Sorcerer


3.5/d20/OGL


i'm creating a sorcerer for a new campaign thats coming up this sunday. i was wondering what are some good spells to take. here is a list of spells i have though up of. i dont really know what race i want to be. i for sure want to use bluff-intimidate-persuade as skills. what other skills are usefull for a sorcerer besides concentration? and i really have know idea what feats to take. is it better to use maximized or empowered spells instead of the regular higher level spell? any suggestions i have never made a sorcerer before.

lvl 1 Identify, Mage Armor, Magic Missile, Protection
from Alignment, Summon Creature 1- i was thinking to use the little guys to spring traps.
lvl 2 Eagle's Splendor, Endurance, Owl's Wisdom, melfs acid arrow then later switch it to
Bull's Strength
lvl 3 Flame Arrow, Haste, Fireball, (need one more)
lvl 4 Ice Storm, Improved Invisibility, Elemental
Shield, stoneskin
lvl 5 Cone of Cold, Energy Buffer, Dismissal, Lesser
Mind Blank
lvl 6 Chain Lightning, Globe of Invulnerability,
True Seeing
lvl 7 Delayed Blast Fireball, Spell Mantle, Shadow
Shield
lvl 8 Premonition, Horrid Wilting, Greater Planar
Binding
lvl 9 Time Stop, Wail of the Banshee, Mordenkainen's
Disjunction

sound good at all? i never thought about having one spell then later switching it i suppose that could be useful somewhere. and a lot of those spells are area affect. would it be better to use attack spells that single enemies out instead?


Doesn't look to bad to start off. What level are you starting out as? I would worry more about the beginning. The later levels will iron them out when you get there based on need from the campaign. Race isn't that important because you can do any kind of personality with any race, some combos just seem more appropriate or funny. The only real thing with race is the human with its extra feat at first level, and skill points later.


For your last third level spell slot Invisibility is the one to go for.


I'd switch Summon Monster I with Unseen Servant if your going to use any critter to spring traps. Unseen servant is versitile and I had a player do that repeatedly with Summon Monster I until one Blue Dragon DM and his adventuring party became angry with him.

RPG Superstar 2008 Top 32

BluePigeon wrote:
I'd switch Summon Monster I with Unseen Servant if your going to use any critter to spring traps. Unseen servant is versitile and I had a player do that repeatedly with Summon Monster I until one Blue Dragon DM and his adventuring party became angry with him.

Heh. I did that in Jazidrune under Cauldron. We never did figure out the keys...But we knew the doors only went off once!

I tell yah, a level 2 sorceror can cast Summon Monster 1 alot. Especially when I decided not to take Sleep and made a poitn of not taking Magic missle. Also, I was insane, with a rat familiar named Stinky. Who was. Ahhh.. Those were the days.

Then I massacred civilians in the Mob scene like 4 levels later when the Umber Hulk showed up. No one told me the fireballing the crowd was a bad idea...Needless to say, that was the end of that character.


Kuthax wrote:
Doesn't look to bad to start off. What level are you starting out as? I would worry more about the beginning. The later levels will iron them out when you get there based on need from the campaign. Race isn't that important because you can do any kind of personality with any race, some combos just seem more appropriate or funny. The only real thing with race is the human with its extra feat at first level, and skill points later.

Agreed. What you need to plan is the stuff you're going to have when you start the game, and then only have a very loose idea of what you want to take later on. The flow of the game will let you know what you need. Combat heavy? Take some damage dealing spells. Getting swarmed by enemies a lot? Crowd control. Paty needs more buffing? Haste and other spells are hard to beat.

Basically, just start with something smart, and then see what your strengths and weaknesses are. Whether you want to shore up said weaknesses or further augment strengths is up to you, but that should give you some pretty clear ideas of what needs to be done.

It's kind of hard to say anymore without specific campaign details (which, if you're just making a character now, you may or may not know at this time).

