Post by tyranlthixis on Jan 28, 2008 19:02:49 GMT
Reptilian Mageslayer
(59 Sorcerer/1 Paladin)
Sorcerers are a more “hardy" spellcaster class than their cousins the wizards. They can fully take advantage of the paladin save bonus due to their extraordinary high charisma score and (with this build) have higher AC than a typical pure caster wizard. They also have spontaneous casting and more spell slots on average than a wizard, so they don’t have to worry about planning a spell book and having to re-rest every time the situation changes slightly. They can cast spells as they need them until they run out of spell slots. Unfortunately they can only get a limited number of spells to use. So, picking a flexible list of spells that will serve you well in a diverse set of situations is half the challenge of building a sorcerer. This build gives you at least one damage spell in every element and exotic damage type possible for a sorcerer. It also gives you some powerful disabling spells such as Flesh to Stone and two levels of Grabby hands. The spell focuses selected make sure most of your spells will be cast at the highest possible difficulty check (D/C). Feel free to experiment with spells but after level 40 be sure to follow the spells selections we suggested carefully. Once you gain access to races with more bonus feats later on you can make slightly different choices. Generally speaking most Sorcerers on HG do an Epic Spell focus in at least 4 schools of magic (this build can only afford 3). This allows them to swap out some redundancy in their spell books in favor of picking up a few niche spells. This build has 2 "spare" feats that I have chosen to use to boost your over all armor class (by taking the blooded and skill affinity tumble feats). There are other ways to use these feats such as taking a spell focus and greater spell focus in a school such as conjuration to boost your Evards Black Tentacle damage without the use of gear. I think, if you are just starting out, you will probably need that extra AC to make up for less than ideal gear. You can then later reincarnate and gain a few more feats with a better subrace and convert those feats into something more productive to your spell casting power later.
On higher ground the sorcerer class has a few major changes that you should be aware of that makes them a more powerful class to play than in the vanilla game.
The first is that sorcerers get a lot more spell slots than a typical spell caster. This was designed to offset their limited spell book compared to wizards.
This also facilitates the second big change...that is channeling. Using the !mm channel 1, 2 or 3 commands a sorcerer can increase the power of their spells at the cost of consuming more spell slots per cast. For example, setting spells to !mm channel 3 will increase a spells difficulty check by 3 and will add 3 more spell penetration to the spell. That much d/c, for example, would be equivalent to raising your charisma by 6 points. Channeling at level 3 will eat through your spells very quickly but it can allow you to decimate monsters.
The third big change is an increase in the total number of spells possible in your sorcerer's spell book. Once you enter legendary levels you can click on the spell pedestal in the docks area of the mod. You will notice you can swap your spell book around at this time and that every spell level will have granted you a default spell you did not choose earlier to be replaced by something useful. You will need to install the HG hak and turn on !enhmode to gain access to these new spells when talking with the pedestal.
Furthermore, you should be aware that there are a great many scrolls and items both curative and tactical that do not rely on spell penetration or spell level to work. A sorcerer should carry with him/her at all times a selection of wands, scrolls and other items to diversify his/her spell selection. This may mean making a scrolling wizard for yourself or begging off of friends. Scroll stacks/items you may want to carry with you include....
Timestop
Black blade of Disaster
Mordenkainen's Disjunction
Mind Blank
Lesser Mind Blank
Stone to Flesh
Clairity
Shadowshield (from items)
Greater Spell Mantle (from items)
Keen
Base Race: Human
Subrace: Yuan-Ti
CHA +2, INT +1, DEX +1, WIS-3, STR -1m +5 Spellcraft, sr5 +1/lvl, speaks Draconic, speaks Yuan-ti
Alignment: Lawful Good
Statistics
Strength 8(7)
Constitution 14
Dexterity 11(12)
Wisdom 8(5)
Intelligence 13(14)
Charisma 18(20)
Pre-Epic Levels
Level 1, Sorcerer
Feats: Blooded, Spell Penetration
Skill points: Maximize Concentration, Spellcraft (save rest)
Blooded, is an investment feat that will allow you to take the tumble skill after level 42 (once you attain the Legendary Skill Affinity Tumble feat). This feat can only be taken at level 1, so if your control class is one which does not have tumble as a class skill you will have to live with less that ideal tumble AC. Combined with your conceal spell this extra tumble AC will make you much more difficult to kill in legendary areas.
Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 1st of 4 spell penetration feats. Failure to take these feats will cause your caster’s spells to bounce harmlessly off most monsters in high level areas.
Level 2, Sorcerer
Level 3, Sorcerer
Feat: Spell Focus (Necromancy)
Spell Focus (Necromancy), is the 1st of 4 spell focuses in Necromancy. This feat increases the D/C of all necromancy spells and qualifies you for the feat Greater Spell Focus (Necromancy).
Level 4, Sorcerer
Stat Increase: Charisma
Level 5, Sorcerer
Level 6, Sorcerer
Feat: Greater Spell Focus (Necromancy)
Greater Spell Focus (Necromancy), is the 2nd of 4 spell focuses in Necromancy. This feat increases the D/C of all Necromancy spells and qualifies you for the feat Epic Spell Focus (Necromancy).
Level 7, Sorcerer
Level 8, Sorcerer
Stat Increase: Charisma
Level 9, Sorcerer
Feat: Spell Focus (Evocation)
Spell Focus (Evocation), is the 1st of 4 spell focuses in Evocation. This feat increases the D/C of all Evocation spells and qualifies you for the feat Greater Spell Focus (Evocation).
Level 10, Sorcerer
Level 11, Sorcerer
Level 12, Sorcerer
Feat: Greater Spell Focus (Evocation)
Stat Increase: Charisma
Greater Spell Focus (Evocation), is the 2nd of 4 spell focuses in Evocation. This feat increases the D/C of all Evocation spells and qualifies you for the feat Epic Spell Focus (Evocation).
Level 13, Sorcerer
Level 14, Sorcerer
Level 15, Sorcerer
Feat: Metamagic (Extend Spell)
Metamagic (Extend Spell), spells cast “extended" last longer whether they are buffs or debilitating spells like “grabby hands? Extend also gives you the option to use a spell one tier higher than its base level. This allows you to diversify your casting and cast more of the spells you need on what may be a useless tier of spells in a particular situation. You will need to install the HG Enhanced hak to have access to the full selection of spells on an "extended" tier.
wiki.hgweb.org/wiki/HG_Enhanced
Level 16, Sorcerer
Stat Increase: Charisma
Level 17, Sorcerer
Level 18, Sorcerer
Feat: Greater Spell Penetration
Greater Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 19, Sorcerer
Level 20, Sorcerer
Stat Increase: Charisma
Statistics @20
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 25
Saves
Fortitude 8
Reflex 5
Will 9
Skills
Spell craft 23
Lore 23
Concentration 23
(Save Remainder for Skill Dump @ level 40 Paladin)
Epic Levels
Level 21, Sorcerer
Feat: Epic Spell Focus (Necromancy)
Epic Spell Focus (Necromancy), is the 3rd of 4 spell focus feats in Necromancy. It will increase the D/C of all Necromancy spells (including powerful death magic and draining spells). It also qualifies you for the Epic Spell: Death of Magic, a powerful tactical spell that allows you to stop enemy spell casters.
Level 22, Sorcerer
Level 23, Sorcerer
Feat: Epic Spell Penetration
Epic Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 24, Sorcerer
Feat: Epic Spell Focus (Evocation)
Stat Increase: Charisma
Epic Spell Focus (Evocation), is the 3rd of 4 spell focus feats in Evocation. It will increase the D/C of all evocation spells causing them to do more damage more often. This spell focus also qualifies you for the Epic Spell: Missile Barrage, a 2X per rest magic attack spell, if you can find it.
