Playing a Sorcerer as a Party Wizard - Help


Advice


Hi, guys

I finished the 'God' Sorc build I was working on recently.

Aden Stargazer:
Build: Arcane Bloodline Sorcerer20
Race: Human Alignment: Neutral
Theme- Blaster, Debuffer, Buffer, Summoner
Ability Scores:
STR 10
DEX 17 (18)
CON 14
INT 10
WIS 8
CHA 20 (24)
Favored Class: Sorc, use extra spells option
2 traits- Desperate Focus
Benefit: You gain a +2 trait bonus on concentration checks.
Birthmark- +2 Trait bonus to saves vs Charm and Compulsion effects.

Feats/Class Abilities:

1. Bloodline Arcana- +1 DC on metamagic spells), Bloodline Power- Arcane Bond, Cantrips, Eschew Materials, Spellcasting Prodigy, Heighten Spell
2.
3. Metamagic Adept 1/day, Blood Spell, Elemental Spell
4.
5. Blood Spell, Craft Wand
6.
7. Metamagic Adept 2/day, Blood Feat- Spell Fcs: Conjuration, Blood Spell, Quicken Spell
8.
9. Blood Spell, New Arcana (4th) Expanded Arcana
10.
11. Metamagic Adept 3/day, Blood Spell, Expanded Arcana
12.
13. Blood Feat- Still spell, New Arcana (6th), Blood Spell, Expanded Arcana
14.
15. Metamagic Adept 4/day, Spell Power+2 Conjuration, Blood Spell, Selective Spell
16.
17. New Arcana (8th), Blood Spell, Empower Spell
18.
19. Metamagic Adept 5/day, Blood Feat- Improved Initiative, Blood Spell, Expanded Arcana
20. Arcane Apothesis

Obviously there were a couple of 3.5 feats in there (GM approved)

Need help with 2 things. But first:

Backstory:
Aden was born into magic. The 6th generation in a line of wizards, he was Raised among the grand experiment in Hermea. Schooled from a young age in the ways of magic by his father (a Powerful Diviner to whom the offer to live there was extended when aden was 6) Aden showed magical potential but NOT the sought his father wanted. The boy only showed average intelligence and while his understanding of magic was intuitive, he could never 'see the math' behind casting. Aden's father new what he was a was ashamed. As his only son, this boy had the gift but not the mind capable of study, this meant that the proud tradition the Stargazer name was BUILT on would likely die with Aden. Sorcerer's cannot be taught and thus cannot teach.

Aden was made to feel ashamed of his failings. Ones he couldn't see. After all he COULD do magic and his range was quite broad. Why did it matter that he couldn't get the WHY of it? He even managed to form an arcane bond just like his father, but it wasn't good enough his efforts never were.

"What are you going to do when 'x' scenario occurs?' Preparation is EVERYTHING! how can you hope to deal with the unkown if you cannot adapt."
It was a litany he'd heard hundreds of times and eventually he grew sick of it. Aden left as soon as he could. Determined to discover enough magic for himself that he could overcome any obstacle, and eventually he'd show his father REAL flexibility.

Despite his hatred of his wizardly upbringing. Aden tries to be a wizard, tells people he is a wizard. Wishes he was a wizard.

Now my questions are about arcane bond and spell selection.

1. I'm really stuck for this. Mostly because I LIKE the idea of either.
A staff could be enchanted as a weapon/staff without costing a feat.
Can be swapped out for a different staff should I find one.
Gives an extra casting of any of my top level spells.

I'm thinking a 'Raistalin and his Staff' kinda char. The staff is a symbol of a wizards power (and Aden on some levels tries to be like a wizard), negatives- losing it sucks hard!

2. Familiar- this could also be cool. I'm thinking Raven (cause it can talk), more a flavor tool than a power one, but I figure a raven could make a good outdoor spy. Fly above the field, scout ahead and report back. Plus I know how our DM plays, most creatures don't take notice of the local birds (not planning on using it for combat)

Lastly Spell Selection. This is REALLY hard. Mostly because when I've previously played a Sorcerer I had to go the hyper-specialist role.

