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  1. - Top - End - #151
    Pixie in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Could you do a review of the backgrounds? I could see my character doing any of them really.

  2. - Top - End - #152
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    HalfOrcPirate

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by thelight View Post
    Could you do a review of the backgrounds? I could see my character doing any of them really.
    I intentionally do not review backgrounds, as they are primarily a role playing concept. I dislike the idea utilizing them as optimization tools. I would advise that you pick a background that you feel makes your character feel more interesting.

  3. - Top - End - #153
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    X3r4ph's Avatar

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by SharkForce View Post
    that is an intriguing use of extend spell... considering they nerfed the main other useful options (by limiting the duration after extending to one day maximum), that's probably the only reason i'd ever recommend extend spell to a single classed sorcerer*.

    and even that is pretty sketchy (you get great damage out of it, but how often do you have 2 minutes to sit around waiting for the damage increase?).
    I believe that I would get the chance to use this combo on many occasions in the game I play in... But first of all, are we talking 32d6 damage if you concentrate for 2 minutes? That is a reasonable amount of damage to start the party.

  4. - Top - End - #154
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    JakOfAllTirades's Avatar

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    I must have missed something somewhere, because there's one thing that's still not clear to me and I'm hoping someone can answer this question:

    How do I determine the Sorcery Points used for a Twinned Spell? The PHB says it's equal to the "Spell Level" but I'm not sure if that means the original spell level, or the level of the slot used when casting it. For example, if I Twin a Ray of Sickness spell (which is 1st level) and cast it using a 3rd level slot, does that require 1 Sorcery Point or 3 Sorcery Points?

    This is really bugging me cuz it's got me wondering whether to take the Twin Spell option or not.

    Many thanks.
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  5. - Top - End - #155
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    BlackDragon

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by JakOfAllTirades View Post
    For example, if I Twin a Ray of Sickness spell (which is 1st level) and cast it using a 3rd level slot, does that require 1 Sorcery Point or 3 Sorcery Points?
    The latter. PHB 201: "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting."
    Ur-member and coffee caterer of the fan club.

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  6. - Top - End - #156
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    Dalebert's Avatar

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by JakOfAllTirades View Post
    This is really bugging me cuz it's got me wondering whether to take the Twin Spell option or not.
    Yes.

    I'm kind of joking but not really though clearly biased. It of course depends on what spells you plan to take. I've heard twinning is best for buffs but I honestly use it for a lot of attack or control spells and just feel a lot more effective with my action economy. It's a cheap way to make a cantrip into practically a first level spell. A twinned Firebolt is often (depending on context) better than Burning Hands or even Scorching Ray, especially if you're a draconic fire sorcerer. Twinned Dissonant Whispers can be nuts if you can get that spell from a dip. Twinned Tasha's is a lot of bang for the buck in terms of crowd control. When it's appropriate for the situation, you're basically getting a second spell fast and for cheap. It's like you cast two spells but you didn't use an extra action.
    Last edited by Dalebert; 2016-12-01 at 08:43 AM.
    If you cast Dispel Magic on my Gust of Wind, does that mean you're disgusting?

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  7. - Top - End - #157
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    JakOfAllTirades's Avatar

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by Coffee_Dragon View Post
    The latter. PHB 201: "When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting."
    Okay, thanks for the reference. That makes sense, and I'll plan accordingly.

    My next character is going to be a Sorcerer, definitely of the "blaster" variety due to his back-story, and I'm trying to decide whether to take Twin Spell at 3rd level or 10th level. It matters because I'll be playing him in Storm King's Thunder, which I'm told will end around 10th or 11th level.
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  8. - Top - End - #158
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    jaappleton's Avatar

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Any plans to rate the races in Volo's? Really curious to see your thoughts on Tabaxi, and especially the new Aasimar.

  9. - Top - End - #159
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    HalfOrcPirate

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by jaappleton View Post
    Any plans to rate the races in Volo's? Really curious to see your thoughts on Tabaxi, and especially the new Aasimar.
    Sure. The moment I get Volo's Guide, I'll start rating them. Unfortunately, I am forbidden from making any purchases for myself until after Christmas, lest I face wifely wrath.

