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View Full Version : Spell selection advice (Sorc/MotAO/Fatespinner)



SanguisAevum
2012-05-04, 05:48 AM
Character build and concept...

Sorc 6
Mage of the arcane order 10
Fate Spinner 4

Character is a time / force / space specialist, so has a fair focus on [force], [teleportation], and spells relating to temporal manipulation (haste, time stop, celerity, contingency... etc etc)

The character has also in game, written two thesis on using stacking meta magic on lower level damage spells to replicate the magnitude of higher level spells in order to do away with the need to waste spells known on high level damage. He also has the alternate sorc feature that allows normal casting on metamagic.

This mean that the ONLY DD spells he will be taking are Magic missile, and Orb of force. If I want to cast a 9th level damage spell, I will simply cast an Twined, Repeating, Orb of force. (using arcane thesis to reduce each cost by one. And Yes, that interpretation is fine for the purposes of this game and character)

Key feats in the build are...

Co-op Spell
Empower Spell
Repeat Spell
Twin Spell
Still spell (bonus from MotAO)
Silent Spell (bonus from MotAO)
Arcane thesis - Magic Missile.
Arcane thesis - Orb of force.

(note, these are not negotiable... they are a combination of build requirements, and character development choices)

Other group memebrs consist of a VoP Ninja, a preparation caster Mystic Theurg, an arcane trikster, and an arcane archer... as you can see, we are not an "optimised" group, but thats fine as the game is balanced around us... plus, the characters themselves are a great bunch and fun to play.

Available books are the four 3.5 complete books, PHB2, and spell compendium.

Also note that due to the spell pool, I can, as a full round action call any spell from the PHB to mind, to use on the following round (this means I basically have limited access to all the utility spells I might need on a less regular basis, so I don't have to waste slots on spells I might use infrequently.)

So... on to my question... my current planned spell selection looks something like this... (bold spells not negotiable sure to character design / development)

1 - Feather fall, Magic Missile, Stand, Wings of swift flying, 1 slot still open
2 - 5 slots still open
3 - Dimension Step, haste, 2 slots still open
4 - Celerity, Orb of force, Mass resist energy, Stoneskin
5 - Overland flight, Telekinesis, Wall of force, 1 slot still open
6 - Contingency, Greater Dispel, true seeing
7 - Force cage, Plane shift, Greater Teleport
8 - Mind Blank, Telekinetic sphere, 1 slot still open
9 - Effluent Eppuration, Time stop, shape change.

My first concern is personal defence... contingency and celerity will ensure I go first... but what self defence buffs should I be aiming for? Options...

I am considering either Superior Invis, or Ghost Form for my last 8th level slot, but cant decide which... advice?
I could drop a 6th level selection and take Stone body, but I would have to loose one of 3 spells I reckon ill be using OFTEN.

I get the feeling i am not going to be able to use shape change effectively... as I have a sever lack of knowledge when it comes to forms with good SU abilities. I am probably duplicating SU abilities I would access to via shape change in my list...

Brock Samson
2012-05-04, 12:24 PM
If you're not sure what shapes to change into with shapechange for utility, just peruse the SRD and look at all the monsters.

Instead of Stoneskin I'd recommend you pick up Heart of Earth - lasts hours/level, while it's up you get 2xCL temp HP, a +8 bonus to resist being moved/tripped/etc, and as a swift action you can get a Stoneskin effect for CL rounds, then the spell goes away. No material component price. Swift action to activate. Stoneskin.