Author Topic: The Sorcerer Supreme; Advice on Building the Practical Mage  (Read 9043 times)

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Frost Wolf

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #20 on: March 25, 2010, 09:53:10 AM »
Two feats: Mother Cyst and Cerebrosis each add 11 spells to your spells known. If you can fit them into your build (and cerebrosis can be bought with a few high knowledge checks, a stat loss and some gold) then they can give you a bit more oomph.


Cerebrisis can be found in Dragon Mag #330. Just be careful. The spells from it can turn around and bite you.


PhaedrusXY

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #22 on: March 25, 2010, 02:22:54 PM »
curiously, Versatile Spellcaster isn't that good for Sorcerers.
It works great for powering your Runestaff spells, though. Stick something 1 level above what you can normally cast in there, and burn two of your highest level slots to cast it. :D
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Solo

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #23 on: March 25, 2010, 03:44:51 PM »
curiously, Versatile Spellcaster isn't that good for Sorcerers. It also requires Dragonblood, I believe.
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dark_samuari

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #25 on: March 28, 2010, 12:17:23 AM »
Alright, I'm pretty new to creating spell lists (I typically play brutes or skill-monkeys) so here's what I put together for the guy. I'd really appreciate some advice/critique on the selections.

0: Caltrops, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Prestidigitation, and Read Magic
1: , Benign Transposition, , , Endure Elements, Know Protections, Mage Armor, Nerveskitter, Parching Touch, Silent Image, Speak with Animals, and Summon Desert Ally I
2: , , Heat MetalOwl Wisdom, Quick Potion, Resist Energy, Scorching Ray, Summon Desert Ally II, Summon Swarm and Web
3: Anticipate Teleportation, Control Sand, Desiccate, Dispel Magic, Dominate Animal, Haboob, Magic Circle Against Evil, Phantom Steed, Slipsand, Sonorous Hum, Summon Desert Ally III, Sunstroke, Tormenting Thirst, and Wind Wall
4: Assay Spell Resistance, Blast of Sand, Greater Mirror Image, Polymorph, Summon Desert Ally IV, Wall of Sand, Wings of Flurry, and Wither;
5: Baleful Polymorph, Chocking Sands, Contact Other Plane, Flaywind Burst, Flesh to Salt, Summon Desert Ally V, Telekinesis, Teleport, Transmute Sand to Stone and Transmute Stone to Sand
6: Awaken Sand, Contingency, Greater Dispel Magic, Freezing Fog, Mummify, Sandstorm, and Summon Desert Ally VI
7: Arcane Spellsurge, Banishment, Mass Flesh to Salt, Spell Turning and Summon Desert Ally VI
8: Greater Planar Binding, Polymorph Any Object, Mind Blank, Summon Desert Ally VIII and Whirlwind
9: Shapechange, Summon Desert Ally IX and Time Stop

The Red stands for the spells granted from Sand Shaper.

Solo

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #26 on: March 28, 2010, 12:23:53 AM »
They aren't bad spells, though knowing Protection From spells and Magic Circle is redundant.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

ninjarabbit

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #27 on: March 28, 2010, 12:46:49 AM »
Switch web for glitterdust, switch mage armor for grease, switch know protections for charm person, trade contact other plane for magic jar or wall of stone

dark_samuari

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #28 on: March 28, 2010, 01:05:50 AM »
Switch web for glitterdust, switch mage armor for grease, switch know protections for charm person, trade contact other plane for magic jar or wall of stone

Enchantment is my banned school so charm person is out.

PhaedrusXY

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #29 on: March 29, 2010, 12:30:24 AM »
Get a runestaff and stick stuff like Anticipate Teleportation and Mind Blank in there. You should only need those once per day, which makes them cheap to stick in the staff.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Hijax

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #30 on: March 29, 2010, 06:04:52 AM »
Switch web for glitterdust, switch mage armor for grease, switch know protections for charm person, trade contact other plane for magic jar or wall of stone

this one is invaluable if you play it right.

Hey, i'm not suggesting he should break it. but its extremely good even if you use it only a little, and i'd take this any day over wall of stone.

Not sure about Magic Jar though.
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Solo

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #31 on: March 29, 2010, 06:50:09 AM »
You can get it if you take the Imp familiar as well.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

PhaedrusXY

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #32 on: March 29, 2010, 11:58:47 AM »
Switch web for glitterdust, switch mage armor for grease, switch know protections for charm person, trade contact other plane for magic jar or wall of stone

this one is invaluable if you play it right.

Hey, i'm not suggesting he should break it. but its extremely good even if you use it only a little, and i'd take this any day over wall of stone.

Not sure about Magic Jar though.
I'd say get another Runestaff, and stick things like Contact Other Plane, (Lesser/Greater) Planar Binding, Dimensional Anchor, Shrink Item, Fabricate, or any other spells that you might want occasionally on your "days off", but not while adventuring, in there.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

McPoyo

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #33 on: March 29, 2010, 12:21:54 PM »
The advantage to Sand Shaper is you can Psychic Reform (or even use wish/limited wish to swap, according to the FR books) away the spells you don't want/need for other, more useful, spells.
[Spoiler]
A gygaxian dungeon is like the world's most messed up game show.

Behind door number one: INSTANT DEATH!
Behind door number 2: A magic crown!
Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY!
They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.

Though sometimes, the surgeon (DM) botches them pretty bad...
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Ivory Knight

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #34 on: June 16, 2010, 11:35:36 AM »
The advantage to Sand Shaper is you can Psychic Reform (or even use wish/limited wish to swap, according to the FR books) away the spells you don't want/need for other, more useful, spells.

I'm pretty sure it's not supposed to work by RAI, but does it work RAW?

Would this also work with Shifting Knowledge(Ambient Tempest, Beastiary of Krynn)?

How about other PrC(like Fiend Blooded), that grant additional spells known?

Solo

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #35 on: June 16, 2010, 11:55:26 AM »
Yes it does work RAW since Sand Shaper grans you spells as if you had learned them normally.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Ivory Knight

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #36 on: June 16, 2010, 12:00:06 PM »
Slightly off-topic, but related:
How would Ambient Tempest(or Psychic Reform, if there is any difference) interact with a Beguiler(or other "knows his whole list"-class, say Warmage)?
Would Shifting Knowledge allow me to 'rebuild' the class spell list?

Echoes

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #37 on: June 17, 2010, 02:18:30 AM »
You should really try to pick up Celerity. Seriously, it's probably the single best Sorc/Wiz spell printed. Likewise, arcane fusion and greater arcane fusion are tits, especially with the right metamagic feats and metamagic cost reducers.
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Phoenix00

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Re: The Sorcerer Supreme; Advice on Building the Practical Mage
« Reply #38 on: June 17, 2010, 02:41:28 AM »
As long as you don't mind the cheese, every Sorcerer needs a good way of being able to cast Psychic Reformation without XP penalty. This will allow you to swap out your spells known whenever possible.
Linked Power is an easy way to cast psychic reformation without xp via RAW (for the second power doesn't have any component costs,  a very big oversight via the editors.)  Because of this cerbemancer with precocious apprentice is a very nice versatility boost.