  10. - Top - End - #160
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    RedWizardGuy

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    You mention that Thunderwave uses Draconic Rider. I am assuming you are referring to using a Lightning Dragon as your Draconic Bloodline. If I am wrong please correct me, but either way the spell generates thunder damage and there are no bloodlines that use that type. I would appreciate clarification because in general I have found your guide very useful, but I have found no support for Thunder Damage receiving any Elemental Affinity from any dragon type.
    Last edited by Felslayer; 2017-01-02 at 03:56 PM. Reason: Wrong title

  11. - Top - End - #161
    Pixie in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    The happiest moment was when I realized that tides of chaos could get you to reroll on the wild magic surge table

  12. - Top - End - #162
    Pixie in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    too bad i need 10 posts to post links

  13. - Top - End - #163
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Because i clicked on your i am the tactician

  14. - Top - End - #164
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    RangerGuy

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by Quixim View Post
    I haven't seen this in a cursory google search, but since Delayed Blast Fireball has a casting time of 1 minute, and Extend spell will add an extra 10d6 damage for one spell point, which seems pretty handy to me?
    That is, indeed, a good use for it. Turn your Sorcerer into a demolition man. Really, how many structures can take 20d6 damage without collapsing?

    The best use of extended spell I've ever seen is by coupling it with Aura of Vitality (Paladin 9 or Lore Bard 6). 40d6 of healing? For an average of 140 points? Yes please.

  15. - Top - End - #165
    Ettin in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by Miffles View Post
    The happiest moment was when I realized that tides of chaos could get you to reroll on the wild magic surge table
    it really can't. tides of chaos works on one ability check, saving throw, or attack roll. rolling on the wild surge table doesn't really have an explicit name for the type of roll (so it's probably just a "wild surge table roll" or possibly just a "wild surge roll"), but it definitely 100% is not one of those three types of rolls, because those three types of rolls are always d20 and the wild surge table uses a d100.

    of course, if the DM allows it, it works anyways, but that's because the DM can change anything.

  16. - Top - End - #166
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    MindFlayer

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by EvilAnagram View Post
    Sure. The moment I get Volo's Guide, I'll start rating them. Unfortunately, I am forbidden from making any purchases for myself until after Christmas, lest I face wifely wrath.
    Thank you for updating with the Volo's monster races! I am seriously considering playing a Yuan-ti Pureblood Draconic Sorcerer during the next AL season. I am currently debating metamagic choices.

  17. - Top - End - #167
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    DruidGuy

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Hello, I'm new to posting here so I'll try not to sound foolish. I really like the guide, but I wonder if you took into account the fact that the Blink spell isn't a concentration spell. The 50% percent part does suck, but when you factor in that it can be used offensively as well as defensively for 1 casting that lasts 10 rounds without concentration, it seems like an even more useful spell than Mirror Image, and of course Mirror Image is another useful non concentration spell. And as a sorc, you can always create a 3rd level casting again with points.

  18. - Top - End - #168
    Ettin in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by Bulhedd View Post
    Hello, I'm new to posting here so I'll try not to sound foolish. I really like the guide, but I wonder if you took into account the fact that the Blink spell isn't a concentration spell. The 50% percent part does suck, but when you factor in that it can be used offensively as well as defensively for 1 casting that lasts 10 rounds without concentration, it seems like an even more useful spell than Mirror Image, and of course Mirror Image is another useful non concentration spell. And as a sorc, you can always create a 3rd level casting again with points.
    purple is situational. it can be good in the right situation, but otherwise is usually not that great. a 50% miss chance is certainly nice, but level 3 spells can be used for things like fireball, hypnotic pattern, counterspell, etc, and every slot you create with sorcerer points is less of you doing the one thing you have that makes sorcerer worth anything at all. creating spell slots is an act of desperation (or something you do at level 2 before you get metamagic as an option), not something you should plan on using regularly.

    also not sure how you plan to use it offensively.

    it isn't a bad spell or anything. it's just situational. if you're fighting a ton of powerful AoE nukes and few enemies that use attack rolls, i could see it being worth a pick, but it's got a lot of competition for those level 3 spell slots, and there's a lot of stuff that is just really good in a lot more situations.

  19. - Top - End - #169
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    GreenSorcererElf

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Are you going to rate the UA Sorcerer Bloodlines?

  20. - Top - End - #170
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    HalfOrcPirate

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by RaphaelDHD View Post
    Are you going to rate the UA Sorcerer Bloodlines?
    Maybe. I'm a bit busy in real life at the moment, but now that the torrent of new archetypes has slowed I'll get around to it.

  21. - Top - End - #171
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    Griffon

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    New to this whole post thing... But Tempestuous Magic under Storm Sorc might need a higher color value... that 10 feet of fly speed includes movement that does not incur opportunity attacks - so like a get out of jail free card in a pinch - does have the cost of a 1st+ level spell, but that can help in a pinch.

  22. - Top - End - #172
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    HalfOrcPirate

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by Elabama View Post
    New to this whole post thing... But Tempestuous Magic under Storm Sorc might need a higher color value... that 10 feet of fly speed includes movement that does not incur opportunity attacks - so like a get out of jail free card in a pinch - does have the cost of a 1st+ level spell, but that can help in a pinch.
    I think it's very helpful in a pinch, but I also think it's only helpful in a pinch. That quick escape is very nice, and it means you don't necessarily have to grab Misty Step, but it lacks versatility. 10 feet of movement is just not that useful under most circumstances, with the notable exception being escaping imminent danger.

