retaliation08
2017-03-01, 01:57 PM
I am starting a new game as a level 6 sea sorcerer and I was hoping to get some advice on my chosen spells. The DM has increased spells known to level + charisma mod (so 11) for my Sorcerer. I will start with twinned spell and quickened spell.
My chosen spells are:
Cantrips:
create bonfire, lightning lure, gust, ray of frost, minor illusion
1st level:
Mage armor, shield, chromatic orb, featherfall, thunderwave
2nd level:
misty step, pyrotechnics, suggestion
3rd level:
Fly, fireball, counterspell
I am hoping I have a nice mix of blasting and utility, as well as good synergy with the curse of the sea effects specifically.
Any ideas on how to optimize this spell list?
My chosen spells are:
Cantrips:
create bonfire, lightning lure, gust, ray of frost, minor illusion
1st level:
Mage armor, shield, chromatic orb, featherfall, thunderwave
2nd level:
misty step, pyrotechnics, suggestion
3rd level:
Fly, fireball, counterspell
I am hoping I have a nice mix of blasting and utility, as well as good synergy with the curse of the sea effects specifically.
Any ideas on how to optimize this spell list?