teleport is a bit redundant with Dimension Door, you might want to consider leaving this to a prepared caster if you have one (or see below). You are really missing out on Overland Flight here, it is one of your best spells. Currently you have no way to fly which is criminal for a level 12 sorcerer. Level 5 also has potent single target removal with Baleful Polymorph and Suffocation.

Level 6: You cast contingency once every couple of weeks, don't have it as a spell known (see below). You have a wide range of excellent offensive options here, Flesh to Stone, Mass Suggestion, Chain Lightning, Permanent Image, Summon Monster 6 (lots of versatility here too), Banshee Blast Disintegrate. Defensively there is Greater Dispel and Repulsion which are both strong.

On gear I highly recommend picking up a Mnemonic Vestment along with scrolls of spells you wont cast very often. This can include useful stuff like Animate Dead, Teleport and Contingency which are infrequent casts as well as unusual niche stuff like Remove Curse. Bracers are as has been mentioned a waste. A mithril buckler will give you a bonus with 0ASF. It wont stack with shield but it is always on. I recommend eyes of the eagle and investing in perception. Cracked dusty rose IS will give you +1 initiative. You should also invest in plenty of scrolls of utility stuff.

For feats Empower is a waste, you want Persistent to make sure your Shadow spells land. You might also want to look into the recent Shadow Enchantment spells from Occult Origins. The stealth stuff is really not necessary, Invisibility will give you an arbitrarily high bonus on stealth. If you are going to make much use of he shadow line spells for offence then you need spell focus and greater spell focus.

The last question that you really need to consider is how committed are you to being a Wayang? Humans, Half Elvs and Half Orcs all gain access to the extra sell known FCB, probably the best one in the game. At this level it would give you two extra spells know of level 1-4 and an extra 5th. That's a lot of power to pass up on. Half Elves also get you Paragon Surge which lets you spontaneously access any spell (or two) on your list by gaining the Expanded Arcana feat.


I'll just leave this handy dandy guide to sorcerers here: https://docs.google.com/document/d/13MRfgZWlAakfd06JnboqbK6xNdb2Ht63dYqVg2k pGiI/edit?pli=1#

Liberty's Edge

This isn't meant to be an ideal build, but I do want versatility in my spell list. Thanks for the suggestions and links, guys. I appreciate it.

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