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Sorcerer - OC Build (with MOTB conventions). Sorcerer (9), Rogue (1), Pale Master (10), Arcane Scholar of Candlekeep (10)
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Author: ScottG
Created: 22nd September 2009
Updated: 5th October 2009
Votes: 0
This build was developed as a NON-melee OC, (Original Campaign), build that should be relatively easy to play. It requires Mask of the Betrayer campaign, (MOTB), for the Arcane Scholar of CandleKeep class. It can also be used for MOTB.
The build is pretty much designed for those who ventured through the OC the first time with a Melee-type character and who want something different to play, but perhaps don't know precisely what to play or how to build the character to accommodate that wish.
It's almost purely a Sorcerer build, with some "perks". It also has one level of Rogue to *potentially* circumvent the need for a Rogue companion (if desired). (..though it needs a LOT of skill augmentation via in-game items to perform this role.) While it would be *much* easier to do that with a Wizard character (because of Intelligence and it's modifier for skill points), Wizards are quite a bit more difficult to play.
Perhaps the main purpose of this build is to showcase spell selection and use for a Sorcerer. With emphasis on getting a good balance of offensive and defensive spells, and their interaction with Saves, Spell Resistance, and Immunities and Damage Reduction from opponents. Perfect it's not. But I do think it provides more than a "starter run" on the selection of spells.
It is NOT a player vs. player build. For that some skills would be emphasized over others (like Spot, Hide and Move Silently), feats would be altered to achieve a better DC, the Rogue class altered, etc..
Summary
| Attribute | Base | Race | Final | Mod |
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| Strength | 8 | +0 | 8 | -1 |
| Dexterity | 14 | +0 | 14 | +2 |
| Constitution | 12 | +0 | 12 | +1 |
| Intelligence | 14 | +0 | 14 | +2 |
| Wisdom | 8 | +0 | 8 | -1 |
| Charisma | 18 | +0 | 26 | +8 |
| Base Hit Points: | 172 |
| Natural: | 16 |
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| Armor: | 1 |
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| Shield: | 0 | |||||||||
| Deflection: | 0 | |||||||||
| Dodge: | 0 | |||||||||
| Dex: | 2 |
Attack Bonuses
| Melee: | -1 |
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| Melee Touch: | -1 |
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| Ranged: | +2 |
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| Ranged Touch: | +2 |
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Saving Throws
| Spellcraft: | +6 |
Casting DC
| General: | 20 |
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| Abjuration: | 20 | |||||||
| Conjuration: | 20 | |||||||
| Divination: | 20 | |||||||
| Enchantment: | 20 | |||||||
| Evocation: | 20 | |||||||
| Illusion: | 20 | |||||||
| Necromancy: | 20 | |||||||
| Transmutation: | 20 |
Spellcasting
Pros
Cons
- Versatile caster-type character WITH Rogue skills.
- Easy (while not boring) spell-casting system.
- Additional caster-type "perks" from prestige classes.
- Not as versital as a Wizard (yet easier to play).
- Requires skill modification from equipment.
- Requires careful selection of spells at level-up.
Outline
| Class | Ability | Feats | Extra | |
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| 1 | Rogue (1) |
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| 2 |
Sorcerer (1)
- Cat |
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| 3 | Sorcerer (2) |
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| 4 | Sorcerer (3) | CHA | ||
| 5 | Sorcerer (4) | |||
| 6 | Sorcerer (5) |
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| 7 | Sorcerer (6) | |||
| 8 | Pale Master (1) | CHA |
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| 9 | Arcane Scholar (1) |
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| 10 | Arcane Scholar (2) |
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| 11 | Arcane Scholar (3) |
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| 12 | Arcane Scholar (4) | CHA |
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| 13 | Arcane Scholar (5) |
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| 14 | Arcane Scholar (6) | |||
| 15 | Arcane Scholar (7) |
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| 16 | Arcane Scholar (8) | CHA |
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| 17 | Arcane Scholar (9) | |||
| 18 | Arcane Scholar (10) |
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| 19 | Sorcerer (7) | |||
| 20 | Sorcerer (8) | CHA | ||
| 21 | Sorcerer (9) |
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| 22 | Pale Master (2) |
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| 23 | Pale Master (3) |
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| 24 | Pale Master (4) | CHA |
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| 25 | Pale Master (5) |
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| 26 | Pale Master (6) |
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| 27 | Pale Master (7) |
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| 28 | Pale Master (8) | CHA |
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| 29 | Pale Master (9) |
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| 30 | Pale Master (10) |
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Skill Points
| Rogue: | +40 |
| Sorcerer: | +36 |
| Pale Master: | +40 |
| Arcane Scholar: | +40 |
| Skilled: | +33 |
Skill Selection
| Charisma: | +8 |
| Constitution: | +1 |
| Skill Focus (Concentration): | +3 |
| Charisma: | +8 |
| Intelligence: | +2 |
| Wisdom: | -1 |
| Dexterity: | +2 |
| Wild Child: | +1 |
| Cat Familiar: | +3 |
| Dexterity: | +2 |
| Wild Child: | +1 |
| Cat Familiar: | +3 |
| Dexterity: | +2 |
| Intelligence: | +2 |
| Intelligence: | +2 |
| Skill Focus (Spellcraft): | +3 |
| Wisdom: | -1 |
