Demonicheart
2018-06-09, 04:28 PM
Hey there,
I am playing a wild mage sorcerer (9)/bard (1) character and as the title suggests, I'm looking for ideas for how to proceed with my spell choices both for this level and beyond. To give you a better a understanding of my situation, I'll explain a few things about my GM's world. First, magic items are scarce so one shouldn't count on them to supplement abilities. We have to scrounge around just for healing potions and magic shops are almost non-existent (I.E. the few that exist sell trinkets, not practical things). Second, any enemy with an intelligence of 11 or higher will prioritize the spellcaster. The GM has told me this upfront and this has occurred in game. As soon as they see a single cantrip, they will fly, burrow, teleport or outright charge through the front line taking multiple attacks of opportunity to reach you. Hiding in the rear is not an option so expect to be on the forefront regardless of placement. The party consists of a barbarian, a rogue, and (due to character deaths) the last two players are currently hovering between two classes. One is considering going paladin or monk while the other is leaning towards pact blade warlock or fighter. Finally, if anyone does have any other advice for increasing my character's survival outside of spell lists, feel free to mention it.
Current spell list with Quicken spell and empowered spell metamagic.
Cantrips: Fire Bolt, Mending, Minor Illusion, Prestidigitation, Shocking Grasp, Blade Ward, Vicious Mockery
1st level: Mage Armor, Magic Missile, Shield, Cure Wounds, Dissonant Whispers, Healing Word, Heroism
2nd level: Mirror Image, See Invisibility
3rd: level: Counterspell, Fireball, Haste
4th level: Banishment, Dimension Door
I am playing a wild mage sorcerer (9)/bard (1) character and as the title suggests, I'm looking for ideas for how to proceed with my spell choices both for this level and beyond. To give you a better a understanding of my situation, I'll explain a few things about my GM's world. First, magic items are scarce so one shouldn't count on them to supplement abilities. We have to scrounge around just for healing potions and magic shops are almost non-existent (I.E. the few that exist sell trinkets, not practical things). Second, any enemy with an intelligence of 11 or higher will prioritize the spellcaster. The GM has told me this upfront and this has occurred in game. As soon as they see a single cantrip, they will fly, burrow, teleport or outright charge through the front line taking multiple attacks of opportunity to reach you. Hiding in the rear is not an option so expect to be on the forefront regardless of placement. The party consists of a barbarian, a rogue, and (due to character deaths) the last two players are currently hovering between two classes. One is considering going paladin or monk while the other is leaning towards pact blade warlock or fighter. Finally, if anyone does have any other advice for increasing my character's survival outside of spell lists, feel free to mention it.
Current spell list with Quicken spell and empowered spell metamagic.
Cantrips: Fire Bolt, Mending, Minor Illusion, Prestidigitation, Shocking Grasp, Blade Ward, Vicious Mockery
1st level: Mage Armor, Magic Missile, Shield, Cure Wounds, Dissonant Whispers, Healing Word, Heroism
2nd level: Mirror Image, See Invisibility
3rd: level: Counterspell, Fireball, Haste
4th level: Banishment, Dimension Door