
![]() |

I'd say take the spells that you like and fit your character and just be willing to tell the other people in your party that you can't do something.
Spells I find useful and fun are things like Knock, Black Tentacles or Dimension Door.
Oh, and don't take Mage Armor as one of your first spells. It's a total trap.

![]() |

Hello, again. I wanted to pick at the brain of some of you here. I was wondering if I could get opinions on the best utility and combat spells for a sorc of each level. Maybe some tactics too. Any and all posts would be appreciated.
Thank you!
A quick messageboard search turned up these threads that might help:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/archives/ogresGuideToSorcererSpellSelection&page=1&sourc e=search#0
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/advice/archives/theAlmostCompleteGuideToSorcerersAPracticalHandbook& page=1&source=search#0

Malaclypse |

Hello, again. I wanted to pick at the brain of some of you here. I was wondering if I could get opinions on the best utility and combat spells for a sorc of each level. Maybe some tactics too.
It's important that you choose spells which do profit from multiple castings. Especially since you'll likely only have a single spell in your highest spell level.... Heighten Spell is your friend, too, and (if your DM allows the APG) Reach Spell, Persistent Spell and Bouncing Spell.
A list of the best arcane spells of each level: Spells that fvcking Kill People

AdAstraGames |

Some of this will also depend on your bloodline.
Basic rules of thumb:
1) You don't need more than one damage causing spell in most cases.
2) Mage Armor is a trap - your best armor is having pointy headed sociopaths between your precious precious self and people who want to poke you.
3) Get spells that you can use often, and get a lot of clever usage out of, or that have multiple uses. Unseen Servant is brilliant for this. So is Grease. At 2nd level spells, Glitterdust and Pyrotechnics.
So, with that in mind, here's what I'm currently playing:
Sorcerer (Fey) 4th.
STR 10, DEX 14, CON 11+1, INT 12, WIS 10, CHA 16+2 (18 point buy).
Traits: Reactive (+2 Init), Missionary (Sense Motive)
Feats: Improved Initiative, Spell Focus (Ench); Spell Focus (Ill).
Bloodline Arcana: +2 DC to Ench (compulsion) subschool.
Spells:
0: Resistance, Mending, Mage Hand, Light, Detect Magic, Acid Splash
1: Sleep (Will DC 18), Hypnosis (Will DC 18/20), Color Spray (Will DC 16), Entangle (Reflex DC 15)
2: Scorching Ray (NA)
Prior to 4th level, the Hypnosis spell was Burning Hands.
At 5th level, I plan on picking up Greater Spell Focus (Ench), Unseen Servant, Glitterdust, and will get Hideous Laughter (Will DC 20).
At 6th level, I plan on replacing Sleep with Grease, picking up Haste as my 3rd level spell,
At 1st and 2nd level, the character is a one trick pony: Cast Sleep, End Fight. At 3rd level, you enter into the Valley of Suck. You have the Awesomest Sleep Spell Ever, and most of your opponents are more than 4 Hit Dice.
I primarily focus on offensive effects that affect more than one target, and I'm more concerned with making the target lose actions than I am with doing damage to it. My party teammates are there to do damage to things, my job is to make sure that whatever they're hitting is helpless and unable to hit back or cast spells.
This is why Improved Initiative and Reactive (and a good DEX) are so important. My ability to completely alter the fight goes up dramatically if I can turn off an enemy (or group of enemies), or subdivide the enemy into two fighting groups before they act.
You can make a very similar build with the Infernal bloodline - the +2 Bloodline bonus goes to the (charm) subschool. DC 18 Will saves on Charm Person are pretty unpleasant.