Posted March 08, 2020
I got some questions regarding your sorcerer spell selection as I'd like to try a Sage Sorcerer. Not quite as strong as Sylvan but I like the concept.
So far my spell planning goes like this:
lvl 1: Mage Armor, Grease, Magic Missile*, Enlarge Person, True Strike, Reduce Person
lvl 2: Glitterdust, Burning Arc, Invisibility*, Mirror Image, Blur, X
lvl 3: Stinking Cloud, Haste, Dispel Magic*, Battering Blast, Resist Energy Communal
lvl 4: Animate Dead, Greater Invisibility**, Dimension Door*, Enervation, Protection From Energy Communal, X
lvl 5: Icy Prison, Phatasmal Web, Break Enchantment*, Acidic Spray, X
lvl 6: Chains of Light, Sirocco**, True Seeing*, Chain Lightning, Cold Ice Strike
lvl 7: Legendary Proportions, Waves of Exhaustion, Banishment*, Firebrand
lvl 8: Stormbolts, Rift of Ruin**, Power Word Stun*, Mind Blank, X
lvl 9: Mass Icy Prison, Tsunami, Clashing Rocks*
* Bloodline Spells
** Spells Picked with New Arcana
Feats as usual: Spell Foci for Conjuration/Evocation, Precise Shot, Improved Initiative, some Spell Penetration, some Metamagic.
Some things that differ from your proposed sorcerer spells:
Burning Arc at level 2 seems to do more damage then Scorching Ray. But I'm not sure about that. Battering Blast works very nicely with pit spells. Enervation seems very good vs certain BBEGs.Phantasmal Web is a very nice no friendly fire control.
What's your opinion on this spell selection?
Another question:
Why do you think Wizards are shitty sorcs? Getting Haste and Stinking cloud at level 5 seems huge. Faster spell progression in general is quite good, especially since sorcs only get a single spell when they reach a new level. They can easily switch spells so they can stay on the newest pit spell etc.Just choose Enchantment and Divination for opposition schools, they don't have decent spells anyway.
Thanks in advance for input on those matters!
So far my spell planning goes like this:
lvl 1: Mage Armor, Grease, Magic Missile*, Enlarge Person, True Strike, Reduce Person
lvl 2: Glitterdust, Burning Arc, Invisibility*, Mirror Image, Blur, X
lvl 3: Stinking Cloud, Haste, Dispel Magic*, Battering Blast, Resist Energy Communal
lvl 4: Animate Dead, Greater Invisibility**, Dimension Door*, Enervation, Protection From Energy Communal, X
lvl 5: Icy Prison, Phatasmal Web, Break Enchantment*, Acidic Spray, X
lvl 6: Chains of Light, Sirocco**, True Seeing*, Chain Lightning, Cold Ice Strike
lvl 7: Legendary Proportions, Waves of Exhaustion, Banishment*, Firebrand
lvl 8: Stormbolts, Rift of Ruin**, Power Word Stun*, Mind Blank, X
lvl 9: Mass Icy Prison, Tsunami, Clashing Rocks*
* Bloodline Spells
** Spells Picked with New Arcana
Feats as usual: Spell Foci for Conjuration/Evocation, Precise Shot, Improved Initiative, some Spell Penetration, some Metamagic.
Some things that differ from your proposed sorcerer spells:
Burning Arc at level 2 seems to do more damage then Scorching Ray. But I'm not sure about that. Battering Blast works very nicely with pit spells. Enervation seems very good vs certain BBEGs.Phantasmal Web is a very nice no friendly fire control.
What's your opinion on this spell selection?
Another question:
Why do you think Wizards are shitty sorcs? Getting Haste and Stinking cloud at level 5 seems huge. Faster spell progression in general is quite good, especially since sorcs only get a single spell when they reach a new level. They can easily switch spells so they can stay on the newest pit spell etc.Just choose Enchantment and Divination for opposition schools, they don't have decent spells anyway.
Thanks in advance for input on those matters!