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  1. - Top - End - #1
    Pixie in the Playground
     
    PolarBearGod's Avatar

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    Question 6th Level Spell Help For My 12th Level Sorcerer

    Okay, so here goes. My Wizard/Sorcerer has recently reached level 12 and thus I'm trying to decide which spells I should take. For my Wizard, I have these...

    Greater Dispel
    Superior Resistance
    Disintegrate
    Bite of The Weretiger
    Greater Anticipate Teleportation
    Contingency

    However, I'm interested in what spells would be best for the Sorcerer half of things? In general, the sorcerer is the damage dealing/crowd control portion of my spells. I'm able to select anything from the Forgotten Realms, Players Handbooks, and Spell Compendiums.

    I read these spells were good stuff, but wasn't sure if you wise minded folk here might know of something better and if so, where might I look for it?

    Repulsion
    Acid Fog
    True Seeing
    Greater Heroism
    Fire Spiders
    Brilliant Blade

    Any suggestions? I would appreciate the help from anyone willing to offer.

    EDIT: If it helps, my group consists of...
    Half-Orc Fighter
    Human Fighter/Thief (Much more of a fighter if you ask me)
    Cleric NPC
    Druid
    Witch Hunter
    and lil' ole' me..
    Last edited by PolarBearGod; 2007-12-03 at 09:56 PM.

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    Barbarian in the Playground
     
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    You have one wizard character and one sorcerer character? What is the rest of the party made up of?
    Last edited by Rama_Lei; 2007-12-03 at 09:55 PM.
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    Pixie in the Playground
     
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    I edited it up there. Sorry about that. We don't ever really lack for healing much. If you need further information, let me know. My apologies.

    Edit: We're playing a campaign set in Myth Drannor and keep dealing with these annoying Phaerim and Beholder Hives.
    Last edited by PolarBearGod; 2007-12-03 at 10:01 PM.

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Seems like pretty good choices to me. I'll take a look later at some other good spells for you to choose.

    One thing for you to note: your character is a Sorcerer//Wizard, not a Sorcerer/Wizard.

    The double slash denotes a gestalt.
    You have your way. I have my way. As for the right way, the correct way, and the only way, it does not exist. - Friedrich Nietzsche

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Double post.
    Last edited by JaxGaret; 2007-12-03 at 10:18 PM.
    You have your way. I have my way. As for the right way, the correct way, and the only way, it does not exist. - Friedrich Nietzsche

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    That would be great. Any assistance, as I said, is appreciated. Right now we keep facing these ANNOYING creatures called Phaerim. We also encounter Beholder Hives. We're trying to restore a place in the Forgotten Realsm called Myth Drannor. I'm sure the majority of you reading this know what I'm speaking of lol but it's somewhat new to me.

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    NecromancerGuy

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    It would help to know your sorcerer spells known to this point, as you never want to duplicate, and you always want to plan and make sure you have the most versatility out of your known spells possible. In the absence of a list, I'd have to recommend acid fog if you want crowd control.

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    Pixie in the Playground
     
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Shocking Grasp
    Magic Missle
    Burning Hands
    Grease
    Lesser Orb of Sound
    Flaming Sphere
    Melf's Acid Arrow
    Web
    Ray of Ice
    Scorch
    Fireball
    Lightning Bolt
    Sound Lance
    Rainbow Blast
    Evards Black Tenticles
    Ice Storm
    Wall of Good
    Cone of Cold
    Prismatic Spray

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    Dwarf in the Playground
     
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Quote Originally Posted by PolarBearGod View Post
    Shocking Grasp
    Magic Missle
    Burning Hands
    Grease
    Lesser Orb of Sound
    Flaming Sphere
    Melf's Acid Arrow
    Web
    Ray of Ice
    Scorch
    Fireball
    Lightning Bolt
    Sound Lance
    Rainbow Blast
    Evards Black Tenticles
    Ice Storm
    Wall of Good
    Cone of Cold
    Prismatic Spray
    Uh...no. Half of those spells are generally useless, such as Wall of Good (is easily eclipsed by the Circle of Protection spells. Rainbow Blast just sucks. Magic Missle is okay, but generally not too useful. Buring hands is crap. Web, Grease, Acid Arrow, Black Tenticles, and Orb spells are all decent. Most of the direct damage spells come at a level where there are much better choices. For example, would you rather get a Fireball spell, or Fly. Ice Storm or Polymorph. For the Sorcerer side, store up on general utility spells that can be used properly in any situation, i.e. Fly, Dimention Door, Grease, Web, Glitterdust, Invisibility, Haste, etc. You will want the Wizard side to focus on spells that have specific purposes, but are extremely useful in that situation, i.e. Orb spells for guys with SR (read Golems), Fire Spiders, your SoD spells such as Baleful Polymorph, Finger of Death, Touch of Idiocy, Hold Person, etc.

