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Sorceror Spell Selection


Advice


OK, I am considering playing a Sorceror in a PFS game and I wanted some advice on spell selection. I am planning on a Human Arcane (Sage) Bloodline with a speciality in battlefield control with a dash of versatility.

For spell selction it needs to be versatile and to cover lots of different bases, single target and AoE ideally with spells targetting both Fortitude and Will.

I will be taking the Human bonus spell favored class ability from level 4 onwards. My initial draft looks like this:

Spell Selection:
Level One: 2/

Colour Spray, Protection from Evil

At low levels I would mostly plan on sitting in a chain shirt at the back with a crossbow. PFE is taken over Shield as it lasts longer, adds to saves and AC (although not as much) and can save your allies from charms.

Level 3: 3/

Identify, Colour Spray, Protection from Evil, Grease

Level 4: 4/1

Identify, Colour Spray, Protection from Evil, Summon Monster 1, Grease
Glitterdust

Italicised spells are from my Bloodline. Glitterdust is one of the best level 2 spells despite its small area. Summon Monster gives some potential trap detection.

Level 5: 6/2

Identify, Colour Spray, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour
Invisibility, Glitterdust, Mirror Image

Gaining Invisibility from my Bloodline tempts me to take another offensive level 2 spell but Mirror Image is too good to pass up. I pick up Mage Armour as the spell failure from actually wearing armour becomes more of an issue now I will be using spells for most encounters rather than a crossbow.

Level 6: 6/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour
Invisibility, Glitterdust, Mirror Image, Web
Stinking Cloud

There are loads of really great level 3 spells that this level is paoinful. I pick up Stinking Cloud as Glitterdust already targets Will and I want a decent Fortitude based AoE. Also nauseated is a great condition.

Colour Spray is trained out for Shield as it loses much of its effectivness.

Level 7: 7/5/2

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Web, Blindness, Resist Energy
Dispel Magic, Stinking Cloud, Haste

Another difficult level. I get two new level 3 spells but one is fixed by my bloodline. Haste wins out over Fly or Slow but this could easily change depending on party makeup. I finally pick up Magic Missile if only to have something to do against incorporeal enemies.

Level 8: 7/5/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Web, Blindness, Resist Energy
Dispel Magic, Stinking Cloud, Haste, Slow
Enervation

At this point things are pretty rounded. I have single target Fortitude and Will removal (Charm and Blindness) as well as AoE (Stinking Cloud, Glitterdust, Slow). Enervation is one of the strongest debuffs around and well worth its slot.

Level 9: 7/6/5/2

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Web, Blindness, Resist Energy, Alter Self
Dispel Magic, Stinking Cloud, Haste, Slow, Magic Circle, Fly
Dimension Door, Enervation, Resilient Sphere, Greater Invisibility

This level gives me a big boost. Two extra spells gained from the Bloodline and enough space for Greater Invisibility (wouldn't leave home without it) and Resilient Sphere. The Sphere is an interesting one as it can be used both to protect yourself or an ally in an emergency and as an excellent way to remove annoying fighter or cleric types from the battle. Its also less likely to annoy your melee than dropping a Stinking Cloud right where they want to be. Magic Circle and Dimensional Lock are set up for Level 10 although the latter is useful against annoying casters or Outsiders which are likely to be more common at this level.

Level 10: 7/6/5/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Web, Blindness, Resist Energy, Alter Self
Dispel Magic, Stinking Cloud, Haste, Slow, Dispel Magic, Fly
Dimension Door, Enervation, Resilient Sphere, Dimensional Anchor, Greater Invisibility
Lesser Planar Binding

Level 5 spells at last and what do I take? A spell that takes 10 minutes to cast, isn't guaranteed to get you anything and restricts two of my lower level spell choices. I could take the ability to turn an enemy into a frog, split the battlefield with an impenetrable wall or travel vast distances in the blink of an eye. I fully intend to but LPB offers too many potential options to ignore. Besides, at this point I expcet most of my level 5 spell slots to be used for Persistent Stinking Cloudor Slow.

So, thats the current plan. Happy to take on board any suggestions.


The extra level 0 spells help. More than the hp in my opinion.