    Since it's very useful in some common, but limited situations, black fits it best.

  23. - Top - End - #173
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    DwarfClericGuy

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by EvilAnagram View Post
    I think it's very helpful in a pinch, but I also think it's only helpful in a pinch. That quick escape is very nice, and it means you don't necessarily have to grab Misty Step, but it lacks versatility. 10 feet of movement is just not that useful under most circumstances, with the notable exception being escaping imminent danger.

    Since it's very useful in some common, but limited situations, black fits it best.
    It does let you use your bonus action to disengage and move a total of 40' (assuming your normal move is 30') each round you cast a spell. It also let you move 10' before the spell, so you don't have the disadvantage of casting in melee.

  24. - Top - End - #174
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    Goblin

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by SirGraystone View Post
    It does let you use your bonus action to disengage and move a total of 40' (assuming your normal move is 30') each round you cast a spell. It also let you move 10' before the spell, so you don't have the disadvantage of casting in melee.
    Casting in melee isn't a problem unless you're for some reason casting a ranged attack roll spell, which would be a generally silly thing to do when you likely have a lot of other spell options. It's a handy thing to have when you want to disengage, but I really think EvilAnagram's rating is right on the mark.
    My homebrew: A list of 5e homebrew magitech augments found here, a homebrew race of devil-toads here, and the Professional, an all mundane support class. Criticism is much appreciated!

  25. - Top - End - #175
    Ettin in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by SirGraystone View Post
    It does let you use your bonus action to disengage and move a total of 40' (assuming your normal move is 30') each round you cast a spell. It also let you move 10' before the spell, so you don't have the disadvantage of casting in melee.
    casting in melee has no disadvantages most of the time. maybe if you were about to cast firebolt, but if you were about to cast firebolt, odds are good you could afford to disengage anyways, making it nice... but not really that critical.

    it isn't bad. it just isn't that great, either.

  26. - Top - End - #176
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    HalflingPirate

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    This is awesome! You should add pyromancer from Khaladesh Plane Shift and races from the Plane Shift stuff.

  27. - Top - End - #177
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    GnomeWizardGuy

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    I really dislike that this guide rates subtle spell as poor. Considering how unique, flexible and cheap it is to use as well as gamebreakingly strong for sneak mages I'm a bit taken aback that it's not rated higher.
    "What most people tend to forget is that statistically speaking, 50% of people out there have below average intelligence."

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  28. - Top - End - #178
    Ettin in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by TheUser View Post
    I really dislike that this guide rates subtle spell as poor. Considering how unique, flexible and cheap it is to use as well as gamebreakingly strong for sneak mages I'm a bit taken aback that it's not rated higher.
    it isn't rated poor. black is good. it isn't as good as blue or (cyan?), but it is still good.

  29. - Top - End - #179
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    GnomeWizardGuy

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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by SharkForce View Post
    it isn't rated poor. black is good. it isn't as good as blue or (cyan?), but it is still good.
    ehh
    careful spell is not compatible with web for instance it's actually only fully compatible with like...3 spells?

    Hypnotic Pattern, Fear and Reverse Gravity.

    If the saves occur on another turn it doesn't work (thanks Jeremy Crawford....) and only half effective with things like fireball/cone of cold. I don't see it being that great anymore.

    EDIT: to the point where I see subtle as being vastly superior to careful
    Last edited by TheUser; 2017-07-21 at 02:48 PM.
    "What most people tend to forget is that statistically speaking, 50% of people out there have below average intelligence."

    Advanced Sorcerer Guide


  30. - Top - End - #180
    Ettin in the Playground
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    Default Re: How to Rend Fiends and Immolate People: A Guide to Sorcery

    Quote Originally Posted by TheUser View Post
    ehh
    careful spell is not compatible with web for instance it's actually only fully compatible with like...3 spells?

    Hypnotic Pattern, Fear and Reverse Gravity.

    If the saves occur on another turn it doesn't work (thanks Jeremy Crawford....) and only half effective with things like fireball/cone of cold. I don't see it being that great anymore.

    EDIT: to the point where I see subtle as being vastly superior to careful
    he can intend it all he wants. until he issues errata, it works on all saves, regardless of what turn it is.

    now, i might give more weight to clarifications in some cases, but simply put, metamagic is the only thing sorcerers get. so in this case, crawford can take his intended rule and shove it where the sun don't shine. i'm not going to ruin something that is worth picking sometimes just because someone intended for sorcerers to be crap.

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