Level 25, Sorcerer
Level 26, Sorcerer
Feat: Great Charisma 1
Great Charisma 1, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 27, Sorcerer
Feat: Great Charisma 2
Great Charisma 2, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 28, Sorcerer
Stat Increase: Charisma
Level 29, Sorcerer
Feat: Great Charisma 3
Great Charisma 3, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 30, Sorcerer
Feat: Great Charisma 4
Great Charisma 4, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 31, Sorcerer
Level 32, Sorcerer
Feat: Great Charisma 5
Stat Increase: Charisma
Great Charisma 5, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 33, Sorcerer
Feat: Great Charisma 6
Great Charisma 6, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 34, Sorcerer
Level 35, Sorcerer
Feat: Great Charisma 7
Great Charisma 7, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 36, Sorcerer
Feat: Great Charisma 8
Stat Increase: Charisma
Great Charisma 8, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 37, Sorcerer
Level 38, Sorcerer
Feat: Great Charisma 9
Great Charisma 9, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 39, Sorcerer
Feat: Great Charisma 10
Great Charisma 10, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 40, Paladin
Skills (Maximize: Spell craft, Lore, Discipline, Concentration, save remainder for Tumble @ level 42)
Stat Increase: Charisma
Paladin level tops off your discipline and gives you the shield feat for free allowing you to wear caster shields without fancy gear and will give you a chance to dump a large amount of skill points into discipline at the cost 1 point per skill point. Also, from this point onwards your charisma modifier will now be added to your saves.
Statistics @40
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 40
Saves
Fortitude 33
Reflex 30
Will 34
Skills
Spell craft 43
Lore 43
Discipline 43
Concentration 43
Legendary Levels
Level 41
Level 42
Feat: Legendary Skill Affinity (Tumble)
Stat Increase: Charisma
Legendary Skill Affinity (Tumble), gives your character Tumble as a class skill. You can now start spending your saved skill points on tumble next level.
Level 43
Skills (Maximize: Spell craft, Lore, Concentration, Tumble, spend the remainder on Craft Armor. Follow this skill selection from this point on)
Level 44
Stat Increase: Charisma
Level 45
Feat: Legendary Spell Penetration
Legendary Spell Penetration, Spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 4th of 4 feats.
Level 46
Stat Increase: Charisma
Level 47
Level 48
Feat: Legendary Spell Focus (Necromancy)
Stat Increase: Charisma
Legendary Spell Focus (Necromancy), The fourth of four spell focus Feats in Necromancy. This focus increases the D/C of all spells in the Necromancy school to its maximum possible D/C making your death magic more deadly to foes.
Level 49
Level 50
Stat Increase: Charisma
Level 51
Feat: Legendary Spell Focus (Evocation)
Legendary Spell Focus (Evocation), The fourth of four spell focus feats in Evocation. This focus increases the D/C of all spells in the evocation spell, so that your spells will do more damage more often.
Level 52
Stat Increase: Charisma
Level 53
Level 54
Feat: Epic Spell (Greater Spell Ruin)
Stat Increase: Charisma
Epic Spell (Greater Spell Ruin), Gives you two uses of a very high D/C instant death spell that also does positive damage. This can be used to eliminate non boss monsters that need to be killed quickly.
Level 55
Level 56
Stat Increase: Charisma
Level 57
Feat: Metamagic (Maximize Spell)
Metamagic (Maximize Spell), Gives you a 3rd Tier of lower level spells using spell slots 3 levels above their base level. Spells such as ice dagger, which don’t do a lot of damage normally, become some of your most powerful damage spells when maximized. These metamagic feats also allow you to use your spell slots more efficiently since you can use the best spells more of the time instead of being restricted to one tier.
Level 58
Stat Increase: Charisma
Level 59
Level 60
Feat: Legendary Spell Focus (Transmutation)
Stat Increase: Charisma
Legendary Spell Focus (Transmutation), Before you are able to take level 60 and this feat you must first read a Legendary Tome of Knowledge (Transmutation). This tome will grant you the Epic Spell Focus (Transmutation) feat and qualify you for the Epic Spell: Transmute Barrier (if you can find it). You can read a Tome of Knowledge as early as level 41. This feat will also increase the D/C and power of any spells in this school.
Statistics @60
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 50
Saves
Fortitude 43
Reflex 40
Will 44
Skills
Spell craft 63
Skill required to effectively counterspell. Slotted to increase spell damage at some future time.