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Quote Originally Posted by PolarBearGod View Post
    Shocking Grasp
    Magic Missle
    Burning Hands
    Grease
    Lesser Orb of Sound
    Flaming Sphere
    Melf's Acid Arrow
    Web
    Ray of Ice
    Scorch
    Fireball
    Lightning Bolt
    Sound Lance
    Rainbow Blast
    Evards Black Tenticles
    Ice Storm
    Wall of Good
    Cone of Cold
    Prismatic Spray
    I would recommend getting acid fog, and taking the opportunity to train out of some of your redundant spells. You really don't need both fireball and lightning bolt, for example - you should retrain one into haste or fly ASAP. I know your wizard side can cast those, but those are the kinds of spells that you want to cast many times per day, and that makes them really good candidates for sorcerer spells. In contrast, wizard spells are the kind of spell that you cast once on yourself at the beginning of the day, or are rarely used divinations, or very situational spells that you memorize, but often end up not casting.

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    Firbolg in the Playground
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Leave Batman to the wizard. A sorceror works best as a blaster.

    Fly is always good even if you only use it on occasion. Lightning Bolt and Fireball are not redundant. Throwing Fireball down a corridor is a waste of energy. Shooting a bolt of lightning through a doorway is as well. Burning hands isn't useless, but it's specialized. I can blast it into a bunch of trolls where a single Acid Arrow only hits one, even if it does more DoT.

    On the other hand, unless you're going to pick up Reach Spell, Shocking Grasp is kind of pointless. If they're that close to your character, you'd be better off D-Dooring out. Magic Missile is another spell that reigns supreme at it's most useful job, which is attempting to disrupt spell casting. Not everyone uses shield.
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Quote Originally Posted by Guy_Whozevl View Post
    Uh...no. Half of those spells are generally useless, such as Wall of Good (is easily eclipsed by the Circle of Protection spells. Rainbow Blast just sucks. Magic Missle is okay, but generally not too useful. Buring hands is crap. Web, Grease, Acid Arrow, Black Tenticles, and Orb spells are all decent. Most of the direct damage spells come at a level where there are much better choices. For example, would you rather get a Fireball spell, or Fly. Ice Storm or Polymorph. For the Sorcerer side, store up on general utility spells that can be used properly in any situation, i.e. Fly, Dimention Door, Grease, Web, Glitterdust, Invisibility, Haste, etc. You will want the Wizard side to focus on spells that have specific purposes, but are extremely useful in that situation, i.e. Orb spells for guys with SR (read Golems), Fire Spiders, your SoD spells such as Baleful Polymorph, Finger of Death, Touch of Idiocy, Hold Person, etc.
    I noticed that you forgot to close your parentheses, and "Ice storm or Polymorph." isn't a proper sentence.

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    My DM said I could redo my Sorcerer spells if I want to. Let me share with you what Wizard spells I have, then maybe if any of you wouldn't mind, I will retool my Sorcerer spells accordingly. As it stands, I have to keep my Wizard spells what they are....

    Level 1
    Mage Armor
    Shield
    Charm Person
    Sleep
    Ray of Enfeeblement
    Protection From Evil
    Summon Monster I
    Silent Image
    Identify
    Detect Secret Doors
    True Strike
    Magic Missle
    Enlarge Person

    Level 2
    Invisibility
    Baleful Transposition
    Ray of Stupidity
    Blindness/Deafness
    Wraithstrike
    Bull's Strength
    Glitterdust
    Summon Monster II
    Web
    See Invisibility
    Darkness
    Mirror Image
    Minor Image
    Alter Self
    Darkvision
    Rope Trick

    Level 3
    Dispel Magic
    Haste
    Fly
    Wind Wall
    Slow
    Stinking Cloud
    Phantom Steed
    Summon Monster III
    Tongues
    Deep Slumber
    Heroism
    Hold Person
    Lightning Bolt
    Displacement
    Major Image
    Ray of Exhaustion
    Vampiric Touch
    Blink
    Shrink Item
    Water Breathing

    Level 4
    Defenstrating Sphere
    Stoneskin
    Fear
    Greater Invisibility
    Polymorph
    Confusion
    Summon Monster IV

    Level 5
    Teleport
    Baleful Polymorph
    Greater Blink
    Prying Eyes
    Telepathic Bond
    Wall of Force

    Level 6
    Greater Dispel
    Superior Resistance
    Disintegrate
    Bite of The Weretiger
    Greater Anticipate Teleportation
    Contingency

    That's what my Wizard spells consist of. So, with this in mind and with what I've said thus far as to what books and such I'm allowed to use, what would you suggest I take as my Sorcerer Spells?