At first I was surprised you didn't pick a damage dealing spell at first level (are any of your cantrips damage dealing?) but then I noticed that this was the theme of your spell list.

I think at higher levels your party would benefit from a terrain altering type spell like ice storm or even web. Wall spells are also helpful. Anything to break up the battlefield and make it harder to get surrounded and overwhelmed.

Grand Lodge

Pathfinder Adventure Path Subscriber

drop mage armour all together. Its in PFS so basically just grab a wand with 50 charges. Its so much easier. The same can pretty much be said for any buff spell.

Sorcs should have fire power in their arsenal even at low level.

And I would pick up feather fall as a backup spell when the guy suddenly have to leap off a cliff to save himself for some avalanche.

Oh yes might be a typo but you have 2 dispel Magic at level 10.

To go with some of the more strange ones how about create pit. A friend of mine gave me a heads up on that one and its surely going into my sorc. build. Perfect for crowd control. Dump the creature coming at you into a pit and let the party shoot it down from the top. Think its a DC 25 to get up from or something like that. Its a fun little spell of 2nd level, which could go in instead of alter self.

Cheliax

My general comments / personal opinion (I have a high level PFS Wizard PC):

Of your choices I particularly like:
1 Grease, Prot Evil, Mage armor
2 Glitterdust, Mirror Image, Blindness
3 Haste, Slow, Fly, Stinking Cloud
4 Dim Door, Enervation

I don't like:
1 Identify. It's just a boost to your spellcraft check which should already be good and which you can retry every day per item (and take 10). And you don't really need to identify stuff in PFS. (bloodline not helping here)

Other spell comments:

Sorcerors want spells with staying power as they have them forever.

That makes me suspicious of Summon Monster 1 which is useless by level 5.

I find it much harder in practice than in theory to use shield.

I prefer Vanish to Invisibility. A lower level spell with most of the same benefits. (bloodline not helping much here)

I much prefer and recommend Create Pit to the now circumstantial Web

Charm Person might help with faction missions.

Alter Self ditto - but not very likely.

I have not found resist energy useful in PFS as yet.

I'm not sold on Greater Invisibility as a good use of a 4th level slot but it has its uses.

Can't decide about Resilient Sphere - I would rather have Wandering Star Motes which is a nice battlefield sequencer (wait quietly at the back of the queue). Or Confusion - a great spell - at least until the GM starts using it back at you... Or Black Tentacles of course.

Dimensional anchor is too circumstantial for my liking and not likely to be needed in PFS where scenarios have to work without a caster present.

LPB is unlikely to be used at all in PFS. End of Scenario reset.

Level 5: Hungry Pit, Wall of Force or Stone.

EDIT: What do you do about undead?

EDIT: deleted and redid comments where I didn't read the original post fully :-(

Cheliax

DickovDK wrote:
how about create pit. A friend of mine gave me a heads up on that one and its surely going into my sorc. build. Perfect for crowd control. Dump the creature coming at you into a pit and let the party shoot it down from the top.

One of my favorite spells. You don't want to shoot down from the edge as the 5ft surrounding the pit is sloped and if you stay there you must save at the end of your turn or fall in.

It does generally take one or two enemies out of combat completely until after you have mopped up the other enemies.


I would drop:
@1- Summon Monster, Identify and Shield for Liberating Command, Reduce Person and Ant Haul
@2- Blindness, Resist Energy, and Alter Self for Darkvision, Scorching Ray and Create Pit
@3- Nothing, very nice selection
@4- Enervation and Dimensional Anchor for Calcific Touch and Black Tentacles.. possibly drop Greater Invisibility for Scrying.
@5- Lesser Planar Binding for either Teleport (if you drop Dimension Door for something else) or Dominate Person or Wall of Stone or Cloudkill or Summon Monster V or Magic Jar or Telekinesis..... (Can you tell I don`t like planar binding spells?)
Such a good level for cool spells, and I think planar binding is overrated.

Anyway, that is what I would do if it was me.
Oh, and +1 to the taking more cantrips instead of HP/Skills for the first 3 favored class bonuses.


Just thought I'd point out that identify is the 3rd level bonus spell of the arcane bloodline.