The Exchange

Not a spell idea but here is a cool idea for a Sorcerer to multiclass:
Abjurant Chanpion. Prereqs- BAB=+5, Combat Casting, able to cast 1st level spells(at least one abjuration), must have proficiency in one martial weapon(at least). It is a 5 level PRC with full BAB progression, full spellcasting progression and in the first 2 levels has 3 special abilities that rock: Abjurant armor, extend abjuration, and swift abjuration.
Abjurant armor adds your Ab.Champ levels to mage armor spells and shield spells (if you take all 5 levels of A.C. this would mean that Mage armor=+9armor bonus and Shield=+9shield bonus.
Extended abjuration lets you cast all abjuration spells as if using Extend Spell.
Swift abjuration lets you cast abjuration spells as if quickened.
It also has a D10!!! hit die.
You may want to dip into some other full BAB class to meet the prereqs quicker.

Spells I will have to look into....

FH

The Exchange

What books are you able to draw from?
Core?
PHB2
Spell Compendium?

FH


Arctaris wrote:
For your last third level spell slot Invisibility is the one to go for.

I'm pretty sure invisibility is 2nd.

I'd go with Fly hands down. You don't seem to have to many movement based spells. Reverse graviy is supurb, ottolukes resilient sphere, acid fog, prismatic spray, dimension door, color spray.

The above are spels I've seen completely turn a fight around. Having a large bag of tricks and battlefield control stuff has saved my parties ass on several ocassions I'd suggest looking into those.

Ohh and don't forget that stoneskin has that pesky material component. A pain in the ass to keep track of.


I'd drop either the Summon Monster I, if the party is four or more people, or the Protection from Alignement, if someone else can cast it.

And I'd take Grease. Best spell in the book.

Seriously. I had a bard in one of my games who nearly got me to ban the spell, he used it so well.

RPG Superstar 2008 Top 32

The Black Bard wrote:

I'd drop either the Summon Monster I, if the party is four or more people, or the Protection from Alignement, if someone else can cast it.

And I'd take Grease. Best spell in the book.

Seriously. I had a bard in one of my games who nearly got me to ban the spell, he used it so well.

Grease and Glitterdust!

Sure, Glitterdust is a low save, but it's still save vs. blindness. Blindness if a big deal! I ran Three Faces of Evil with a Bard like that...It'd be nice if I could end one fight with the bad guys still standing up or able to see.


i just have the players hand book. complete adventurer and complete scoundrel.


Ross Byers wrote:
The Black Bard wrote:

I'd drop either the Summon Monster I, if the party is four or more people, or the Protection from Alignement, if someone else can cast it.

And I'd take Grease. Best spell in the book.

Seriously. I had a bard in one of my games who nearly got me to ban the spell, he used it so well.

Grease and Glitterdust!

Sure, Glitterdust is a low save, but it's still save vs. blindness. Blindness if a big deal! I ran Three Faces of Evil with a Bard like that...It'd be nice if I could end one fight with the bad guys still standing up or able to see.

I'm also a Glitterdust fan. Sometimes it's better to immobilize an opponent rather than just dealing hp damage, and at lower levels, Glitterdust does this really well. Also, it's great for combating invisible enemies.


COunt me on the glitterdust badwagon as well. Against anything that nees to see, it is the BEST spell. A blind enemy is dead enemy.

Looking over your spell list, I think you have a few to many damage dealing spells. If you want to play a "Blaster" Sorcerer, then fine, but I reckon that would get boring quickly. Besides, you have melee meatshields fort hat sort of stuff.

Much better to take "battlefield Control" type spells (Web, and Black Tentacles being the iconic examples). This way, you get to contribute TREMENDOUSLY to the battle by setting the enemies up, and your melee allies also get to feel like heroes as they unload fullattacks on the disabled enemies. Sounds like win/win to me.


Here is a link to a good thread on Sorcerers from the begining of the month.