| Dexterity: | +2 |
| Wild Child: | +1 |
| Charisma: | +8 |
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +1 (1) | +2 (2) | +4 (4) | +2 (2) | +4 (4) | +4 (4) | +4 (4) | +4 (4) | +4 (4) | +4 (4) | +4 (4) | ||
| 2 | +5 (5) | +4 (4) | |||||||||||
| 3 | +1 (6) | +2 (6) | +2 (6) | ||||||||||
| 4 | +1 (7) | +2 (4) | +1 (7) | +1 (7) | |||||||||
| 5 | +1 (8) | +2 (6) | +1 (8) | +1 (8) | |||||||||
| 6 | +1 (9) | +1 (9) | +1 (3) | +1 (9) | +1 (5) | ||||||||
| 7 | +1 (10) | +1 (7) | +1 (10) | +1 (10) | +1 (6) | ||||||||
| 8 | +1 (11) | +4 (10) | |||||||||||
| 9 | +1 (12) | +3 (10) | +1 (5) | +1 (5) | |||||||||
| 10 | +1 (13) | +1 (11) | +1 (6) | +1 (6) | +1 (5) | ||||||||
| 11 | +1 (14) | +1 (12) | +1 (7) | +1 (7) | +1 (5) | ||||||||
| 12 | +1 (15) | +1 (13) | +2 (5) | +1 (6) | |||||||||
| 13 | +1 (16) | +1 (14) | +3 (7) | ||||||||||
| 14 | +1 (17) | +1 (15) | +3 (10) | ||||||||||
| 15 | +1 (18) | +1 (6) | +3 (13) | ||||||||||
| 16 | +1 (19) | +2 (8) | +2 (15) | ||||||||||
| 17 | +1 (20) | +1 (9) | +2 (17) | ||||||||||
| 18 | +1 (21) | +1 (10) | +3 (13) | +1 (18) | |||||||||
| 19 | +1 (22) | +4 (17) | |||||||||||
| 20 | +1 (23) | +4 (21) | |||||||||||
| 21 | +1 (24) | +1 (7) | +3 (24) | ||||||||||
| 22 | +1 (25) | +1 (8) | +1 (8) | +1 (8) | +1 (25) | ||||||||
| 23 | +2 (10) | +2 (10) | +1 (26) | ||||||||||
| 24 | +3 (18) | +1 (9) | +1 (27) | ||||||||||
| 25 | +2 (20) | +2 (11) | +1 (28) | ||||||||||
| 26 | +2 (22) | +2 (13) | +1 (29) | ||||||||||
| 27 | +3 (25) | +1 (14) | +1 (30) | ||||||||||
| 28 | +4 (29) | +1 (31) | |||||||||||
| 29 | +1 (30) | +1 (11) | +1 (11) | +1 (11) | +1 (32) | ||||||||
| 30 | +1 (12) | +1 (12) | +1 (12) | +1 (33) | +1 (5) |
Notes
Basic Notes:
Skills:
..for a basic Sorcerer build I've squeezed about as much as possible by using a Human, a Rogue for the first level, and a 14 in Intelligence - all without significantly compromising the Sorcerer build.
Skills need to be augmented with in-game items, particularly the Lesser Amulet of the Master (and latter the Amulet of the Master). Dexterity should be augmented in general. Lock picks used for opening locks, Hide and Move Silently equipment for better Stealth, and again: amulets for improving Rogue skills like Disable Device. Note that Disable Device is a skill that's fairly well represented early-on (..where you won't have augmenting equipment), and it isn't bad at higher levels either. Basically it should get you through either campaign without significant incident. Diplomacy is also similarly "stocked", and with your higher Charisma bonus it should work well in the OC and perhaps MOTB (with augmentation).
Concentration is the one skill that's pretty much always leveled-up.
Spellcraft and Tumble are pumped up early-on to not only provide decent skills here, but to also get the bonuses early: +2 to Saves against Spells (Spellcraft) and +1 AC (Tumble).
Heal is weaker than I would like early-on, especially when factoring the Wisdom modifier. Make sure Elanee is added to the party before entering the cemetery in the OC. It is improved at higher levels though for healing during battle (if necessary).
Bluff, Search, and Spot will never get good, BUT they can be acceptable for the most part when augmented.
Use Magic Device is pumped-up latter when the total skill level is high enough in base-level. In combination with your Charisma modifier it should work for most equipment and spells by character level 16-18.
Feats:
Unfortunately no Spell Penetrations and no DC enhancers to spell schools. No crafting feats like Craft Wondrous Item (..you will need to use companions for this.)
Able Learner "powers" the skills of the build. The 2 skill feats are required for the Arcane Scholar of Candlekeep class.
At 9th level, Extended Spell is really the first available feat to choose, and it's a good feat for this build at about this time you are high enough in spell level to make use of it. It's also required for Persistent Spell.
Craft Wand is important, and is chosen at about the time you have enough gold to craft wands.
Persistent Spell is very nice for several of your "buffs": Expiditious Retreat, Shield, Blindsight, Death Armor, Clairaudience/Clairvoyance.
Finally, Scribe Scroll is available when you can actually make best use of it for high level spells.
Epic Feats:
Great Charisma at level 21.
Practiced Spell Caster Sorcerer (for the Rogue and even levels of Palemaster).
After that, other feats to consider: Epic Gate, Vampiric Feast, etc..
Extended Notes:
Spell Selection:
The "tricky" thing about any Sorcerer build is the selection of spells (..because there are so few that you are able to select). Here I'll present a list that not only shows which spells and when to select them, but also provide why they are being selected. (Note that there would be a few alterations with the spells given with the SOZ module.)
Level 2: Acid Splash, Daze, Light, Ray of Frost, Magic Missile, Shield.
Level 3: Resistance
Level 4: Grease
Level 5: Flare, Mirror Image
Level 6: Protection from Alignment, Melf's Acid Arrow
Level 7: Improved Mage Armor
Level 8: Expeditious Retreat, Blindsight, Flame Arrow
Level 9: Evard's Black Tentacles
Level 10: Invisibility, Spiderskin, Isaac's Lesser Missile Storm
Level 11: Cacophonic Burst
Level 12: Death Armor, Clariaudience/Clairavoyance, Lesser Globe of Invulnerability, Greater Fireburst
Level 13: Bigby's Forceful Hand
Level 14: Lesser Spell Breach, Bigby's Interposing Hand, Isaac's Greater Missile Storm
Level 15: Shadow Shield*
Level 16: Lesser Spell Mantle, Acid Fog, Energy Immunity*
Level 17: Premonition
Level 18: Bigby's Grasping Hand, Horrid Wilting
Level 19: Mordenkainen's Disjunction
Level 20: Incendiary Cloud, Mass Hold Monster
Level 21: Shades
(select epic spells: Vampiric Feast and Epic Gate when available.)
OK, the reasons *why*
Note that a fair bit of the reasons for inclusion have to do with wand crafting. Also, offensive spells were particularly chosen for their save and spell resistance attributes.
