So with Mod 6 coming out (Christmas or next year??) soonish I was wondering what level 8 spell you plan to start out with for your sorcerer when he gets to level 16 and why. Obviously different builds will choose different spells and while we have never cast many of these spells ourselves we have had some of them cast against us. Here is the level 8 spells we know are coming out so far (from the Nov 12 WDA)
* Polar Ray
o Evocation [Cold]
o Level: Sor/Wiz 8
o Deals 1d6 per caster level (max 25d6) cold damage to an enemy with a ray of freezing ice and air.
* Sunburst
o Evocation [Light]
o Level: Sor/Wiz 8
o A globe of searing radiance explodes silently to blast targets for 6d6 of light damage in addition to permanently blinding them. Oozes and Undead take 1d6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell
* Charm Monster, Mass
o Enchantment (Charm) [Mind-Affecting]
o Level: Brd 6, Sor/Wiz 8
o Casts Charm Monster on multiple targets. Charmed monsters will fight as trusted allies but get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
Horrid Wilting
* Necromancy
* Level: Sor/Wiz 8
* Deals 1d6 per caster level (max 20d6) damage to living targets by evaporating moisture from their bodies. Deals 1d8 per caster level (max 20d8) damage to water subtype outsiders and plants.
Shout, Greater
o Evocation [Sonic]
o Level: Brd 6, Sor/Wiz 8
o Emits an ear-splitting yell that deafens and deals 10d6 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.
* Summon Monster VIII
o Conjuration (Summoning)
o Level: Clr 8, Sor/Wiz 8
o Summons a bezekira to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 8 minutes.
* Trap the Soul
o Conjuration (Summoning)
o Level: Sor/Wiz 8
o Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a Khyber dragonshard as a special material component, and can affect creatures of up to 30 hit dice.
Power Word: Stun
* Enchantment (Compulsion)
* Level: Sor/Wiz 8
* One creature with 450 or fewer current hit points is stunned.
o 150 or fewer HP: Stunned for a long duration
o 151 to 300 HP: Stunned for a moderate duration
o 301 to 450 HP: Stunned for a short duration
Also, not mentioned but likely to be included since it is cast by mobs is Incendiary Cloud which acts like Acid Fog but does 4d6 damage each round and would seem to be similar to wall of fire but with less damage and a much greater area of effect and concealment.
So which will you choose right now? I think my sorcerer will go with polar ray since it always seems to kill me when a mob casts it![]()