TurboGhast
2016-06-22, 10:25 PM
This build is currently only in the concept phase, without even a game I would run it for, but I still would like some advice with it because of how focused on a theme it is. I'm doing the spell list first because the rest of the build will revolve around it.
The sorcerer gets a total of 6 cantrips and 15 spells known at max level.
Base wind spells:
Cantrip: Gust (EEPC)
Lv1: None
Lv2: 4 spells
Gust of Wind (PHB)
Levitate (PHB)
Dust Devil (EEPC)
Warding Wind (EEPC)
Lv3: None
Lv4: Storm Sphere (EEPC)
Lv5: Control Winds (EEPC)
Lv6: Investiture of Wind (EEPC)
Lv7: Plane Shift (PHB), because of the Plane of Air
Lv8: None
Lv9: 2 spells
Gate (PHB), again because of the Plane of Air.
Wish into wind spells not on the sorcerer list.
1/6 Cantrips, and 10/15 spells known from spells from these spells. However, these spells are mostly high level, and there's no level 1 spells here. Storm Sphere is pushing the edge of what I'm allowing, due to the lightning damage it deals.
Rename-level refluffings:
Combat Cantrips: 6 spells
Booming Blade -> Airtrap Blade (SCAG)
Lightning Lure -> Partial Electric Vortex (SCAG)
Thunderclap -> Rumbling Howl (EEPC)
Ray of Frost -> Freezing Headwind (PHB) (Credit to Tenmujiin for the idea to refluff cold spells into chilling winds)
Frostbite -> Wind Chill (EEPC) (Credit to Tenmujiin for the idea to refluff cold spells into chilling winds)
Utility Cantrips: 3 spells
Mage Hand -> Hand of Wind (PHB)
Blade Ward -> Softening Wind (PHB)
Message -> Whispering Wind (PHB)
Lv1: 7 spells
Expeditious Retreat -> Tailwind (PHB)
Feather Fall -> Catch Updraft (PHB) Name isn't the best.
Jump -> Updraft Gust (PHB)
Catapult -> Launching Gust (EEPC)
Earth Tremor -> Lashing Downdraft (EEPC)
Thunderwave -> Howling Gust (PHB) (Credit to Arkhios for idea to rename Thunder Damage spells.)
Burning Hands -> Breath of the Desert (Credit to JackPhoenix for this refluff)
Lv2: 5 spells
Shatter -> Lashing Gusts (PHB) (Credit to Arkhios for idea to rename Thunder Damage spells.)
Aganazzar's Scorcher -> Sirocco (EEPC) (Credit to JackPhoenix for this refluff)
Blur -> Obscuring Vortex (PHB) (Credit to JackPhoenix for this refluff)
Earthbind -> Downdraft (EEPC) (Credit to JackPhoenix for this refluff)
Hold Person -> Airtrap (PHB) (Credit to JackPhoenix for the idea to refluff this spell)
Lv3: 5 spells
Fly -> Controllable Vortex (PHB)
Haste -> Greater Tailwind (PHB)
Slow -> Greater Headwind (PHB)
Fear -> Howling Winds of Pandemonium (PHB) (Credit to JackPhoenix for this refluff)
Fireball -> Scorching Gust (PHB) (Credit to JackPhoenix for this refluff)
Lv4:Banishment -> Planar Windlash (PHB)
Lv5: 2 spells
Cone of Cold -> Cone of Freezing Winds (PHB)
Hold Monster -> Greater Airtrap (PHB) (Credit to JackPhoenix for the idea to refluff this spell)
Lv6: Telekinesis -> Greater Hand of Wind (PHB)
Lv7: 3 spells
Reverse Gravity -> Extreme Updraft (PHB)
Delayed Blast Fireball -> Desert's Pyrite (PHB) (Credit to JackPhoenix for the idea to refluff this spell)
Fire Storm -> Fire Tornado (Credit to JackPhoenix for the idea to refluff this spell)
Lv8:Abi Dalzim's Horrid Wilting -> Dehyrating Desert Winds (Credit to JackPhoenix for this refluff)
Lv9: I can't think of any spells that only would need a rename.
Renaming spells adds a lot of options, and turns this into a question of what to use rather than seeing if I can scrounge up enough spells to have a complete character. 6/6 cantrips, and 24/15 spells known from the renamed ones.
Of the 11 potential cantrips and 34 potential wind spells in the game, which 21 should I use? (If levitate is chosen, a sixteenth should be selected as backup because Air Genasi can gain it without using a spell known.)