NOW, with APG benefits I have alot of spells known
exactly:
12 cantrips
7 1st level spells
7 2nd level spells
8 3rd level spells
9 4th level spells
8 5th level spells
6 6th level spells
7 7th level spells
5 8th level spells
3 9th level spells

*In addition to bloodline spells*
Now I focused on conjuration and necromancy. What I want for the spellist is:
Conjuration for Battle Control and blast spells
A few choice buffs (party,self)
But most of all: PROBLEM SOLVING SPELLS- this guys wants to come off as a wizard!!!
Sources allowed are PFRPG Handbook, APG, Spell Compendium

My Rough List:

0- (12) Spark, Detect Poison, Acid Splash, Detect Magic, Read Magic, Light, Mage Hand, Message, Daze, Ghost Sound, Prestidigiation, Open/Close

1-(7)Identify, Enlarge Person, Feather fall, Nerveskitter, Protection against Evil, Benign Transposition, Colour Spray (swap for Comprehend Languages), Mage Armor (swap for Deep Breath)

2-(7)Invisibility, Ghoul Touch, Detect Thoughts, Mirror Image, Scorching Ray, Glitterdust, Stone Call, Rope Trick

3-(8)Dispel Magic, Blacklight, Fly, Haste, Spiked Pit, Water Breathing, Draconic Reservoir, Ice Lance (swap for Mass Curse of Impending Blades), Spell

4-(9)Dimension Door, Resiliant Sphere, Stoneskin, Death ward, Mass Resist Energy, Enervation, Scrying (swap for Attune Form), Dragon's Breath, Black Tentacles, Orb of Fire

5-(8)Overland Flight, Mass Fire Shield, Feeblemind, Teleport, Wall of Stone, Lesser Planar Binding (swap for Telekinesis), Hungry Pit, Life Bubble, Dominate Person

6-(6) True Seeing, Stone Body, Fleshiver, Gtr Dispel Magic, Planar Bind (swap for Flesh to Stone), Chain Lightning, Spell

7-(5) Gtr Teleport, Reverse Gravity, Project Image, Brilliant Aura, Firebrand, Waves of Exhaustion, Plane Shift, Mass Planar Adaption

8-(7)Power Word Stun, Gtr Planar Bind, Prismatic Wall, Mind Blank, Clone, Discern Location

9-(3)Wish, Maw of Chaos, Time Stop, Energy Drain

Keeping in mind this guy wants to fuction as a wizard (hence the mix of blast, B/C, debuff, utility, planar travel)

does this list achieve it well?
I still have an open 3rd and 6th level slot, and I'm willing to swap if there are any crappy spells.


I would suggest choosing your spells on a level after level basis.
Also I think you forgot to add the extra spells from arcane bloodline class feature at levels 17,13,9.

I am a fun of choosing the extra spell feat at level 19 for an extra 9th level spell known. So I suggest adding another 9th level spell known.

Also energy drain? Why? Shapechange /Mage's disjunction would be better.

I can't comment on the spells chosen because I am kinda unfamiliar with spell compendiums arcane spells. Maw of chaos is pretty cool though, great combo with prismatic sphere.

Dark Archive

Pathfinder Roleplaying Game Superscriber

I would recommend checking this out. It is for wizards but it has spells listed and rated. Most of the spell ratings apply to Sorc as well as Wizards.

Treantmonk's Guide


I'm familiar with the guide. Main problem is sorting what circumstancial memorisations to learn...

Scrying, for instance is a great spell a wizard never prepares but does have in his book. Since preparation is not an option for my guy it may be worth knowing, rather than just a scroll.

I'm trying to make a swiss army knife char, lots of helpful tools.

Cheers.

BTW good call on Mage's disjunction, i'll dump energy drain.
Also not after too many single target save or lose. Resilient Sphere (which i can heighten and is force, can take most big bads out of a fight long enough to kill the mooks. For other single targets there's Orb of fire (15d6 plus daze- elemental Spell takes care of resistance.

Anymore feedback is appreciated.
What about the arcane bond? I'm still stuck on it.


Are you starting at level 20, or working your way up? That makes a BIG difference.

Also, keep in mind that you have a budget. Want more spells? Buy a scroll or wand of something.

And go with staff. Why? Every cool wizard has a staff. Sure, it would be bad if something bad happened. But that's part of being an adventurer. You are in a profession where you could be turned to stone, shot, poisoned, trampled, or disintegrated.