Lore 63
Helps to identify items. Slotted to increase spell damage at some future time
Discipline 43
Helps ward against discipline checks, which are commonplace on this server
Concentration 63
Helps prevent spells from being disrupted while casting, and wards against concentration checks.
Tumble 60
Every 5 points of tumble will grant you 1 point of AC. Going over 60 in this skill will not grant you any extra AC.
Craft Armor ~20
With gear and bard song you could gain an additional point of AC
Spell Selection at level 40
** these spells are to be added at level 41 from the spell pedestal at the docks
Level 1
Endure elemental (increases elemental immunity)
Expeditious Retreat (increases your characters speed)
Ice Daggers (powerful cold damage spell, hits a single target, when maximized)
Horizikaul’s Boom (sonic damage spell)
Grease (slows opponents and causes knockdown)
**Ray of Enfeeblement - niche spell, drains stats
Level 2
Flame weapon (weapon buff, adds fire damage to weapons)
Vocalize (allows you to cast spells while silenced)
Shock Weapon (weapon buff, adds electric damage to weapons)
Balagarn’s Iron Horn (potentially knocks down victims)
Combust (fire damage spell, useful for breaking tough objects)
**Darkness - Mainly used to hamper creatures that rely on light or radiance so that they may be more easily killed (for example, many of the inhabitants of Elysium)
Level 3
Displacement (buff party members with extended concealment)
Gust of Wind(dispels clouds/area of effect spells, has chance of destroying "cloud like beings")
Mestil’s Acid Breath(acid damage spell)
**lightning bolt (beam electric damage spell)
Negative Energy Burst (area negative damage spell)
Level 4
Elemental Shield (elemental protection and kickback when you are hit)
Ice Storm (cold damage spell, useful for breaking objects) or Lesser Spell Breach (Fast casting buff stripping spell, a better choice if you have limited access to a scroll maker that can make you Mords scrolls and keep in mind you have several other cold damage spells already)
Enervation - drains enemies and makes them more vulnerable to damage
**Bestow Curse (Lowers Ability Scores and SR)
Evards Black tentacles (A conjuration spell that you have no focus in but limited focus (usually greater) can be gained from some items and by drinking droughts. The spell does area kickback over time. Remember to have a !cancel aoe command ready to extinguish the cloud should a kickback monster walk into it with your or your party unprepared.
Level 5
Bigby’s Interposing Hand (lowers a targets AB)
Energy Buffer (powerful elemental resistance buff)
Ball Lightning (electric damage spell)
Firebrand (area fire damage spell)
**Wrack (drains monsters damage resistance allowing them to take more damage from melee and spells)
Level 6
Disintegrate (instant death spell, kills a range of monsters that your wierd spell cannot)
Ethereal Visage (your main conceal buff, have this on at all times)
**Flesh to Stone (stops annoying creatures in their tracks) OR Bigsby's Forceful Hand (knockdown spell)
Freezing Sphere (area cold damage spell)
Level 7
Finger of Death (negative damage spell with a chance for instant kill)
**Spell Mantle (Buff, protection from enemy spells)
Great Thunderclap (stuns and sonic damage spell)
Delay Blast Fireball (similar to fireball but can be stacked on mass to form a giant fire trap for advancing monsters)
Level 8
Bigby’s Clenched Fist (Does a large amount of physical damage on hit)
Premonition (Important damage soaking buff)
Horrid Wilting (Magic Damage spell, good for many bosses and general use, instant kills certain monsters)
**Greater Sanctuary (getting out of bad situations, exploring areas, tactical spell that can be cast extended for extremely long duration)
Level 9
Bigby’s Crushing Hand (Crowd control for monsters resistant to lower level spells)
Meteor Swarm (Divine damage spell)
Wail of the Banshee (powerful area instant death spell)
**Energy Drain (drains monsters and increases your caster power)
Tyranlthixis
(59 Sorcerer/1 Paladin)