Ah, right, my bad.
In that case, I suppose you are stuck with it ;)
Just remove Ant Haul or Reduce Person from my last post.


Some useful threads when I made my sorcerer:

The complete guide to Sorcerers. Has some good spell lists page 3 and 4 of the thread and of course the guide itself is useful.

Even more useful, and very much in line with what you are trying to do is the guide to building a GOD Sorcerer.

For any other new players who aren't aware of what a GOD Wizard is - give this a read.

Most people say Sorcerers don't have the spells known to build GOD Sorcerers. This may be true for some races but it not true of Human Sorcerers who have so many more spells known than others.

One of these nicely sums up the difference between Wizards and Sorcerers is found in Solo's guide.

You see, The strength of the Sorcerer, to use a witty phrase a good Fighter friend of mine used, is Tactical rather than Strategic. When asked to expound upon this, he explained that Strategy is planning ahead, whereas Tactics is dealing with the immediate situation with what you have. I found it a remarkable counterpoint of Sorcerers and Wizards for a person who has absolutely no knowledge of magical prowess...

Whilst Solo's Stupendously Superior Sorcerer Stratagems is written for 3.5 it does have some useful tips.

What does this mean? You cannot go rest for 8 hours and prepare the best spell combination for a given situation - but you can Teleport to a city, buy 10 scrolls, then teleport back so I am not convinced this is much of a disadvantage.

What you can do is cast really weird spell combinations that noone in their right mind would prepare. My favourite is Grease, Grease, Grease, Grease, Grease - BBEG who was running away is dead.

You [b]can[/b[ pick narrow but hugely useful, but narrow, spells but flexible and scalable is still your aim.

--

My spells (Character level, spell level, name):

CL SL Name

1 0 Detect Magic
1 0 Read Magic
1 0 Dancing Lights
1 0 Ghost Sounds
1 0 Prestidigitation (BONUS Favoured class)
1 1 Grease
1 1 Silent Image
3 1 Mage Armour
3 1 Identify (BONUS)
4 0 Message
4 1 Charm Person (retrain?)
4 2 Pyrotechnic
5 1 Unseen Servant
5 2 Glitterdust
5 2 Invisibility (BONUS)
6 2 Levitate
6 2 Mirror Image
6 3 Haste
7 0 Detect Poison
7 1 Protection from Evil
7 1 Featherfall
7 2 TBC
7 2 Rope Trick
7 3 Summon Monster III (Retrain > Slow)
7 3 Dispel Magic (BONUS)
8 3 Fly
8 3 Ray of Exhaustion
8 4 Black Tentacles
9 2 Resist Energy
9 3 Magic Circle Against Evil
9 4 Summon Monster IV
9 4 Dimensional Door (BONUS)
9 X<5 TBC (BONUS Arcane ability)

Now I should point out this is for a near zero gold campaign. We got like 50 gold each (4 man party) in 5 levels of play. Its also not PFS. Perhaps key though is I was only allowed Core Rulebook spells (only thing I took outside that was the favoured class bonus because my GM loves Sorcerers and agreed that was necessary to do what I wanted to do).

So what does this mean?

There are spells on there which might be better as wands in PFS. I do not plan to stop at level 12.

My party consisted of Combat druid + Wolf, Damage dealing Rogue, TWF Fighter. Damage dealing was not needed in my party. They kept telling me to take Fireball and Magic Missile. I did the maths though and they are not worth it.

However - you are playing PFS where I am told that damage dealing can be viable. So it might not hurt to pick up some damage dealing. Toppling Magic Missiles look like fun for example. :)

There is also the potential problem that you will have a party that cannot deal damage. I'd say you will have a major problem then but +5 fireballs and +5 magic missiles will not solve it!


Summon Monster 1 - I am not convinced that 4 rounds of a level 1 monster is that worth it. Maybe with Extend (rod or feat).

Mage Armour - People say a wand but this lasts 1 hour and eats and action to put up if you are surprised. I prefer just to cast it extended and have it last most of the day. However like I said - zero money game.

Invisibility vs Vanish - Vanish is very nice but Invisibility is a Utility spell first and foremost. Rogue needs 10 minutes to search a restricted area but needs to get past the guards non-lethally and without alerting them? - job done.