    Fireball and Lightning Bolt have all served me well. I agree with Flying too. It's been amazing with Wind Wall.

    I would like to thank you all for the responses here. This is a great community full of informative people. I like to read others questions, because it helps me learn more.

    I look forward to any future help with what I've listed.

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    http://www.giantitp.com/forums/showthread.php?t=30344

    Nice place to start.

    Few quick guidelines:

    1) Never get 2 Spells that do the same. This is especially true for damage spells.

    2) Spread your spells on this raster:

    __Mass effect|Single Target
    F
    R
    W

    In addition get some No save spells & some No SR.

    3) look for 'double' spells.
    Glitterdust: Blind & Invisibility.
    Disintegrate: Damage & Utility.

    4) Look at your party.
    Is damage covered? You need alround utility (fly?) You need buffs? Defense?
    Greater Heroism is a great spell, but when you have a bard your better of with him.

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    Firbolg in the Playground
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    1) Never get 2 Spells that do the same. This is especially true for damage spells.
    An exception should be made for spells that do different types of damage. However it's not necessary to know them, but you should carry a few scrolls of each, or a wand.
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    NecromancerGuy

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Quote Originally Posted by Triaxx View Post
    Lightning Bolt and Fireball are not redundant. Throwing Fireball down a corridor is a waste of energy. Shooting a bolt of lightning through a doorway is as well.
    They don't do exactly the same thing, but knowing both as a sorcerer is foolish at best. Sorcerer spell picks need to be as diverse as possible, and having two spells that deal 10d6 energy, Reflex half is pretty darn redundant. If you're good with lines and bursts, it's very easy to use one in place of the other for almost the same effect.

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    So based on what spells I have as a Wizard, if you were to create a spell list for a sorcerer of 12th level, what would it look like?

    EDIT: And why is Polymorph so "powerful"? Excuse me for being so naive on it.
    Last edited by PolarBearGod; 2007-12-04 at 09:04 PM.

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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Well, since your Wizard spell list looks pretty well-rounded, I will be naming a few spells that your Wizard side already knows, just because they are useful to always have handy and in multiples. Just don't bother preparing them as a Wizard. (As opposed to a specialist Wizard side, where I would try more to emphasize your Banned Schools in your Sorcerer selection.)

    Also, I will be working with Core options only ... with one exception.

    So:
    6th Level
    Greater Dispel

    5th Level
    Teleport
    Persistent Image

    4th Level
    Dimension Door
    Greater Mirror Image
    Enervation

    3rd Level
    Fly
    Greater Magic Weapon
    Suggestion
    Stinking Cloud

    2nd Level
    Shatter
    Resist Energy
    Glitterdust
    Scorching Ray (best blaster spell in Core, or at lower level than 4th)
    Alter Self (since Polymorph cheese apparently isn't a problem)

    1st Level
    Ray of Enfeeblement
    Protection from Evil
    Grease
    Shield
    Feather Fall

    Here are the spells I really wanted to put on this list, but couldn't make room for, that you can hopefully pick up later:
    either Solid Fog or Acid Fog, Shadow Conjuration, Greater Invisibility, Shadow Evocation.

    Also, Dimensional Anchor is a lame Sorcerer spell, but should be a high priority for your Wizard side.
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Polymorph.... has 2 problems:
    1) It lets you page through books looking for forms that will be situationally perfect for exactly what you are facing at the moment (which makes them more powerful than you would initially think upon reading the description of the spell) and
    2) For a Sorceror in particular it offers incredible flexibility, allowing the spell to take the place of multiple spells that you would have otherwise needed to learn.

    Its just too good.

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    Firbolg in the Playground
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    Default Re: 6th Level Spell Help For My 12th Level Sorcerer

    Quote Originally Posted by deadseashoals View Post
    They don't do exactly the same thing, but knowing both as a sorcerer is foolish at best. Sorcerer spell picks need to be as diverse as possible, and having two spells that deal 10d6 energy, Reflex half is pretty darn redundant. If you're good with lines and bursts, it's very easy to use one in place of the other for almost the same effect.
    Unless you play with light and facing rules like my group does. So instead of opening a door and hearing:

    'The hall is revealed to contain X monsters at Y positions.'

    We hear:

    'A dark hall is revealed.'

    So unless a monster is right behind the door, we can't see it. Granted the bat familiar's abilities are handy, but it's still a case of launching a bolt of lightning to hit as many things as possible. Mind you, with Sculpt spell they do then become redundant, except with reguard to elemental resistances.
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