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Old 04-23-2009, 11:10 PM   Top  -  End  -  #117
DragoonWraith
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Join Date: Apr 2009
Gender: Male
Default Re: [3.5e] Newbie looking to play with magic

Quote:
Originally Posted by ShneekeyTheLost View Post
The standard powergame tactic is Contingency Celerity, which grants you a free standard action. This is generally used to cast the spell you need to get out of the trouble which triggered the contingency.
Non-SRD, can't use it.

Quote:
Originally Posted by ShneekeyTheLost View Post
Spells like Solid Fog don't allow a save, and don't permit SR to interfere... with Shadow Conjuration, they would. It makes a "No Save, you just suck" spell into a "Will save or suck, but only in a limited area", which makes it worse than Slow. So you blow a 7th level spell (Greater Shadow Conjuration) to produce a 4th level effect (solid fog) that is nerfed to the point where it would be better to cast a 3rd level spell (Slow). How is that an effective use of magic?
Well, I actually know Solid Fog, and wouldn't Shadow that. I was talking about Acid Fog, a level 6 spell. Still, point taken. Also, looking at the list... I don't see a lot of Conjuration spells I'd like to have that I don't already know anyway. So Greater Shadow Conjuration is probably out.

Greater Shadow Evocation... It would mean losing a 5th-level spell if I wanted Contingency. Celerity's out, but that doesn't mean I won't want some Contingency. If I ditched Teleport and got Greater Teleport (see below), then I could get Contingency there...

As for the 8th level spell replacing it, Greater Shout and Sunburst seem the most interesting to me. Probably Sunburst. Thoughts?

Quote:
Originally Posted by ShneekeyTheLost View Post
Besides, 7th level has Mordikain's Magnificent Mansion Love Shack. It's like Rope Trick's bigger brother without the hassle of having to shinny up a rope, and with efficient staff that comes entailed with the property! While not directly combat effective, it gives you a 'reset button' on your spells. When you run low, pop your MMM and take a nap, then come back out refreshed and renewed for the next day of murder and mayhem.
Hmm... Possibly useful. I don't see much point to the servants, though, to be honest. Rope Trick could offer me about as much at CL 9... and I wasn't even planning on getting Rope Trick. The necessity of it is determined almost entirely by how hard the DM makes it for us to get a night's rest, of which there's no way of knowing...

Quote:
Originally Posted by ShneekeyTheLost View Post
Greater Teleport is also a 7th level spell, and one you should 'trade up' for.
Greater Teleportation seems like a pretty obvious choice, but I already have Teleport, don't want both, and am not taking any extra levels of Sorcerer with which to forget things. I was planning on Teleport at 11 and couldn't get Greater Teleport til 14. Is it worth waiting three levels for Greater?

Quote:
Originally Posted by ShneekeyTheLost View Post
Forcecage is a trap. It costs 1500 gp per casting. Use Greater Shadow Evocation instead. While it grants a Will save (if he makes the save, the forcecage vanishes) it doesn't cost components, and like you said... with the sky-high saves on your illusion spells, it's not going to be easy to make.

Prismatic Spray is another good one, since you are a Sorcerer and not a Wizard who banned Evocation. Roll higher than a 3 and it's a Save or Loose effect. Roll an 8 and it could be TWO Save or Loose effects. In a Cone-shaped burst. Cone of LOSE!

Finger of Death and Reverse Gravity are also nice 7th level spells to have.
I have Finger of Death and Reverse Gravity. Rev Grav is nice because it's no-SR; Finger of Death because it's die or damage, which I like.

Issues with Forcecage are noted.

Prismatic Spray... I have a fair number of save-or-loses. And a fair number of no-save you-sucks. Is there any particular reason why that one is better? Three of those are "just" damage, two of them kill any loot the enemy may have had... etc.
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