Web - seems terrible to me. Fire cuts through it like its not there and this is too much of a weakness for me.

I personally love Pyrotechnics - Fort and Will save targeting. Plus vision block makes it a 2 different save targeting debuff, battlefield control and utility spell. Yes it need a flame but tinder twig + unseen servant takes care of this. :)

Nothing is the world would make me delay getting Haste. No spell will deal more damage. Stinking Cloud is very nice but I had Pyrotechnics so I took it a little later.

You don't seem to have any of the higher level summon monster spells which strikes me as odd...

I think I am done for now. :)

Sorry for the huge wall of text!


Thanks very much for all of your suggestions. I actually amended the list a fiar bit shortly after posting so heres a new version. I also wanted to reply to a few of the comments.

As others have noted I have to have Identify as well as Invisibility, Dispel Magic, Dimension Door and Overland Flight. They are baked in by the Arcana Bloodline. One thing I havent seen is whether or not you can train out your bloodline spells. Nothing in the section on Sorcerors says you cant, it simply refers to chaging a spell you "know". It's a bit cheesy but it might actually make some of the bloodlines a bit more viable (I am looking at you Fire/Earth/Air/Water with your four copies of the same spell).

On other issues Mage Armour isnt a spell I really want in a wand. While it doesnt suffer from scaling issues the duration is an issue. Buying Wands above CL1 gets expensive fast and that means sucking out a lot of charges fairly often. I would much rather sacrifice the odd level 1 spell slot and one of my 7 level 1 spells known. The beautiful thing about the Human Sorceror is that you do actually have the space to take those sorts of spells given you have many more spells known.

Create Pit is an interesting option. Its a small area effect spell that removes enemies from the field and creates a terrain hazard. It competes for space with Glitterdust and Blindness for enemy removal but has the drawback of not working against anything that can fly, teleport or beat a DC25 climb check. Its tempting certainly.

Pyrotechnics is an interesting one as it gives you an AoE which can target either Fortitude or Will. The Fortitude effect is a bit weak but the potential for blindness is pretty decent.

Anyway, the new and (sort of improved) list which adds in a bit of extra direct damage and gives more focus on the Summon Monster stuff.

Spell Choices:
Level One 2/

Grease, Colour Spray

Level 3 3/

Identify, Colour Spray, Grease, Summon Monster I

Level 4 4/1

Identify, Colour Spray, Protection from Evil, Summon Monster 1, Grease
Glitterdust

Level 5 6/2

Identify, Colour Spray, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour
Invisibility, Glitterdust, Mirror Image

Level 6 6/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour
Invisibility, Glitterdust, Mirror Image, Blindness
Summon Monster III

Colour Spray trained out for Shield

Level 7 7/5/2

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Blindness, Resist Energy, Scorching Ray
Dispel Magic, Summon Monster III, Haste

Level 8 7/5/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Blindness, Resist Energy, Scorching Ray
Dispel Magic, Summon Monster III, Stinking Cloud, Haste
Enervation

Level 9 7/6/5/2

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Blindness, Resist Energy, Scorching Ray, See Invisible
Dispel Magic, Summon Monster III, Stinking Cloud, Haste, Slow, Magic Circle
Dimension Door, Enervation, Resilient Sphere, Greater Invisibility

Level 10 7/6/5/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Blindness, Resist Energy, Scorching Ray, See Invisible
Dispel Magic, Summon Monster III, Stinking Cloud, Haste, Slow, Magic Circle
Dimension Door, Enervation, Resilient Sphere, Dimensional Anchor, Greater Invisibility
Summon Monster V

Level 11 7/7/6/5/2

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Blindness, Resist Energy, See Invisible Alter Self, Scorching Ray
Dispel Magic, Stinking Cloud, Haste, Slow, Magic Circle, Summon Monster III, Fireball
Dimension Door, Enervation, Resilient Sphere, Dimensional Anchor, Charm Monster, Elemental Body I, Greater Invisibility
Overland Flight, Summon Monster V, Teleport

Level 12 7/7/6/5/3/1

Identify, Shield, Protection from Evil, Summon Monster 1, Grease, Charm Person, Mage Armour, Magic Missile
Invisibility, Glitterdust, Mirror Image, Blindness, Resist Energy, See Invisible, Alter Self, Scorching Ray
Dispel Magic, Stinking Cloud, Haste, Slow, Magic Circle, Summon Monster III, Fireball
Dimension Door, Enervation, Resilient Sphere, Dimensional Anchor, Charm Monster, Elemental Body I, Greater Invisibility
Overland Flight, Summon Monster V, Teleport, Wall of Force
Planar Binding


I think I'd drop summon monster 1 for unseen servant. It's too useful to pass up to me.

