Sure, 35 hp from an average 10d6 fireball is not going to do a lot at level 10. However, don’t get deluded by those that say “blast is useless”. They can repeatedly buff their mates (casting Enlarge person, mass, and Haste in all combats), they can play the SoD role (with Enervation to soften the Save and focus in high DC), they can control the battlefield properly, and, with the addition of Dazing Spell, they can be dual purpose, controlling enemies and damaging them. Sorcerers have several other options available too. The sorcerer can just repeat it, until he actually dispel that Antilife Barrier that keeps the Bruiser away. But when the Wizard casts his Dispel Magic, if he fails the Caster Level, he can’t cast other. For example, both the Wizard and the Sorcerer may have Dispel Magic. Sorcerers also have an adventage: can recast a spell that failed. He can cast any other level 4 spell, and he can cast Empowered Level 2 spells using those slots too. If suddenly you face a group of Undeads, you can’t cast level 4 spells. With a wizard, that means you memorize 4 or 5 Enervate. For example, if you want to make the ubiquitous Enervate caster, you want to be able to cast as much Enervate as possible. This make “one trick poney” sorcerers work better than their wizard equivalent. ![]() A Wizard Enchanter that has memorized 3 Charm Monsters and two Wall of Force, can’t. If he has, let’s say, Charm Monster and Wall of Force as his two Level 5 Spells, he can cast 5 Walls of Force if he wants. He might have Cham Monster as a spell known, but as long as he has some other level 5 spell, or some metamagic feat to cast other spells using those slots, he has not wasted any slot. But in this Dungeon, lots of monsters are mindless, or immune to mind affecting. Then suddenly you are in the middle of a Dungeon, and you happen to have several Dominate Person and Charm Monster memorized. For example, imagine you are an Enchanter Wizard. Some other examples might be spells that have a condition that some creatures ignore. I’ve been known to cast fly or invisibility in the whole party just because doing so was a great tactical advantage. The Sorcerer, on the other hand, can cast as much Fly spells as he needs. For example, suppose you enter a place where there’s a chasm. But when you are a Wizard, you can’t cast it unless you memorized it beforehand. There are spells that you need to cast *when* the situation arise. ![]() However, it works also the other way around. Things like Rope Trick or Break Enchantment are good spells for Wizards, but awful for Sorcerers. This means they can’t “waste” spells known in things they don’t cast often. Once you understand this, everyone in the party puts at least a rank in UMD (people who dump CHA may need more than one rank), you get/craft a wand of Read Magic then everyone in the party can use your scrolls.Sorcerers know relatively few spells. If the GM doesn't like this, just keep rolling until you pass the check, it's effectively the same thing.Īnyhow, a wand of Read Magic and a scroll in the hands of anyone who has one or more ranks in Use Magical Device will allow them to decipher the scroll and use it later without rolling. Cast read magic on the scroll and you're good to go.Īlso, since the Use Magical Device DC for using wands is only 20 and failing the roll has no detrimental affects out of combat, then when you're out of combat you can take 20 on the roll to use a wand. If there's other casters in the party and one of them takes Craft Wand, you can just hand them a scroll for the purposes of making a wand (or if you can craft wands, they can hand you a scroll to craft a wand from). I'm a big fan of scribe scroll as the default level 1 feat for Sorcerers (and sometimes Bards). Empower/Extend are decently useful, and Quicken is generally a crowd favorite. Max 10d4 burning hands or 15d6 fireball, for +1. I'm a huge fan of Intesify, as it lets you get more mileage out of those lower level spells. Other than these and those listed by everyone else, metamagic really is your best bet. (again, assuming 18 cha)Īt higher levels, combined with Spell Perfection and you have a really nasty spell, with doubling and bonus DC and CL from feats, as well as a free metamagic. Or you can go spell focus evocation and spell specialization and have a 3d4 burning hands dc 16 reflex at lvl 1. Lvl 1 human with spell focus and greater spell focus illusion, with 18 cha, has a dc 17 will color spray. The stuff I listed is pretty decent if you know what type of caster you want to be early. ![]() It really depends on what you're going for, and what spells you pick. ![]() Can change the spell on even levels that you progess in spellcasting. Requires Spell Focus, which is pretty good.
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