What other spells can I refluff for extra options?
The sorcerer gets a total of 6 cantrips and 15 spells known at max level.
Base wind spells:
Cantrip: Gust (EEPC)
Lv1: None
Lv2: 4 spells
Gust of Wind (PHB)
Levitate (PHB)
Dust Devil (EEPC)
Warding Wind (EEPC)
Lv3: None
Lv4: Storm Sphere (EEPC)
Lv5: Control Winds (EEPC)
Lv6: Investiture of Wind (EEPC)
Lv7: Plane Shift (PHB), because of the Plane of Air
Lv8: None
Lv9: 2 spells
Gate (PHB), again because of the Plane of Air.
Wish into wind spells not on the sorcerer list.
1/6 Cantrips, and 10/15 spells known from spells from these spells. However, these spells are mostly high level, and there's no level 1 spells here. Storm Sphere is pushing the edge of what I'm allowing, due to the lightning damage it deals.
Rename-level refluffings:
Combat Cantrips: 6 spells
Booming Blade -> Airtrap Blade (SCAG)
Lightning Lure -> Partial Electric Vortex (SCAG)
Thunderclap -> Rumbling Howl (EEPC)
Ray of Frost -> Freezing Headwind (PHB) (Credit to Tenmujiin for the idea to refluff cold spells into chilling winds)
Frostbite -> Wind Chill (EEPC) (Credit to Tenmujiin for the idea to refluff cold spells into chilling winds)
Utility Cantrips: 3 spells
Mage Hand -> Hand of Wind (PHB)
Blade Ward -> Softening Wind (PHB)
Message -> Whispering Wind (PHB)
Lv1: 7 spells
Expeditious Retreat -> Tailwind (PHB)
Feather Fall -> Catch Updraft (PHB) Name isn't the best.
Jump -> Updraft Gust (PHB)
Catapult -> Launching Gust (EEPC)
Earth Tremor -> Lashing Downdraft (EEPC)
Thunderwave -> Howling Gust (PHB) (Credit to Arkhios for idea to rename Thunder Damage spells.)
Burning Hands -> Breath of the Desert (Credit to JackPhoenix for this refluff)
Lv2: 5 spells
Shatter -> Lashing Gusts (PHB) (Credit to Arkhios for idea to rename Thunder Damage spells.)
Aganazzar's Scorcher -> Sirocco (EEPC) (Credit to JackPhoenix for this refluff)
Blur -> Obscuring Vortex (PHB) (Credit to JackPhoenix for this refluff)
Earthbind -> Downdraft (EEPC) (Credit to JackPhoenix for this refluff)
Hold Person -> Airtrap (PHB) (Credit to JackPhoenix for the idea to refluff this spell)
Lv3: 5 spells
Fly -> Controllable Vortex (PHB)
Haste -> Greater Tailwind (PHB)
Slow -> Greater Headwind (PHB)
Fear -> Howling Winds of Pandemonium (PHB) (Credit to JackPhoenix for this refluff)
Fireball -> Scorching Gust (PHB) (Credit to JackPhoenix for this refluff)
Lv4:Banishment -> Planar Windlash (PHB)
Lv5: 2 spells
Cone of Cold -> Cone of Freezing Winds (PHB)
Hold Monster -> Greater Airtrap (PHB) (Credit to JackPhoenix for the idea to refluff this spell)
Lv6: Telekinesis -> Greater Hand of Wind (PHB)
Lv7: 3 spells
Reverse Gravity -> Extreme Updraft (PHB)
Delayed Blast Fireball -> Desert's Pyrite (PHB) (Credit to JackPhoenix for the idea to refluff this spell)
Fire Storm -> Fire Tornado (Credit to JackPhoenix for the idea to refluff this spell)
Lv8:Abi Dalzim's Horrid Wilting -> Dehyrating Desert Winds (Credit to JackPhoenix for this refluff)
Lv9: I can't think of any spells that only would need a rename.
Renaming spells adds a lot of options, and turns this into a question of what to use rather than seeing if I can scrounge up enough spells to have a complete character. 6/6 cantrips, and 24/15 spells known from the renamed ones.
Of the 11 potential cantrips and 34 potential wind spells in the game, which 21 should I use? (If levitate is chosen, a sixteenth should be selected as backup because Air Genasi can gain it without using a spell known.)
What other spells can I refluff for extra options?