Effective Arcane Casters


Personally I'd drop Flame Arrow from your 3rd level spells in favour of Fly, and add Dispel Magic. Also I think you're duplicating abilities somewhat, with rather more direct-damage spells than I'd select for the class and too few battle-control spells. As others have suggested you'll get lots of use from Grease, Glitterdust and Black Tentacles. Globe of Invulnerability looks superfluous, and I'm rather fond of Mass Suggestion in it's place. I'd also suggest Hold Monster - it may not always work but it's a kill on any single monster affected.

If I have a general rule with sorcerers it's not to overemphasise one type of spell. I find it's better to have one spell each level that can do damage, one that buffs the party, one that controls the area, and one other where possible that might be generally useful. There are exceptions, as at 3rd level Fly and Haste are probably essential, but that's my normal policy.

The Exchange

I was the one who started the effective arcane caster thread and i learned that, to make a good arcane caster, you have to be able to play in a specific way and stick to it. if your going to play a blaster then do that and stick with it. if your party doesn't have a divine caster then it would be a good idea to invest in some buffing spells like livisibility or enlarge person. dont spread yourself too thin. i'm playing a caster right now in the city of greyhawk, and the advice that these people have givin me is just great, listen to these people, they know what they're talking about.


Ross Byers wrote:
BluePigeon wrote:
....I had a player do that repeatedly with Summon Monster I until one Blue Dragon DM and his adventuring party became angry with him.
Then I massacred civilians in the Mob scene like 4 levels later when the Umber Hulk showed up. No one told me the fireballing the crowd was a bad idea...Needless to say, that was the end of that character.

Mass murder usually spells the end for anyone.

You know Ross Byers, there are other less violent methods in handling an umber hulk. A volley or three of magic missiles, 2 or 3 orbs of fire, a few flame arrows readily come to mind. However, when did you realized that throwing a fireball was a bad idea. Was this before or after you completed the spell?

Just a reminder in case you wish to play another wizard sometime in the future.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Blade402 wrote:
lvl 1 Identify, Mage Armor, Magic Missile, Protection from Alignment, Summon Creature 1- i was thinking to use the little guys to spring traps.

Color spray will probably be more useful at low levels than protection from chaos/evil/good/law. Also, identify is not really a great choice for a sorcerer; a cleric with the Magic domain is a better option, since they can cast it as a 2nd level domain spell without a 100gp pearl.

The way I usually start a sorcerer is:
Sor 1: 0- dancing lights, detect magic, ray of frost, read magic; 1st- color spray and magic missile; Point Blank Shot, Precise Shot (if human); buy a Scroll of mage armor with starting money
Sor 2: 0- mage hand
Sor 3: 1st- enlarge person
Sor 4: 0- touch of fatigue; 2nd- web
Sor 5: 1st- chill touch; 2nd- spectral hand
Sor 6: 0- detect poison; 3rd- hold person; switch out color spray for shocking grasp

As a sorcerer, concentrating on disabling and general purpose spells can pay off big. Also, touch spells are generally more powerful than rays and missiles (especially with spectral hand), since you can keep making attacks until your touch attack succeeds (and a low level sorcerer will miss a significant portion of their touch attacks). A sorcerer should have one disabling spell, one damage spell, and one defensive/general purpose spell at each spell level before looking at anything else. Summon monster I-IX can be good general purpose spells, but short durations make them poor choices until middle levels.

For a straight spellcaster, Sorcerer 16/Archmage 4 (Mastery of Elements, Arcane Fire, Mastery of Counterspelling, and Mastery of Shaping; in that order) is a great build. You may also want to consider a Rogue 1/Battle Sorcerer 5/Daggerspell Mage 10/Arcane Trickster 4, considering the books available.


How does spectral hand work?


You know, a little while ago I realized something: If you used Summon Monster (summoning a badger), coupled with Expeditious Reatreat, it would be pretty handy. A badger can only move 10ft. per round, and a 1st level caster only gets 1 round, so he probably couldn't get through, but with Expeditious Retreat, it would work fine. And if there's a druid, make him get a badger animal companion. Then you don't even NEED Expeditious Retreat.
Just FYI.

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