Sorcerers are a more “hardy" spellcaster class than their cousins the wizards. They can fully take advantage of the paladin save bonus due to their extraordinary high charisma score and (with this build) have higher AC than a typical pure caster wizard. They also have spontaneous casting and more spell slots on average than a wizard, so they don’t have to worry about planning a spell book and having to re-rest every time the situation changes slightly. They can cast spells as they need them until they run out of spell slots. Unfortunately they can only get a limited number of spells to use. So, picking a flexible list of spells that will serve you well in a diverse set of situations is half the challenge of building a sorcerer. This build gives you at least one damage spell in every element and exotic damage type possible for a sorcerer. It also gives you some powerful disabling spells such as Flesh to Stone and two levels of Grabby hands. The spell focuses selected make sure most of your spells will be cast at the highest possible difficulty check (D/C). Feel free to experiment with spells but after level 40 be sure to follow the spells selections we suggested carefully. Once you gain access to races with more bonus feats later on you can make slightly different choices. Generally speaking most Sorcerers on HG do an Epic Spell focus in at least 4 schools of magic (this build can only afford 3). This allows them to swap out some redundancy in their spell books in favor of picking up a few niche spells. This build has 2 "spare" feats that I have chosen to use to boost your over all armor class (by taking the blooded and skill affinity tumble feats). There are other ways to use these feats such as taking a spell focus and greater spell focus in a school such as conjuration to boost your Evards Black Tentacle damage without the use of gear. I think, if you are just starting out, you will probably need that extra AC to make up for less than ideal gear. You can then later reincarnate and gain a few more feats with a better subrace and convert those feats into something more productive to your spell casting power later.
On higher ground the sorcerer class has a few major changes that you should be aware of that makes them a more powerful class to play than in the vanilla game.
The first is that sorcerers get a lot more spell slots than a typical spell caster. This was designed to offset their limited spell book compared to wizards.
This also facilitates the second big change...that is channeling. Using the !mm channel 1, 2 or 3 commands a sorcerer can increase the power of their spells at the cost of consuming more spell slots per cast. For example, setting spells to !mm channel 3 will increase a spells difficulty check by 3 and will add 3 more spell penetration to the spell. That much d/c, for example, would be equivalent to raising your charisma by 6 points. Channeling at level 3 will eat through your spells very quickly but it can allow you to decimate monsters.
The third big change is an increase in the total number of spells possible in your sorcerer's spell book. Once you enter legendary levels you can click on the spell pedestal in the docks area of the mod. You will notice you can swap your spell book around at this time and that every spell level will have granted you a default spell you did not choose earlier to be replaced by something useful. You will need to install the HG hak and turn on !enhmode to gain access to these new spells when talking with the pedestal.
Furthermore, you should be aware that there are a great many scrolls and items both curative and tactical that do not rely on spell penetration or spell level to work. A sorcerer should carry with him/her at all times a selection of wands, scrolls and other items to diversify his/her spell selection. This may mean making a scrolling wizard for yourself or begging off of friends. Scroll stacks/items you may want to carry with you include....
Timestop
Black blade of Disaster
Mordenkainen's Disjunction
Mind Blank
Lesser Mind Blank
Stone to Flesh
Clairity
Shadowshield (from items)
Greater Spell Mantle (from items)
Keen
Base Race: Human
Subrace: Yuan-Ti
CHA +2, INT +1, DEX +1, WIS-3, STR -1m +5 Spellcraft, sr5 +1/lvl, speaks Draconic, speaks Yuan-ti
Alignment: Lawful Good
Statistics
Strength 8(7)
Constitution 14
Dexterity 11(12)
Wisdom 8(5)
Intelligence 13(14)
Charisma 18(20)
Pre-Epic Levels
Level 1, Sorcerer
Feats: Blooded, Spell Penetration
Skill points: Maximize Concentration, Spellcraft (save rest)
Blooded, is an investment feat that will allow you to take the tumble skill after level 42 (once you attain the Legendary Skill Affinity Tumble feat). This feat can only be taken at level 1, so if your control class is one which does not have tumble as a class skill you will have to live with less that ideal tumble AC. Combined with your conceal spell this extra tumble AC will make you much more difficult to kill in legendary areas.
Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 1st of 4 spell penetration feats. Failure to take these feats will cause your caster’s spells to bounce harmlessly off most monsters in high level areas.
Level 2, Sorcerer
Level 3, Sorcerer
Feat: Spell Focus (Necromancy)
Spell Focus (Necromancy), is the 1st of 4 spell focuses in Necromancy. This feat increases the D/C of all necromancy spells and qualifies you for the feat Greater Spell Focus (Necromancy).
Level 4, Sorcerer
Stat Increase: Charisma
Level 5, Sorcerer
Level 6, Sorcerer
Feat: Greater Spell Focus (Necromancy)
Greater Spell Focus (Necromancy), is the 2nd of 4 spell focuses in Necromancy. This feat increases the D/C of all Necromancy spells and qualifies you for the feat Epic Spell Focus (Necromancy).
Level 7, Sorcerer
Level 8, Sorcerer
Stat Increase: Charisma
Level 9, Sorcerer
Feat: Spell Focus (Evocation)
Spell Focus (Evocation), is the 1st of 4 spell focuses in Evocation. This feat increases the D/C of all Evocation spells and qualifies you for the feat Greater Spell Focus (Evocation).
Level 10, Sorcerer
Level 11, Sorcerer
Level 12, Sorcerer
Feat: Greater Spell Focus (Evocation)
Stat Increase: Charisma
Greater Spell Focus (Evocation), is the 2nd of 4 spell focuses in Evocation. This feat increases the D/C of all Evocation spells and qualifies you for the feat Epic Spell Focus (Evocation).
Level 13, Sorcerer
Level 14, Sorcerer
Level 15, Sorcerer
Feat: Metamagic (Extend Spell)
Metamagic (Extend Spell), spells cast “extended" last longer whether they are buffs or debilitating spells like “grabby hands? Extend also gives you the option to use a spell one tier higher than its base level. This allows you to diversify your casting and cast more of the spells you need on what may be a useless tier of spells in a particular situation. You will need to install the HG Enhanced hak to have access to the full selection of spells on an "extended" tier.
wiki.hgweb.org/wiki/HG_Enhanced
Level 16, Sorcerer
Stat Increase: Charisma
Level 17, Sorcerer
Level 18, Sorcerer
Feat: Greater Spell Penetration
Greater Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 19, Sorcerer
Level 20, Sorcerer
Stat Increase: Charisma
Statistics @20
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 25
Saves
Fortitude 8
Reflex 5
Will 9
Skills
Spell craft 23
Lore 23
Concentration 23
(Save Remainder for Skill Dump @ level 40 Paladin)
Epic Levels
Level 21, Sorcerer
Feat: Epic Spell Focus (Necromancy)
Epic Spell Focus (Necromancy), is the 3rd of 4 spell focus feats in Necromancy. It will increase the D/C of all Necromancy spells (including powerful death magic and draining spells). It also qualifies you for the Epic Spell: Death of Magic, a powerful tactical spell that allows you to stop enemy spell casters.
Level 22, Sorcerer
Level 23, Sorcerer
Feat: Epic Spell Penetration
Epic Spell Penetration, spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 3th of 4 spell penetration feats.
Level 24, Sorcerer
Feat: Epic Spell Focus (Evocation)
Stat Increase: Charisma
Epic Spell Focus (Evocation), is the 3rd of 4 spell focus feats in Evocation. It will increase the D/C of all evocation spells causing them to do more damage more often. This spell focus also qualifies you for the Epic Spell: Missile Barrage, a 2X per rest magic attack spell, if you can find it.