Defensive spells and "buffs":
Shield - provides a shield bonus that other spells don't, and protects against magic missiles that are all to common in the OC. It's both excellent as a wand crafted spell and for persistent spell.
Mirror Image - possibly the best physical damage protection spell there is, and works well with AC enhancements. Excellent for wand crafting.
Protection From Alignment - Mind protection. Virtually all opponents in the OC are EVIL, so this provides all the protection you need. Also "throws in" a +2 to saves and a +2 deflection bonus vs. evil which isn't displayed on your character sheet. Excellent for wand crafting.
Improved Mage Armor - The best spell-based *armor* AC improvement in the game. 1st level spell Mage Armor was specifically NOT included because of this spell. An OUTSTANDING spell for wand crafting. Use this on yourself AND your main meat-shield (..likely Khelgar). Once you have crafted a wand with this spell, use it on all of your companions (..if you can spare the gold).
Expeditious Retreat - Poor Man's Haste for Spell Casters. It's nearly worthless at lower levels because of the poor duration. But at higher levels it can be extended and even later in particular - it can be persisted. It makes Stealth maneuvers MUCH easier.
Blindsight - If you can't target your opponents then you are literally "shooting in the dark". This spell not only provides sight against Invisible opponents, but darkness as well. An excellent spell for persistent spell.
Invisibility - a fantastic spell that works well with Stealth. i.e. cast spell, then Hide. Excellent for wand crafting. It also maintains concealment with non-offensive spell casting - so it's particularly well suited for summoning and putting up defenses. It was chosen as a substitute for Greater Invisibility because so many important spells were in the 4th spell level group.
Spiderskin - It adds to your natural armor bonus up to +5 and it lasts a long time. In conjunction with Improved Mage Armor and Shield it can raise your AC to pretty high levels. It also is excellent for increasing your stealth skills. Barksin is the equal alternative, and Camouflage can offer a better Hide skill. HOWEVER, you won't necessarily always have someone in your party that can provide those buffs.
Clairaudience/Clairvoyance - A much needed spell against Stealth opponents. Another excellent spell for persistent spell. (..hideously expensive for wand crafting.)
Lesser Globe of Invulnerability - Protects against a lot of spells in the OC, and a fair number in MOTB. More importantly - you can craft this into a wand. If it gets striped by a "breach", then you can readily cast it from a wand again without effecting your empowered spell-book spells.
*Shadow Shield - Note that this spell is not really a requirement in-game. The reason: you will almost always have at least one companion capable of casting Death Ward. HOWEVER, with immunity to Necromancy spells and "death" attacks, it is generally a "must have" spell. The additional 10/magic damage reduction is nearly useless except against summons, and the +5 natural armor AC bonus can be provided from Spiderskin (..with a longer duration and more importantly the bonuses to Hide and Move Silently). Still, immunity to Necromancy spells is a *powerful* thing to have, especially for a character with weak, (and at best), modest Fortitude saves. Note that it *also* protects against ALL necromancy spells, some of which are not "death-like" spells that would be protected by Death Ward. This is an excellent spell to Extend.
*Energy Immunity - Note that this is not really a requirement in-game. The reason: you will almost always have at least one companion capable of casting this spell. I have it listed because it's such an important spell. When you need it, you generally need it very badly. It's up to you, but IMO it's pretty essential to a decent spell-casting build. (Note: you should get this spell before "climbing" Mt. Galardym in the OC. The spell is NOT needed in MOTB, but can be useful on occasion.) This is an excellent spell to scribe to scroll, and in fact you could easily scribe multiple copies for personal immunity to all 5 of the elmental-types of damage (..which would last for 24 hours in-game).
Lesser Spell Mantle - This spell mantle was chosen because of its spell level. Basically 5th level spells are overall not to good, so it makes more sense to "pull" it from the 5th level spell grouping, leaving the other spell groupings available for something more powerful. Note that it can also be empowered to potentially be more powerful than the 7th level Spell Mantle.
Premonition - IMO this is the only damage "soaking" spell worth squat (..with the exception of 9th level Shades). The reason is that many melee-type opponents can exceed the the "20" damage of Greater Stoneskin. (i.e. criticals and sneak attacks.) A full "30" damage per hit however is a LOT harder to achieve. (..also, Greater Stoneskin is in the 6th level spell grouping which is perhaps the best spell grouping in-game.)
Offensive Spells:
Daze - Despite its rather innocuous spell level of "cantrip", this little spell can be very useful against low Will save opponents. It's the only reason I've commented on it here.
Magic Missile - There is no Save for this spell. Moreover, it crafts into a wand at it's highest damage potential for a full 5 missiles. This will be your primary weapon for several levels early-on, but don't discount it's effectiveness latter in the game - multiple castings can take down most opponents.
Grease - A decent "slow" spell at any level against most opponents. It *also* can knockdown opponents who don't make their Reflex save, AND it's coverage is pretty large. Only a Reflex Save (on the knockdown), and No Spell Resistance. Like Evards, it works particularly well when cast in multiples, and of course works well in conjunction with Evards, Acid Fog, and Incendiary Cloud. It isn't to good from a wand (because of the pitiful duration), but it is "dirt" cheap to craft a wand from this spell. It's particularly useful from a wand when nearly continuously casting it AFTER having cast multiple Evards. With the two spells in combination it creates a churning black patch of slippery paralyzing death.
Melf's Acid Arrow - No Save and No Spell Resistance, which is exceedingly rare in offensive spells. Basically you would either have to fail your ranged touch attack or the opponent would have to have an immunity to this spell, spell level, or acid - again, all of which is exceedingly rare. It's decent for crafting into wands, and doing so voids the ranged touch attack check.
Flame Arrow - What, no Fireball? Yup - Fireball is a good spell, but it has a few flaws. Fireball often does unintended splash damage. Fireball "caps" at caster level 10 for damage. (Also see "Shades" below for epic levels.) And finally, we have an area effect spell from both the 4th & 5th level spell groupings. Flame Arrow on the other hand never stops scaling in damage with caster level. It can be empowered or maximized for what amounts to a relatively low-spell level for high single target damage. At caster level 20 it has 5 arrows of 4d6 damage without being Empowered. It's also capable of being crafted into a wand for 4 arrows of 4d6 damage, which is the highest single-target damage of any spell from a wand. Unlike Melf's Acid Arrow, it provides all it's damage in one round, which can often out-right kill an opponent in one round (..at lower levels). Further, even with a successful Reflex save there is still substantial damage, and better still - the save is PER ARROW (so if the first arrow gets saved, the next might not).