You're losing sleep over "my stuff might be damaged?" Please. Risks make things exciting.


The staff is cool, for the very reasons you outline. However our DM announced we are gonna use hero points for this game. I said I'd take the extra feat instead. With some shuffling around I made room for the improved familiar feat. My buddy is gonna be a mephit (not sure what type fits better) and I'll give him some wands.

Guess I'll have to buy a quarterstave....

Also reread Treantmonk's guide and made some spell changes.
We are starting from 1 btw.

0- (12) Spark, Resistance, Acid Splash, Detect Magic, Read Magic, Light, Mage Hand, Message, Daze, Ghost Sound, Prestidigiation, Open/Close

1-(7)Identify, Enlarge Person, Feather fall (swap for Charm Person), Nerveskitter, Protection against Evil, Benign Transposition, Colour Spray (swap for Comprehend Languages), Mage Armor

2-(7)Invisibility, Detect Thoughts, Mirror Image, Glitterdust, Stone Call, Rope Trick, Flaming Sphere, Hideous Laughter, Minor Image

3-(8)Dispel Magic, Blacklight, Fly, Haste, Spiked Pit (swap for Gtr Magic Weapon), Water Breathing, Draconic Reservoir, Ice Lance (swap for Mass Curse of Impending Blades), Summon Monster 3 (swap for Fireball)

4-(9)Dimension Door, Resiliant Sphere, Death ward, Enervation, Scrying (swap for Attune Form), Dragon's Breath, Black Tentacles, Orb of Fire, Confusion, Summon Monster 4 (swap for Arcane Eye)

5-(8)Overland Flight, Mass Fire Shield, Feeblemind, Teleport, Wall of Stone, Lesser Planar Binding (swap for Telekinesis), Hungry Pit, Dominate Person, Summon Monster 5

6-(6) True Seeing, Stone Body, Fleshiver, Gtr Dispel Magic, Planar Bind, Chain Lightning, Summon Monster 6

7-(7) Gtr Teleport, Reverse Gravity, Project Image, Brilliant Aura, Firebrand, Waves of Exhaustion, Plane Shift, Summon Monster 7 (Swap for Gtr Arcane Sight)

8-(5)Power Word Stun, Gtr Planar Bind, Prismatic Wall, Mind Blank, Clone, Discern Location

9-(3)Wish, Maw of Chaos, Time Stop, Mages Disjunction
.


1. Which version of spellcasting prodigy are you getting? One lets you treat your casting stat as +2 for purposes of both bonus spells and spell DCs, the other just for bonus spells. If its the first then its worth it, if its the second then it is not worth it.

2. I'd prefer more metamagic, in particular both reach spell and intensify spell. These make for some interesting possibilities with various spells. Plus since they are, or can be, just a +1 level adjustment, this works better than heighten spell for a one level bump, because when combined with your bloodline arcana the application of these will up the save DC by 1. For instance, a Reach Vampiric Touch (4th lvl) is better than a Heightend Vampiric Touch (4th lvl), since the former can be delivered at close range. (although there might be instances where Heighten would be preferrable, such as if trying to get through a globe of invulnerability, but those are rather rare circumstances.)

3. I don't like the 10 Int. That gives you only 3 skill points a level, counting your human racial bonus (since you are using your favored class bonus for more spells known.) I'd try to bump it up to 12 if I could, even if it means dropping Str or even Con some. I'd want UMD, Spellcraft, and Knowledge (arcane) maxed, and that uses up all your skill points. I'd still want to have a few ranks in things like diplomacy, fly and perception.

4. Spells.

A few rules of thumb for choosing spells for a character with limited spells known:

a) if two spells do the same or similar things, take only one of them.
b) if a higher level spell can do the same thing as a lower level spell, but does it a lot better, take the higher one.
c) if a higher level spell can duplicate several lower level spells, take it instead of several lower level spells.
d) use metamagic feats to fill in the gaps of your spell selection. For instance, an Empowered Fireball uses the same spell slot as a Cone of Cold, but does as much or even more damage.

Now those are just guidelines. Sometimes you may want to violate those rules. But if you look at a spell list and see these rules being broken a bunch, then choose different spells.