Level 25, Sorcerer
Level 26, Sorcerer
Feat: Great Charisma 1
Great Charisma 1, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 27, Sorcerer
Feat: Great Charisma 2
Great Charisma 2, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 28, Sorcerer
Stat Increase: Charisma
Level 29, Sorcerer
Feat: Great Charisma 3
Great Charisma 3, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 30, Sorcerer
Feat: Great Charisma 4
Great Charisma 4, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 31, Sorcerer
Level 32, Sorcerer
Feat: Great Charisma 5
Stat Increase: Charisma
Great Charisma 5, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 33, Sorcerer
Feat: Great Charisma 6
Great Charisma 6, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 34, Sorcerer
Level 35, Sorcerer
Feat: Great Charisma 7
Great Charisma 7, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 36, Sorcerer
Feat: Great Charisma 8
Stat Increase: Charisma
Great Charisma 8, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 37, Sorcerer
Level 38, Sorcerer
Feat: Great Charisma 9
Great Charisma 9, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 39, Sorcerer
Feat: Great Charisma 10
Great Charisma 10, Increases your saves by 1 for every 2 charisma after you take your paladin level. Also, every 2 charisma increases your spell D/C by 1.
Level 40, Paladin
Skills (Maximize: Spell craft, Lore, Discipline, Concentration, save remainder for Tumble @ level 42)
Stat Increase: Charisma
Paladin level tops off your discipline and gives you the shield feat for free allowing you to wear caster shields without fancy gear and will give you a chance to dump a large amount of skill points into discipline at the cost 1 point per skill point. Also, from this point onwards your charisma modifier will now be added to your saves.
Statistics @40
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 40
Saves
Fortitude 33
Reflex 30
Will 34
Skills
Spell craft 43
Lore 43
Discipline 43
Concentration 43
Legendary Levels
Level 41
Level 42
Feat: Legendary Skill Affinity (Tumble)
Stat Increase: Charisma
Legendary Skill Affinity (Tumble), gives your character Tumble as a class skill. You can now start spending your saved skill points on tumble next level.
Level 43
Skills (Maximize: Spell craft, Lore, Concentration, Tumble, spend the remainder on Craft Armor. Follow this skill selection from this point on)
Level 44
Stat Increase: Charisma
Level 45
Feat: Legendary Spell Penetration
Legendary Spell Penetration, Spell penetration feats are some of the most important to take on the server as a caster. High level monster SR’s are customized assuming you have taken all 4 spell penetration feats. This is the 4th of 4 feats.
Level 46
Stat Increase: Charisma
Level 47
Level 48
Feat: Legendary Spell Focus (Necromancy)
Stat Increase: Charisma
Legendary Spell Focus (Necromancy), The fourth of four spell focus Feats in Necromancy. This focus increases the D/C of all spells in the Necromancy school to its maximum possible D/C making your death magic more deadly to foes.
Level 49
Level 50
Stat Increase: Charisma
Level 51
Feat: Legendary Spell Focus (Evocation)
Legendary Spell Focus (Evocation), The fourth of four spell focus feats in Evocation. This focus increases the D/C of all spells in the evocation spell, so that your spells will do more damage more often.
Level 52
Stat Increase: Charisma
Level 53
Level 54
Feat: Epic Spell (Greater Spell Ruin)
Stat Increase: Charisma
Epic Spell (Greater Spell Ruin), Gives you two uses of a very high D/C instant death spell that also does positive damage. This can be used to eliminate non boss monsters that need to be killed quickly.
Level 55
Level 56
Stat Increase: Charisma
Level 57
Feat: Metamagic (Maximize Spell)
Metamagic (Maximize Spell), Gives you a 3rd Tier of lower level spells using spell slots 3 levels above their base level. Spells such as ice dagger, which don’t do a lot of damage normally, become some of your most powerful damage spells when maximized. These metamagic feats also allow you to use your spell slots more efficiently since you can use the best spells more of the time instead of being restricted to one tier.
Level 58
Stat Increase: Charisma
Level 59
Level 60
Feat: Legendary Spell Focus (Transmutation)
Stat Increase: Charisma
Legendary Spell Focus (Transmutation), Before you are able to take level 60 and this feat you must first read a Legendary Tome of Knowledge (Transmutation). This tome will grant you the Epic Spell Focus (Transmutation) feat and qualify you for the Epic Spell: Transmute Barrier (if you can find it). You can read a Tome of Knowledge as early as level 41. This feat will also increase the D/C and power of any spells in this school.