Evard's Black Tentacles - In a single casting, an unremarkable spell. However with several castings this spell is *excellent* as a *lingering* area effect. No saves on the damage, and it also has a non-Will save based paralysis feature. No Spell Resistance. It's always good against low-level mob-type opponents with fairly low AC's, BUT when you stack several of these they have a tendency to "critical", effectively disregarding AC levels. So still useful from your spell-book casting against opponents with unspectacular AC's - and as a result, generally an effective substitute for Fireball. The real power however comes from wands, where you effectively have as many castings as you have rounds. Works particularly well with Grease and Acid Fog (because they "slow" down opponents). Also works well with Incendiary Cloud.
Isaac's Lesser Missile Storm - No Save. It's basically a stronger version of Magic Missiles except that it targets multiple opponents in a very large area (without harming you or your companions). It's a good spell for Empowering, and its a good spell for crafting into a wand (for it's maximum damage of 10d6). The major reason it's chosen is for wand crafting.
Cacophonic Burst - This is your real Fireball alternative. It provides half again as much damage (15d6 as opposed to 10d6 for Fireball), but more importantly it provides elemental damage, (sound), that is almost never resisted. It also is a higher level spell, so it's a little more difficult to make the Reflex save than Fireball. The real price here is that you can't craft this into a wand like you can for Fireball (..but again, you also have Evards).
Death Armor - The *only* reason this spell was chosen (and the reason it's chosen this late in the build), is for persistent spell once you get it. With persistent spell this is a good spell when multiple attackers are ganging up on you and cutting down your defenses. Particularly useful in conjunction with Greater Fireburst in these situations.
Greater Fireburst - An excellent area-effect spell against multiple opponents "ganging-up" on you. The only real caution is make sure that if you have the game setting on hard core or higher, that companions are well clear of you. (..in fact the radius of effect is MUCH larger then the description.) Otherwise, useful for 15d8 of damage per opponent (without hurting you), which even saved for half damage is often enough to dispose of those attackers. It's also good for a first (and last) strike attack from an Invisible state at higher levels, particularly when Empowered.
Bigby's Forceful Hand - This is good against magic caster opponents or opponents unlikely to have high Strength (even good against Rogues). No Save, rather it's a Strength check, but it does have Spell Resistance. The real beauty of this spell is that IF it "makes" the Strength check against the opponent, then it will BOTH knockdown the opponent, AND daze them - WITHOUT A WILL SAVE. Even if they are immune to daze (with a mental immunity), then they will still almost certainly be knocked-down FOR THE DURATION OF THE SPELL. Note that it can also be "quick" casted by a 10th level Arcane Scholar of CandleKeep. The sequence is usually a spell breach immediately followed by a quick-casted version of this spell.
Lesser Spell Breach - This spell is an important one, it performs 2 significant functions. First off: it strips up to 2 magical protections from an opponent - INCLUDING Spell Mantel and either Globe of Invulnerability. Because it can strip Globe of Invulnerability (despite Globe of Invulnerability's immunity to 4th level spells) - it effectively allows all of your other wand-based offensive spells to work (..where they otherwise would not because of the spell-level immunity). Second: it lowers spell resistance by 3 PER CASTING for 10 rounds with no ability to dispel this effect. It *can* better Assay Resistance (which doesn't "stack" and which isn't effective for companion casters), and of course it can also stack with MDK. It also can be crafted into a wand that while expensive, rarely needs to be used - in fact, like Improved Mage Armor, it is an OUTSTANDING spell for wand crafting.
Bigby's Interposing Hand - A "sleeper" of a spell prized in player vs. player environments. You will almost never use it in either campaign, AND it may require a casting of MDK and/or multiple castings of Lesser Spell Breach BEFORE you can cast this spell (..to lower Spell Resistance). However there is NO Save. The ONLY thing you have to beat is the opponent's Spell Resistance (which even without lowering is often easy to do.) So what's it good for? Boss-type opponents with melee ability. With your enhanced AC level and the opponent's now lowered -10 attack, the "Boss" opponent may never be able to hit you (or only if a critical) - and that *is* worth something. Even better, this spell could make Bigby's Grasping Hand work by lowering the secondary check based on attack numbers.
Isacc's Greater Missile Storm - Pretty much my favorite offensive spell. Again, No Save, only Spell Resistance. Works the same as the lesser variety but at double the power. Excellent for Empowering.
Acid Fog - An excellent *lingering* area effect spell, particularly useful in conjunction with "Hold-type" spells like Evard's, "Holds", and most of the Bigby's - especially when used in conjunction with Incendiary Cloud. Good with Grease as well.
Bigby's Grasping Hand - This is essentially the opposite of "Forceful Hand". No Save, but it does have Spell Resistance. This is for tough melee opponents that you want to effectively paralyze. Note that it is NOT a paralysis spell, rather it's a "grapple" check against the opponents AC level, with a continuing secondary check against Attack numbers. No Will Save. Because of this it *also* works on caster-types (..but many "buffed" casters like Clerics could beat the attack number check). Because of the secondary attack number calculation it's a good idea to cast Bigby's Interposing Hand on the opponent BEFORE casting this spell (..if the opponent has an excellent BAB with modifiers).
Horrid Wilting - Up to 20d6 of damage per opponent with *magical* damage (which no opponent will be immune from). Better still, an Arcane Scholar of CandleKeep (3rd level) that is capable of casting 9th level spells can cast this spell EMPOWERED. It also doesn't effect your companions (on any game setting). It does have Fortitude saves for half damage, and it does have the potential for Spell Resistance.
Mordenkainen's Disjunction - Rather like Premonition being the only good damage soaking spell, MKD is really the only good Dispel Magic spell in the game. Not only is there No Save, there is also No Spell Resistance (unlike the others). It also scales in level to work most of the time (where perhaps you are facing an opponent of equal, or slightly higher, caster level). Finally, it can remove 10 of Spell Resistance. IMO a critical spell for any high level arcane caster.
