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Speed Sorc 1-20

32pt

20

HumanTrue NeutralFirst LiferLevelingDPSSpellsSolo
by OsakePlays···Update 81 - Terror of Demogorgon·163·

Description

This is pulled from Noobicabra, but I love using it for our static group's 1-20 racial completionist runs. I don't recall if I modified it, but I do tend to make changes when leveling since I'm in a group and don't use all the original bells and whistles. There's more depth and swapping, but this will at least be a generic guideline that folks can follow.

The highlights: swap to electric at 12 and back to fire at 20 if you're going to 30.

Base Stats

32-Point Build

STR10
DEX8
CON16
INT12
WIS8
CHA18

Ability Level-Ups

Lvl 4CHACharisma
Lvl 8CHACharisma
Lvl 12CHACharisma
Lvl 16CHACharisma
Lvl 20CHACharisma
Lvl 24CHACharisma
Lvl 28CHACharisma
Lvl 32CHACharisma
Lvl 36CHACharisma

Leveling Path

Lvl 1-20Sorcerer

Feats per Level

level <1> (Sorcerer): Maximize Spell (Standard) level <3> (Sorcerer): Empower Spell (Standard) level <6> (Sorcerer): Mental Toughness (Standard) level <9> (Sorcerer): Improved Mental Toughness (Standard) level <12> (Sorcerer): Quicken Spell (Standard) level <15> (Sorcerer): Extend Spell (Standard) level <18> (Sorcerer): Enlarge Spell (Standard) level <21> (Epic): Wellspring of Power (Epic Feat) level <22> (Epic): Epic Spell Power: Fire (Epic Destiny Feat) level <24> (Epic): Intensify Spell (Epic Feat) level <25> (Epic): Toughness (Epic Destiny Feat) level <27> (Epic): Burst of Glacial Wrath (Epic Feat)

Enhancement Notes

There's a fire->electric->fire swap that happens. Fire to start, electric at 12, and back to fire at 20

Enhancements

[Air Savant] Core: Air Savant (1), Air Affinity (1), Greater Air Affinity (1), Conduction (1) Tier 1: Spell Critical: Electric I (1), Electrocution (3) Tier 2: Efficient Metamagic I: Efficient Maximize (3), Spell Critical: Electric II (1), Alternating Current (3) Tier 3: Efficient Metamagic II: Efficient Empower (3), Spell Critical: Electric III (1) Tier 4: Feather Fall (1), Spell Critical: Electric IV (1) Tier 5: Awaken Elemental Weakness: Electric (1), Wind Dance (1), Evocation Focus (1) [Falconry] Core: Summon Falcon: Summon Snow Owl (1) Tier 1: Rugged (3), Out in Nature (1) Tier 2: Action Boost: Sprint (2) [Eldritch Knight (Sorc)] Core: Eldritch Strike (1), Spellsword (1), Imbue the Blade (1), Subtle Force I (1) Tier 1: Improved Mage Armor (3), Toughness (3), Battlemage (1) Tier 2: Improved Shield (3), Mystic Wards (3) Tier 3: Arcane Barrier (1), Ability I: +1 Charisma (1) [Fire Savant] Core: Fire Savant (1), Fire Affinity (1), Greater Fire Affinity (1) Tier 1: Spell Critical: Fire I (1), Conflagration (3) Tier 2: Spell Critical: Fire II (1), Fanning the Flames (2) Tier 3: Spell Critical: Fire III (1)

Epic Destiny Notes

I usually go draconic and do shenanigans with ruin, etc. but don't stick around at end game enough to do something like respec to cold sorc instead.

Epic Destinies

[Draconic Incarnation]

Spells

[Sorcerer] <1> Jump, Nightshield, Shocking Bolt, Sonic Blast <2> Blur, Knock, Scorch, Scorching Ray <3> Displacement, Fireball, Haste, Lightning Bolt <4> Dimension Door, Ice Storm, Symbol of Flame, Wall of Fire <5> Ball Lightning, Break Enchantment, Hold Monster, Prismatic Ray <6> Chain Lightning, Shadow Walk, Stone to Flesh <7> Delayed Blast Fireball, Otto's Sphere of Dancing, Prismatic Spray <8> Greater Shout, Otto's Irresistible Dance, Sunburst <9> Energy Drain, Meteor Swarm, Wail of the Banshee

Gear

[Standard]

Other Notes

Mostly just get a level 5 feywild set. There are lots of pluggables to upgrade as you go, like esoteric initiate from sharn, but I don't have them in my build file, so this is spot is empty. Noobi's build leveraged the older stats and broken belt(s) from Ravenloft. We've come a long way since then and recovered in some areas, especially DCs with U81.

For spells, I sometimes favor resistances and teleport over scorching ray and hold monster, so some of these spells are more about utility and speed vs lazy picks. Slower teleport nowadays also makes the hold monster option better.


I dumped extra points into strength here, I seem to always struggle with the jump in Maze of Madness, hehe.


Comments (2)

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Semiaris-Thrane

Ability upgrades on strength? i assume its a mistake