Also it'd be good to somehow work a pit spell and black tentacles in there somehow.

I think I might drop charm monster for black tentacles, and either summon monster v or planar binding for a pit spell (if there is one at spell level 5).

Really what you have now would work well though, but I would definitely get unseen servant.

Also with 3rd level spells I might drop summon III or slow for fly.

If no one in your party has the spell or items all round, it is too useful not to be able to cast it on others. Even though you would keep overland flight.


I have been looking at Black Tentacles and honestly I am not seeing the greatness. Yes it doesnt allow spell resistance and it doesnt allow a save but you still actually have to hit with the actual attack and your CMB with it is pretty much fixed at Caster Level +5.

Taking a few examples monsters of CR 7 gives us the following CMD:

CR7: CMB 12
Aboleth 24
Theletos 28
Black Pudding 17 (arguably 27 with suction)
Allosaurus 29
Black dracolisk 23
Drider 21
Hill Giant 24
Remhorhaz 28
Shaitan

Now thats a fairly wide range of DC's but you can very easily see yourself needing a 15+ for your spell to actually do anything before the enemy simply walks out of the area.

Tentacles also suffers slightly compared to stuff like Stinking Cloud, Slow or Glitterdust in that it doesnt benefit at all from Heighten Spell or Persistent Spell and creatures which can teleport or dimension door or planeshift will mostly ignore it.

Now, I am not saying it isnt a good spell, it is, it just isnt the autopick it was for me in 3.x.

Silver Crusade

ZomB wrote:

Other spell comments:

Sorcerors want spells with staying power as they have them forever.

Unless PFS just throws out this rule entirely, Sorcerers still get to switch out a spell every other level from 4th lvl onward... So, it's not so bad an idea to take a few spells that are useful at low levels (but not at high levels) and switch them out at higher levels.


Yeah, all you have to do is make sure not to load up on TOO many spells with expiration dates. And honestly, it really isn't the end of the world if you spend a few levels where one or two of your level one or two spells aren't super useful any longer. If a spell is crazy awesome at low levels but has an expiration date, even if you eventually end up spending a few levels with it as dead weight before you have room to swap it out, that's hardly character-breaking, provided that your other spells at that level are decently general use. This is doubly true if you're a human taking advantage of the human favored class bonus, since you'll end up knowing a bunch of extra spells anyway.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

No offense, but if you are going to go support, then go Wizard or Witch, not Sorc. Sorcs are damage dealers. They are way too limited to go with a lot of out of combat or situational spells.


From the prd:
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

So that's a no to switching out bloodline spells.

Black Tentacles is a spell that I really didn't think much of when I read it, and only when I actually tried using it on a character did I get blown away by how good it is.

The point is not to try to lock down one very large creature, but if there are groups you can rely on trapping the majority of them, while also doing some periodic damage, all without investing any further resources. You just cast it on a clump of nasty things, and then go about your normal spellcasting business. Really, I would say just try using it and see how you like it. I REALLY think you will change your mind, especially for this type of character.

I think Blindness is overrated... A spell that targets what is often a monsters best save that has absolutly no effect on a successful save tends to dissapoint in my experience. Especially since Blindness is no guarantee of shutting something down.

Summon Monster I is definately not worth an action at that level.
Dimensional Anchor is a spell that would be probably just fine to have a scroll or two of, I wouldn't waste a 4th level spell known on it.
Do not underestimate how incredibly good Calcific Touch is, especially if you have access to the Reach Spell metamagic.

I really really really think that there are at least a dozen spells that would serve you way way better than Lesser Planar Binding. Really.