Incendiary Cloud - Another good *lingering* area effect spell. Works well with hold-type spells and in conjunction with Acid Fog. It provides double the damage of Acid Fog, BUT fire damage is the most resisted elemental damage in the game, so it's both good and bad.
Mass Hold Monster - I generally don't like Will save disable spells, HOWEVER.. This is a 9th level spell, so it's much harder to make the save. Further, most of the stronger monsters don't have seriously high will saves. Finally, it can effect multiple opponents. One of the best things about it is that it won't effect your companions (unlike what Mass Hold Person can end-up doing). It's really good against very strong melee opponents, especially when used in conjunction with Acid Fog and Incendiary Cloud.
Shades - (Epic 21'st level only.) This is the 3rd ninth level spell I'd choose - it's just plain useful. IF your Premonitions run-out you can use this (..and get enhanced spell saves). IF you need a summon as a distraction you can use this. IF you want a "trap-like" Delayed Fireball, then you can use this.
So, what is "missing"?
Well for one thing this certainly isn't a "conjurer" character. Not a summon spell in sight (..except Shades at epic levels and the Palemaster summons). Practically speaking this means the character will need support at lower levels, which is OK because in the OC there is such support.
No Dismissal or Banishment. If you want to get rid of a summoned monster your best choice of action is to kill the summoner.
No specific undead attack spells (i.e. Undeath to Death and Sunburst). Kill them the "old fashioned" way - with a good damaging spell (..which you have plenty of).
No means for augmented melee attack (i.e. Greater Heroism + Tenser's + Haste). Use your offensive spells, and if you run-out, use offensive spells from wands.
No Haste. Your companions will have to get this buff from another source, OR from scrolls. (..of course this character doesn't significantly benefit from Haste.) On the other hand you DO have Expiditious Retreat, which will provide Haste's major benefit to a spell caster: SPEED.
No True Strike. With the exception of Melf's cast from your spell-book, and your epic Palemaster touch attacks, it isn't needed. For the most part it isn't needed then either.
No Disintegrate or Avasculate. Both are fantastic single target spells, but frankly you have plenty of offensive power as-is, AND both spells have ranged-touch attack components (that could fail), Spell Resistance, and in the case of Disintegrate a pitiful Fortitude save.
No True Seeing. There are items in-game that offer this spell. You also have Blindsight, and Clairaudience/Clairvoyance - both of which can be persisted, while True Seeing cannot. (..moreover it's in the 6th level spell grouping.)
No Iron Body. I *love* this spell - it's the best damage reduction/resistance spell in-game IMO, but it places severe restrictions on how you both play the game and on the character's build. The real problem here is that it creates a 50% spell failure rate that requires either wand casting or Still spell casting. Practically speaking it requires Still spell casting which in itself necessarily requires both: the feat Still Spell, and more importantly means that you cannot cast Empowered spells (which is this character's main "thing"). It ALSO "hoses" your Stealth ability with the armor check penalty to Hide and Move Silently.
No Ethereal Jaunt. A required spell in a player v. player "universe". In the campaigns though it's an overblown Invisibility spell, and this build has Invisibility + Stealth at 10th level.
No Displacement. Or rather no 50% concealment bonus UNLESS your are Invisible, which you have at level 10.
Sorcerers and Game-Play:
A Sorcerer has 2 things going for it that the Wizard class doesn't:
1. All spells available all the time.
2. All spells via meta-magic feats like Empower, Extend, and Maximize, are ALSO available all the time.
It makes the Sorcerer MUCH easier to play. You hit the "F" key and look at *all* your spells. You can then toggle to the different meta-magic feats and see them *all* listed again.
Of course a Sorcerer ALSO has more spells per day to cast as well (..when compared to a generalist Wizard).
Now despite the fact that a Sorcerer has so many spells per day, there will be occasions where you will want *more* spells per day to cast, particularly of one specific spell. For that you can:
1. cast from wands if available, or
2. cast from meta-magic (at different levels), or
3. cast from scrolls (and from scribed scrolls at level 18+)
Casting from Wands:
Note that some spells should *always* be cast from wands if possible:
1. Generally defensive spells, particularly long-lasting spells like Improved Mage Armor. Especially spells that you will be casting on other party members as well as yourself.
2. IF you are utilizing something with an armor check penalty, like armor, a shield, (..or a spell with armor check penalties like Stone or Iron Body - neither of which apply to this build).
3. IF you have been Silenced.
It's also advantageous for multiple castings of a lingering spell like Evards, or for a spell that you will rarely use like Lesser Spell Breach.
Further *if* you have the time to put up defenses BEFORE a fight, then it can be preferable to cast them from wands where the expected duration is short enough that the spell is unlikely to fail during the fight. Doing this leaves you with more *scalable*, (for damage), fire-power from your spell book.
EX. An Improved Empowered casting of Flame Arrow against a single target. (..and remember, Flame Arrow never stops scaling in damage with class level.) As the "improved" version it takes up a 4th level slot; at 4th level you have Lesser Globe of Invulnerability. You might not want to "waste" a 4th level spell-slot on Lesser Globe of Invulnerability, and will perhaps cast this spell from a wand to preserve that "spell book slot".
Note that wand crafting is particularly useful in conjunction with a higher "Use Magic Device" skill, where you want to craft a wand from a NON-arcane scroll you have "picked-up" along the way. Perhaps crafting a wand of: Restoration, Cure Critical Wounds, etc.
Of course craft wand is also good for Arcane spells you don't have in your spell book (like Haste, Dispel Magic, Dominate Person, Enervation, Ghostly Visage, Ice Storm, Stoneskin, etc.).
Remember to craft a new wand using the old wand's last charge or sooner (..before you fully discharge the wand). This keeps you from having to search for new scrolls to use for crafting wands.
TIP: At early levels in the OC a wand of Magic Missiles can provide the additional fire-power your character might need to be competitive. You won't be able to craft one then, but you should find some, and a few should be available for sale at a modest cost. Also you can run-around using it AND ARMOR at those early levels.
Casting from Meta-Magic:
Meta-Magic casting for a Sorcerer not only provides the power of the particular meta-magic ability, but also allows you to cast from a different spell level (..because they occupy higher spell levels for the increased power).
