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About Sorcerers

Discussion in 'Dungeons & Dragons + Other RPGs' started by TheVatican, Oct 23, 2001.

  1. TheVatican Gems: 1/31
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    I just started a sorcerer because i wanted something different other than a paladin. ehhehe I like paladins a lot. Anyway, i figured that since sorcerer's had very few spells to cast that i would concentrate on offensive spells and spells that did not become absolete in future levels. I am planning on making him a dragon disciple.
    The spells im thinking at first level are Shield, magic missile, true strike, shocking grasp, and i think grease.
    I am not sure about grease because i was thinking grease could be cast and then we can ignite it, but i guess my GM does not see it that way, so idont knowknow yet what to choose. that trickworkedwellin 2nd edition when fighting in caves hehehe. Hmmm, yeah i think true strike because i will be using short spears and light x bows, so it will be useful in a lot of ways.
    I figure ill be using weapons a lot because of my limited selection of spells. I picked precise shot and other archery type feats, because they help both spells (melf's acid arrow) and weapons.
    What do you think guys?
    Also, when i get claw and bite attacks, do i fight with the ability of being armed or not?ehhehe this is where shocking grasp comes in hehehhe.
    Umm you guys have any ideas.
     
  2. Shadowcouncil Gems: 29/31
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    You obviously seem to choose for evocation spells. There are several schools of spells and all have pros and cons. I always say Sorcerers don't have to damage enemies, the figthers do that. Sorcerers can better use enchantments etc to help the fighters in the fight and to scare enemies etc. But that is just what you like to play.

    Cause of your bad AC, use ranged attack as normal attack. And you should have a spell for when an enemy is too close. Have you ever thought about Burning Hands. In the first time, it will be soooo necessarry, you can even kill more enemies at the same time with it.
     
  3. Skedaddle Gems: 13/31
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    For what I think, Sorcerer should extensively concentrate on evocation and leave serious spells to wizardfolk :). Anything from magic missile to firewalls usually finds its place in sorcerer's list, while abjurations, divinations and illusions are left alone for most (well, maybe not the handy second level illusions - invisibility, blur, mirror image).
     
  4. Kerric Gems: 4/31
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    I've played a sorcerer up to level 9 and I must say the sorcerer kicks ass. The main think is to think twice before choosing spells. Shield, Magic Missile, Fireball, Fly, Improved Invisibility is my favorites. You should not choose too much damage spells but a fine combination, I had Magic Missile, Burning Hands and Fireball. It was all I neaded, the rest where spells that could help the party in some way, Bull's strenght and you become the fighters best friend, Cats Grace and you become the rougues best friend, Knock, Pyrotechnincs, Fly, Imp. Invis, Dispel Magic. With the ability to cast the spells on the fly is such a huge advantage, you have less spells, but you have more spells per day, and you dont have memorize them each day.

    I repeat choose your spells carefully, and you will become a really powerfull player. Dont worry about the spells you dont have, you can always use scrolls, wands, staffs and so on.

    The coolest player I ever played was that 9th level sorcerer :D
     
  5. Shadowcouncil Gems: 29/31
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    I haven't played a sorcerer in D&D, but in BG and BG2 I encountered that not only evocation is great, but also spells that not let you damage the enemies but that make the others better.. I think about Haste, Strength, spells that increase the abilities of others.
     
  6. Voltric Gems: 19/31
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    [​IMG] The one fact that is true in PnP that is lacking on the computer is the power of the mind. By this I mean that in a computer game there is only a limited number of uses for spells. Due to this fact damage spells are the most effective way of dealing with problems.

    In table top other spells gain a large amount of usefulness. For example how often did you use a divination spell during BG2. Anything is possible with a transmutation or abjuration spell in table top. You can be lots more creative. So comparing a sorcerer on the computer and one in a PnP game is not a real comparison.
     
  7. void Guest

    Sorcerers are areally cool concept aswell as a great class though they outclassed mages too much in BG2. However mages can be far more useful in p&p beacause there are so many more practical uses for some spells and you get to choose which schools you block out when you're a specialist. Sorcerers are still just as good though their roll is meant to be different as said before.

    Cheers, Void.
     
  8. Caleb_Eveningfall Gems: 2/31
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    I am playing the same character as you in my PnP campaign TheVatican. I am a fifth lvl sorcerer that will start Dragon Diciple at lvl 7. My spells are
    0 - Detect Magic, Ghost Sound, Light, Read Magic, Disrupt Undead, Presdigitation.
    1 - Magic Missle, Sleep, Shield, Burning Hands.
    2 - Melf's Acid Arrow, Invisibility

    At 6th lvl I plan on adding Haste. As you can see I have a mostly offensive spells with a few useful helper spells. On wether or not to have more buff spells I would say that if you have a cleric in your party, don't bother. They can handle Bull's Strength and the like. And because you're thinking Dragon Disciple you actually will have a decent AC and number of hit points. Go un-armed combat so you don't need to put your weapons away to cast spells.
     
  9. TheVatican Gems: 1/31
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    I thought about going unarmed, but it became very appealing for me to invest some feats in weapon type stuff, since sorcerres get a little more variety in weapons, I figured I should use the weapons. Besides it gives me something to look forward to, finding magic weapons that best negate my sorcerers disadvantages. I am seriously thinking of spending a feat in bows just because it will compliment the feats I have already gotten. I figure if I have the unarmed attacks, they will become handy when im captured or something. Yeah I think looking foward to getting some cool magic weapons as well as the spells and magic user items is cool, plus not to mention that the feats i choose helpmy spells and weapons. I figure that I will get some "gloves of storing" some where along the road so using weapons and casting is not a problem, plus i can just drop the weapon as a free action and be ready to cast by the next round. I thought about getiing un-armed feats, but my life points and thaco will be to small, i rather get weaons that improve to hit bonuses and other nasty things, like vorporal or something. PLus think about it, you will be able to fligh eventually , you can use x bows from a distance, and with Shield as a cool barrier, it will rock. Also, look at the dragon feats, as a half dragon you can choose those. hehehe I think i will get the speacialty school feats but that will be in the higher levels, that way i canchoose what spells I think will be better, not let that one feat in the beginning of my time be the one that decides. so i will at hogher levels, look at what spells i use most, then pick that school of magic as a feat. Dude, I would take precise shot and some other archery feats, they rock for sorcerers, because they work for weapons and spells, like Melfs acid arrow. Well, well see how it goes.
     
  10. Sol'Kanar Guest

    All I have to say is roleplay, roleplay, and roleplay. Just because you are a sorcerer doesn't mean you have to be the best you can be. I had a character who was really fun who was not your ordinary character and that's what made him fun. An elven wizard, not very strong but very smart and dextrous. He wielded a katana in two hands and mostly cast defensive and effect spells from illusion, necormancy, and abjuration type schools. He was also a specialist in necromancy. It was very cool to roleplay, though not the classic mage, and not the most effective character one could have. Basically, my advice is think not of the best way to kick ass, think of your character, what kind of spells you character would have.
     
  11. Crawl Gems: 23/31
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    Just remember as long as you have one hand free, you can still cast spells. So even if your sorcerer is holding a sword or whatever in one hand, he can still cast without droping it as long as his off hand is free.
     
  12. Feirhanith Dengeird Gems: 4/31
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    [​IMG] he could always focas his powers down the sword and use it like a staff. you could change the sword itself, say a fire sword or something.
     
  13. void Guest

    Could someone tell me whether dragon diciples keep getting new spells per level as per a sorcerer?

    Cheers, Void
     
  14. Azardu Gems: 9/31
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    Nope. He only gets a limited number of bonus spells each level.
     
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