And I totally disagree with the post above me, I think a well built Human Sorcerer is going to be a BETTER battlefield controll than a Wizard or Witch.


andreww wrote:

OK, I am considering playing a Sorceror in a PFS game and I wanted some advice on spell selection. I am planning on a Human Arcane (Sage) Bloodline with a speciality in battlefield control with a dash of versatility.

For spell selction it needs to be versatile and to cover lots of different bases, single target and AoE ideally with spells targetting both Fortitude and Will.

Check out ear-splitting scream (UM) at first level over protection from evil. It's a fort save, but the daze effect is huge. If something has a good fort save. . . use color spray. The sonic damage typically isn't affected by resistances either.

The level you pick up charm person is a bit mysterious. At that level, silent image would make more sense. Most GMs will hit you with that +5 bonus while in combat -- even before winning in initiative you're still in combat -- so I tend to avoid it unless I'm building a character around Charm spells or there's *a lot* of out-of-combat intrigue.

I personally don't like picking up two spells that can't work together at the same time (invisibility/mirror image), but I see why. In this scenario I'd pick false life over mirror image, but your choice is fine.

I'm not as big of a fan of stinking cloud after its nerf (it's now considered a poison since UM, so many things are resistant/immune to it now), but it's still not a bad spell. I'm interested to see how UM's loathsome veil is in comparison.

How'd you get 4 3rd level spells at 8th level? Feat? Ahh the human sorcerer racial substitution I guess?

Quote:
I fully intend to but LPB offers too many potential options to ignore.

Sadly, the sorcerer class doesn't work this way. You always need to make sure the first spell you pick every new level is something you could spam like crazy in practically every combat. I know you want that LPB bad, but you're trying to wizard the sorcerer. Don't do it! There are plenty of great options for you here.


Thanks for the extra comments. Yeah SM1 loses a lot of use at later levels, I should probably train it out for something but honestly at that point you have so many first level spells its almost not worth the bother. Also they can make handy trap detectors.

Dimensional Anchor is clearly very situational as is Magic Circle, both are only there to make Planar Binding work and if I drop that they go with it.

I wouldn't underestimate Blindness. Its a single target removal spell which can be both Persistent and Heightened when needed. I really think the sorceror needs a balance of single target and AoE spells which target all saves and Blindness fits that niche quite neatly. Plenty of enemies have a poor Fortitude save. I wouldn't try it on a Hill Giant but an enemy Wizard or Rogue would be an ideal target. I would probably train it out later on if/when I picked up Baelful Polymorph.

Charm Person is definately a spell for use out of combat for the most part although again it should probably go when I pick up Charm Monster.

Calcific Touch does dex damage and is therefore dirty but it requires you to be right up in the enemies face. Personally I prefer to be invisible and flying 50' out of reach.

Finally I absolutely agree that the Human Sorceror makes for the more effective Battlefield Controller than the Wizard. You have more than enough spell slots to cover all of the key spells and you get to pick and choose. Given so many of them are heavily dependant on Caster Level (for beating SR) or DC (for beating defences) scrolls dont cut it so much.


andreww wrote:

Dimensional Anchor is clearly very situational as is Magic Circle, both are only there to make Planar Binding work and if I drop that they go with it.

Calcific Touch does dex damage and is therefore dirty but it requires you to be right up in the enemies face. Personally I prefer to be invisible and flying 50' out of reach.

Yeah, drop the dimensional anchor, magic circle and planar binding for spells you will use regularly.

And yeah, that's why I said if you have access to Reach Spell.
Definitely not as good if you have to get in somethings reach, but downright dirty dirty dirty if you can do it from a distance. (hmm d4 Dex damage/round with no save... whats that giant monster you have Str 35 and Dex 8? bam bam stone)

Other than that, looks like a rockin spell list, have fun with the character!!


andreww wrote:

Thanks for the extra comments. Yeah SM1 loses a lot of use at later levels, I should probably train it out for something but honestly at that point you have so many first level spells its almost not worth the bother. Also they can make handy trap detectors.

If you want a trap detector like that pick up a wand of mount. It will last longer and not eat a spell known.

You have a number of spells on that list that I would not choose, starting with a bunch of lower level summon monster spells.

What's the theme of the sorcerer in your mind, what metamagics are you planning to couple with it, etc?

-James

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