Offensively:
For the most part Improved Empower Spell will be your "go-to" meta-magic feat for offensive capability. It only "costs" one spell level, but provides half again the damage of the base spell. Again, a spell like Flame Arrow at class level 20 provides 5 arrows of 4d6 damage. Empowered it provides 5 arrows of 6d6 damage (effective total = 30d6). That's a LOT of damage to one target for a 4th level "slot" on your spell book in a single round.
Likewise, Cacophonic Burst that is Improved Empowered provides almost 23d6 to ALL opponents within it's blast radius for a 6th level slot (at class level 15).
And Isaac's Greater Missile Storm (Improved) Empowered? It can potentially hit a single opponent (IF you can keep it from targeting other opponents), for 10 missiles of 3d6 for an effective total of 30d6.
In general you want to keep your Empowered spell-book slots available, so this means casting casting defensive spells from wands. Also, casting purely disabling spells from scrolls (if they are higher than 4th level, as they are here in this build).
You can also *extend*, via Extended Spell, a lingering spell like Acid Fog or Incendiary Cloud, AND hold-type spells like the Bigby's. Grease is also a good candidate for extending.
Defensively:
Here it's mostly Extended Spell, and for the most part Mirror Image and Shadow Shield, but potentially Lesser Globe of Invulnerability. (..though for the most part Lesser Globe of Invulnerability is better served by casting form wands before battles - if you have the gold to spare.)
Shield, Expeditious Retreat, Blindsight, and Clairaudience/Clairavoyance (BEFORE obtaining peristent spell), are also candidates for extending.
Spells that are NOT recommended for extending are any spells with long durations. Spells included are: Protection from Alignment, Improved Mage Armor, Spiderskin, Energy Immunity, and Premonition.
There is also Quickened Spell. IF you are in trouble - -Invisibility is a good spell to cast quickened. At much higher levels with Improved Quicken Spell, Greater Fireburst can also be a life saver. As a counter-offensive casting, you have Bigby's Forecefull Hand at very high levels.
Casting from Scrolls:
If you have achieved the scroll's spell casting level AND it's an arcane spell (that isn't solely for Bards), then you can cast from a scroll. (..note that with a high enough "Use Magic Item" skill you *can* cast scrolls from different classes.) IF you have the feat "scribed scroll" you can scribe a particular scroll you know onto a blank scroll sheet and cast it at a later time (..well, most spells). Of course for this build you do have the feat Scribed Scroll at character level 18.
So, what's the point?
Well, you can "stock up" on spells you like, similarly to crafting them into a wand. Unlike a wand, the spell can be at any level - this then lends itself to high levels spells. More particularly it lends itself to high level spells you will NOT be Empowering, Extending, etc.. Basically it's there for exceedingly tough battles where you might run-out of higher level spells and/or are managing meta-magic spells.
EX. For this particular build - a couple of MDK's and several Mass Hold Monster's, which leaves all the 9th level slots open for an (Improved) Empowered Spell, or a Persistent spell.
EX. Perhaps several scrolls of Energy Immunity for those rare occasions when you need to buff yourself and your party.
Other excellent candidates are the "Bigby's" - ALL 3.
Spells to Cast, When and Why:
Make no mistake - this build is pretty weak for it's beginning levels. Weaker than most if not all builds. On the other hand it's incredibly strong by 11th or 12th level, stronger than most builds. But how to play the character at any level?
For levels 1-3 you are strictly support, and not even good support. Cast your Shield. Cast Daze on opponents currently attacking Bevil, BUT opponents that Bevil hasn't yet started attacking. Once those are depleted - cast Magic Missiles on those opponents in a similar situation - i.e. those already engaged in combat. IF YOU ATTACK AN OPPONENT NOT ENGAGED IN COMBAT then that opponent won't attack your better armored meat-shield, instead it will attack soft *easy* you (..which you might have guessed isn't what you want). Stay as far away from the "action" as possible, perhaps "hiding" before the first attack between your meat-shield and your opponents. Rest whenever you can to replenish your spells and rinse and repeat the formula.
For level 4 do the same routine, BUT when facing a large number of opponents consider casting Grease well in front of your meat-shield companion (again, Bevil).
Levels 5 and 6 use a similar strategy, but you don't need to be quite as careful (with Mirror Image cast), and at level 6 you can start using Melf's in conjunction with Magic Missiles. By this time you should have also picked-up/stolen/purchased a wand of Magic Missiles. For the most part the wand is all you will need for offensive damage attacks.
Level 7 is where you shouldn't feel overly threatened because of the inclusion of Improved Mage Armor. STRONGLY consider buffing your lead meat-shield (Khelgar) with Improved Mage Armor. Level 8 adds-in the potential for attacks with Flame Arrow with 2 arrows of 4d6 damage at this level.
Level 9 is where you start becoming POWERFUL, and more than simply support. Make sure Evards is cast in a manner similar to Grease, AND make sure that you don't cast it within striking distance of a treasure chest. (..and remember to utilize Grease with it, generally casting one or two staggered, (getting closer to you), before casting Evards even closer to your position - but not hitting you.) Also, you can Empower Melf's. Finally, you can start extending spells like Mirror Image and Shield. See the "Stealth" section below.
Level 10 - you will be difficult to "hit". Shield + Improved Mage Armor + Spiderskin ='s a very good AC level, AND you will also have Mirror Image. Isaac's "ups your game" offensively. Control the position of the area effect for attempting a single target strike (..usually stationary spell casters if under the assumption that Flame Arrow isn't strong enough). Finally you now have Invisibility, and in conjunction with Stealth tactics can effectively "solo" the game.
Level 11 provides that instantaneous "death" blast of Fireball, but with more damage via Cacophonic Burst. At this point you can lead your group in kills. Make sure it doesn't hit your companions (..or you, or chests). It's an excellent opening round attack that can often void an attack like: Grease, Grease, Evards, by killing everyone in one shot.
Level 12 adds another layer of complexity to the pattern of your attacks with Invisibility plus Greater Fireburst. You can "first strike" your opponents with Greater Fireburst while walking among them without being detected. This level also gives you greater protection against casters with Lesser Globe of Invulnerability. At this point you can, and should have the gold to be able to craft wands - see the section on "Casting from Wands" above.