Statistics @60
Strength 7
Constitution 14
Dexterity 9
Wisdom 5
Intelligence 16
Charisma 50
Saves
Fortitude 43
Reflex 40
Will 44
Skills
Spell craft 63
Skill required to effectively counterspell. Slotted to increase spell damage at some future time.
Lore 63
Helps to identify items. Slotted to increase spell damage at some future time
Discipline 43
Helps ward against discipline checks, which are commonplace on this server
Concentration 63
Helps prevent spells from being disrupted while casting, and wards against concentration checks.
Tumble 60
Every 5 points of tumble will grant you 1 point of AC. Going over 60 in this skill will not grant you any extra AC.
Craft Armor ~20
With gear and bard song you could gain an additional point of AC
Spell Selection at level 40
** these spells are to be added at level 41 from the spell pedestal at the docks
Level 1
Endure elemental (increases elemental immunity)
Expeditious Retreat (increases your characters speed)
Ice Daggers (powerful cold damage spell, hits a single target, when maximized)
Horizikaul’s Boom (sonic damage spell)
Grease (slows opponents and causes knockdown)
**Ray of Enfeeblement - niche spell, drains stats
Level 2
Flame weapon (weapon buff, adds fire damage to weapons)
Vocalize (allows you to cast spells while silenced)
Shock Weapon (weapon buff, adds electric damage to weapons)
Balagarn’s Iron Horn (potentially knocks down victims)
Combust (fire damage spell, useful for breaking tough objects)
**Darkness - Mainly used to hamper creatures that rely on light or radiance so that they may be more easily killed (for example, many of the inhabitants of Elysium)
Level 3
Displacement (buff party members with extended concealment)
Gust of Wind(dispels clouds/area of effect spells, has chance of destroying "cloud like beings")
Mestil’s Acid Breath(acid damage spell)
**lightning bolt (beam electric damage spell)
Negative Energy Burst (area negative damage spell)
Level 4
Elemental Shield (elemental protection and kickback when you are hit)
Ice Storm (cold damage spell, useful for breaking objects) or Lesser Spell Breach (Fast casting buff stripping spell, a better choice if you have limited access to a scroll maker that can make you Mords scrolls and keep in mind you have several other cold damage spells already)
Enervation - drains enemies and makes them more vulnerable to damage
**Bestow Curse (Lowers Ability Scores and SR)
Evards Black tentacles (A conjuration spell that you have no focus in but limited focus (usually greater) can be gained from some items and by drinking droughts. The spell does area kickback over time. Remember to have a !cancel aoe command ready to extinguish the cloud should a kickback monster walk into it with your or your party unprepared.
Level 5
Bigby’s Interposing Hand (lowers a targets AB)
Energy Buffer (powerful elemental resistance buff)
Ball Lightning (electric damage spell)
Firebrand (area fire damage spell)
**Wrack (drains monsters damage resistance allowing them to take more damage from melee and spells)
Level 6
Disintegrate (instant death spell, kills a range of monsters that your wierd spell cannot)
Ethereal Visage (your main conceal buff, have this on at all times)
**Flesh to Stone (stops annoying creatures in their tracks) OR Bigsby's Forceful Hand (knockdown spell)
Freezing Sphere (area cold damage spell)
Level 7
Finger of Death (negative damage spell with a chance for instant kill)
**Spell Mantle (Buff, protection from enemy spells)
Great Thunderclap (stuns and sonic damage spell)
Delay Blast Fireball (similar to fireball but can be stacked on mass to form a giant fire trap for advancing monsters)
Level 8
Bigby’s Clenched Fist (Does a large amount of physical damage on hit)
Premonition (Important damage soaking buff)
Horrid Wilting (Magic Damage spell, good for many bosses and general use, instant kills certain monsters)
**Greater Sanctuary (getting out of bad situations, exploring areas, tactical spell that can be cast extended for extremely long duration)
Level 9
Bigby’s Crushing Hand (Crowd control for monsters resistant to lower level spells)
Meteor Swarm (Divine damage spell)
Wail of the Banshee (powerful area instant death spell)
**Energy Drain (drains monsters and increases your caster power)
Tyranlthixis