Above level 12 I'll leave to you to discover, but I will say that most of what is discussed for the individual spells above generally indicates how those spell should be used. I'll also go into the "Stealth" aspect of this build now..
Stealth:
Stealth is pretty important to this build starting at character level 9. It isn't readily apparent from the skill points allocated to Hide and Move Silently, but that is the intention of this build.
Both Hide and Move Silently should be augmented by:
A. Summoning your cat familiar (and having it auto-hide).
B. Utilizing equipment with skill bonuses in Hide and Move Silently.
C. Making use of Invisibility.
The idea here is "Search and Destroy" "UNDER COVER". The basic process is (in order):
1. Command your party to "Hold their Ground" (i.e. stay put, often at the beginning of a "map".) If necessary (and possible), rest here to regain spells, and then cast your protections.
2. Cast Invisibility on yourself. Usually use a spell-book version (NOT a wand-based casting)., and NOT extended.
3. Move up to where the hostiles are, preferably barely within viewing distance and hopefully just out of *their* range of viewing.
4. Cast your spell at or near the target opponent or group of opponents. Perhaps with several castings of several different spells.*
5. If opponents are NOT all eliminated and are advancing toward you, cast Invisibility again (usually from a wand), THEN click on "Hide".
6. Move further away from your position, again - as far out of their range as possible.
7. Cast an appropriate spell to finish-off the stragglers (typically Isaacs).
8. Move back closer to your companion's location and hit the rest button if resting is possible.
9. Rinse and Repeat process.
*For lingering area effect spell groupings it's usually like:
1. Grease as close to their position as possible without being seen.
2. Grease again overlaping the first casting but closer to your position. (..covering perhaps half of the first Grease.)
3. Evards overlapping the second Grease casting but a little closer to your position. (..covering perhaps 2/3rds of the 2nd Grease.)
4. Evards overlapping the 1st Evards casting but even closer to your position. (..covering about 2/3rds of the 1st Evards.)
5. Grease over both of the Evards castings, just shy of your position.
(..again, remember that Grease will only Slow Reflex-save types while they are in the radius of the effect, not knock them down.)
Quick "first strikes" are more likely to be derived from Cacophonic Burst (..and also the Improved Empowered variety, depending on the expected hit dice of the opponents).
You can also utilize Greater Fireburst for a first strike with Invisibility. Despite the description in-game, the radius of effect is even larger than Cacophonic Burst.
A Few Basic "Tenets" of this Build (..and the resulting spell selection):
1. Attack from a distance. You don't have many hitpoints, and as good as your defenses will be - it still is a better idea to have as much space between you and your opponents as possible. This also provides more time to hide/run away if necessary.
Because of this, please note that virtually all of the offensive spells are fairly long-range spells. Even Greater Fireburst can be cast from some distance because of it's large radius of effect.
2. Select the *best* defensive spells if possible. Again, not many hitpoints. The less often you get hit, the better. The more immune you are to various types of damage, the better.
Because of this and the limited number of spells a Sorcerer can have for their spell-book, virtually all of the "stop-gap" spells at earlier levels are disregarded in favor of the *best* when it's available. No Mage Armor, only Improved Mage Armor. No Protection from Energy, only Energy Immunity. No Stoneskin or Greater Stoneskin, only Premonition. (Note that this is one of the reasons why this character is so weak at lower levels.)
3. Use offensive spells with No Save component, OR if they have a save for half damage component - make sure its a very high damage spell. You aren't a specialist Red Wizard and High save-type opponents can often make a save in their "High" save category. It's best just to avoid the potential for failure here, (..or at least avoid *complete* failure).
Going through the offensive *damage* spell listing, only these spells have Save components: Flame Arrow, Cacophonic Burst, Greater Fireburst, Horrid Wilting, and Incendiary Cloud. Of these, ALL are the highest damage-type spells in their respective spell-type except for Flame Arrow. Cacophonic Burst has much better damage than Fireball. Greater Fireburst is much higher damage than Fireburst. Horrid Wilting has no peer, and can be Improved Empowered to be better than somewhat similar 9th level spells. Incendiary Cloud has double the damage of Acid Fog. Flame Arrow is the one exception, largely because it's excellent for wands, and because despite it's low spell level it scales very well in damage. Additionally, with the exception of Flame Arrow, all are often quite a bit higher in spell level than their lesser damage alternative spells - which makes them more difficult to make a save against them. Note that even half damage for these spells is usually close or comparable to full damage from their lesser alternatives.
Looking at the purely Disabling spells - ONLY Mass Hold Monster has a pure Save component. And of course it's a 9th level spell, so it's much less likely to be saved. The only *partial* save spells are: Grease - Reflex Save Knockdown component, Evards - Fortitude Save Paralysis, and Acid Fog - Fortitude Save Slow.
4. Have Damage spells available with No Spell Resistance. This is for the unlikely event that you run-into high spell resistance opponents and don't have the time or patience to lower their spell resistance with Lesser Spell Breach or MDK. Without Storm of Zehir (SOZ) installed the selection of spells is very low. All Conjuration spells *should* be without a spell resistance component, but many have it listed - including Flame Arrow. Interestingly though, I've not once seen Flame Arrow *resisted* - but I have seen it *saved* for half (..or no damage with Improved Evasion). Melfs of course has no Spell Resistance. Evards doesn't have it either. That's pretty much it. There are a few other spells out there with this attribute, like Elemental Shield or the bludgeoning damage from Ice Storm, but nothing noteworthy. Besides, Melfs (and potentially Flame Arrow) gives you the single-target attack and Evards gives you the area effect attack.
5. Have multiple types of Damage available to bypass damage-type immunities or resistance/reductions. This is a *BIG* problem with some opponents. To overcome this problem you often need to switch to a different type of damage to kill it. There are several types of damage: Physical, Elemental (Acid, Cold, Electric, Fire, Sound), Magical, Divine, Negative Energy, and Positive Energy. Of these, Physical and Elemental types (Fire and Cold) are the most resisted/reduced damage types in the game (..and Negative Energy as well when you consider Undead). Conversely, Magical, Divine, and Positive Energy are almost never resisted/reduced. The *spells* selected for this build have a fairly broad selection of damage-types:
Physical: Evards.
Elemental Acid: Melfs, Acid Fog.
Elemental Fire: Flame Arrow, Greater Fireburst, Incendiary Cloud, Shades (Delayed Fireball).
Elemental Sound: Cacophonic Burst.
Magical: Magic Missile, Death Armor, Isaac's Lesser & Greater, Horrid Wilting.
Note that the *least* commonly resisted damage-type from the selected spells: Magical - is the *most* common type of damage in your arsenal.
6. Have high damage spells for: Single-Targets, Multiple-Targets, Lingering Area Effects, and a "Shield". This provides you with a range of options for any situation.
Single-Target spells: Magic Missile, Melfs, Flame Arrow, and potentially both Isaacs.
Multiple-Target spells: Cacophonic Burst, Greater Fireburst, both Issacs, Horrid Wilting, and Shades (Delayed Fireball).
Lingering Area Effects: Evards, Acid Fog, Incendiary Cloud.
Shield: Death Armor.
Note that *all* of the spells possible for lingering damage area effects are selected. This basically allows you to "stack" their damage and other effects for maximum effectiveness. Also, Evards cannot be removed via "Gust of Wind", and all of them will be difficult to be Dispelled.
7. Have a large grouping of disabling spells: Single-Target, Multi-Target, and Area Effect. This often helps your character to survive, especially when you are faced with multiple powerful opponents that might not be killed with a first-strike attack (..despite your immense power).
Single-Target: Bigby's Interposing Hand, Bigby's Forceful Hand, Bigby's Grasping Hand.
Multi-Target: Mass Hold Monster.
Area Effect: Grease, Evards, Acid Fog.
Perhaps the most important thing about most of these spells is that when used properly - most have no save component and/or are very likely to work. (..please see their spell descriptions above for their use.)
8. Leverage Meta-Magic feats to their fullest. In this case it means using the Sorcerer class, which has all your spells available for meta-magic casting or not. It also means a full 10 levels of the prestige class Arcane Scholar of Candlekeep.
Getting an increase of 50% on your damage for only one additional spell level is OUTSTANDING via Improved Empower Spell. But it's even better if you can cast all of your favorite damage spell Empowered, and then ALSO cast it Non-Empowered. That can make a Sorcerer *vastly* more powerful than a comparable Wizard (..who will often set aside additional spell-book slots for spell diversity rather than shear power). This is particularly good for long tough battles against multiple opponents, or one single "boss" type opponent with a host of immunities, resistances, and reductions. i.e. find the spell that "works" (or perhaps partially works), and then "spam" the hell out of it! (..and for a Sorcerer at higher levels that could be more than 12 castings of a single spell. 6+ Empowered, and 6+ non-Empowered. Note that you can "extend" this even further with most spells and Improved Maximize spell for another 6+ castings.)
Utilize Improved Empower for lower level damage spells to *better* 9th level damage spells. There are exactly *7* 9th level damage spells: Power Word Kill, Bigby's Crusing Hand, Burst of Glacial Wrath, Meteor Swarm, Shades (Delayed Fireball), Weird, and Wail of the Banshee. Of these, a full 3 are "Death"-type spells that either work only well against lower level opponents, or have several saves available (..Power Word Kill, Weird, and Wail of the Banshee). The last two of the "Death"-type spells are good *IF* you happen to have a Wizard with a very high DC for these spells, AND the opponents are less likely to make their save. This leaves out this character build for these two spells.
Of the remaining 4 spells you will (eventually) have one: Shades (Delayed Fireball), but perhaps oddly NOT for its damage power, but rather for it's utility (i.e. "Trap-like" WITH good damage).
This leaves 3 spells left for consideration: Bigby's Crushing Hand, Burst of Glacial Wrath, and Metor Swarm.
Bigby's Crushing Hand is 2d6+12 physical damage every round - excellent over an extended period, and typically enough to overcome most damage reduction for at least a few points of damage per round. Still, it isn't all at once, and against some it won't do a lot of damage.
Burst of Glacial Wrath - As much as 25d6 per opponent, but unfortunately it's Cold damage and it's directed through the "cone" shaped attack (which is not terribly useful).
Meteor Swarm - As much as 32d6 to a single target, but most of that is fire damage AND there is a Ranged Touch Attack component (..in addition to the Reflex Save). There is also 6d6 damage to non-targeted opponents in the area effect. Alternativly it can provide 24d6 in an area effect near the center, with halved damage as the radius increases (..12d6, and finally 6d6).
In contrast:
Isaac's Greater Missile Storm can provide 30d6 damage to a single target, or distributed to multiple targets 40d6, when it's Empowered. (..and all with No Save.)
Cacophonic Burst can provide almost 23d6 damage in a large radius to all in that area when Empowered, and Greater Fireburst can provide almost 23d8 in an even larger area when Empowered.
Horrid Wilting can provide 30d6 to all in a vary large area when Empowered, and all without harming you or your companions.
(..and again, none of these have attack rolls or damage types likely to be resisted or reduced.)
Note that this leads you to the selection of useful NON-damaging spells from the 9th level spell list.
Also note that Flame Arrow (..with Practiced Spellcaster Sorcerer) at character level 30 can effectively provide 42d6 to a single-target when Empowered and the opponent fails all the Reflex saves. It *is* fire damage however.. but then again with Improved Empower it's only a 4th level spell casting.
9. Increase you spell diversity and castings per day with Use Magic Device skill, Craft Wand, and Scribe Scroll.
Use Magic Device gives you spell diversity. Those spell scrolls from other classes can be cast by you with a high enough skill in Use Magic Device. Further, the skill is based on Charisma (your major attribute), so it's a good idea to leverage the attribute bonus here. For further leverage cast them into wands..
Craft Wand not only supports your arsenal of known spells (or spell-book spells), but can also be created from a spell you don't have in your spell book (..but do have from a scroll). (see.. Wand Casting above.)
Scribe Scroll allows you to "add" a bit to your spell listing from known spells, spells that can be up to 9th level. Need some extra Mass Hold Monsters? Scribe them to scroll.
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