Heres a sample spell list I put together using the CRB, APG, and SC. I calculated the number of spells known as base spells known, plus bloodline spells, plus 2 per level for levels 1-8 (for favored class bonus for levels 4 through 19). That leaves 2 floating spells of level 1 to 8 (for lvl 20 favored class bonus and for bloodline bonus at lvl 19), 1 of levels 1 to 6, and 1 of levels 1 to 4 from the bloodline bonus, but I didn't include these. Thus, this list doesn't include any spells known through Expanded Arcana or the arcane bloodline bonus spells or the 20th lvl favored class bonus spell; so there could be a lot of other spells added to this list.

The first spell of each level is the bloodline spell and can't be changed.

9-(1+3) Wish, Sphere of Ultimate Destruction (SC), Time Stop, Shapechange

Shapechange due to its versatility. Time Stop is a no brainer. The Sphere spell is basically a disintigrate with a duration. It has numerous uses, least of which is dealing lots of damage to creatures as a move action.

Other 9th lvl spells I like are crushing hand (very versatile and useful), reaving dispell (SC), Summon Monster IX, and Gate (for the ultimate in planar travel, as well as potential calling).

You have better things to do with your 9th lvl spell slots than Maw of Chaos.

8-(1+3+2) Power Word Stun, Polymorph Any Object, Moment of Prescience, Summon Monster VIII, Horrid Wilting, Superior Invisibility (SC)

Polymorph Any Object is extremely versatile, as it mimics numerous spell effects (flesh to stone, stone to flesh, mud to rock, etc.) as well as all the polymorph spells. Summon Monster VIII due to its versatility and power (multiple Huge elementals can wreck a lot), although if you can squeeze the ninth level version in I'd drop it for something else. Moment of Prescience is a powerful spell that lets you basically auto-succeed on any important role you need to make (fort saves!). Horrid Wilting is the best damage spell in the game, as it is untyped damage and targeted and has a fort save (so no evasion). Superior Invisibility renders the subject immune to almost all forms of detection and lasts longer than Greater Invisibility.

Other spells I like are Mind Blank, Clone, telekinetic sphere, discern location, and irresistable dance.

7-(1+3+2) Grtr Teleport, Limited Wish, final rebuke (SC), magnificent mansion, antimagic ray (SC), Greater Scrying

Limited Wish is much cheaper than wish and can be a life saver when needed. Its also worth it to bite the bullet and take the cost than to choose certain lower level spells that you might cast once or twice in a campagain when you can just Limited Wish the spells instead, keeping those slots open for other things. Greater Scrying because it is stronger, lasts longer, works better, and doesn't require a focus; scry wherever you are. Magnificent Mansion because its the best spell for hiding during downtime; and at this level you should be resting in style, not in an extraplanar box. antimagic ray is a powerful spell especially against spellcasters and outsiders with spell-like abilities. Final Rebuke is a save or die spell with a Will save (bye fighters and rogues), but the target is stunned for a round even on a succesful save.

Other spells I like are energy immunity, spell turning, grasping hand (if no crushing hand), waves of exhaustion, reverse gravity, radiant assault, and elemental body (if no shapechange, but its good even with shapechange)

6- (1+3+2) True Seeing, Greater Dispell, Analyze Dweomer, Stone Body (SC), Freezing Fog (SC), Greater Anticipate Teleportation (SC)

We discussed Analyze Dweomer in the other thread I believe. I like stone body because it gives lots of immunities with little drawback (unlike Iron Body and its arcane spell failure chance). Freezing Fog is basically a solid fog combined with a grease spell, excellant battlefield control spell. Greater Anticipate Teleportation prevents all teleportation around you, lets you know the number, type and location of any teleporting creatures, and lasts for 24 hours; no scry and die tactics will work on you, and it can prevent some enemies from moving or escaping.

Other spells I like are Move earth, fleshshiver (SC), undeath to death, chain lightning, repulsion, antimagic sphere, and interplanar telepathic bond.

5- (1+4+2+1) Overland Flight, wall of stone, hold monster, telekinesis, duelward (SC), indomitability (SC), greater blink (SC), Nights Caress (SC)

Greater Blink is a powerful defensive spell, and doesn't have the drabacks of Blink. Indomitability will keep you alive. duelward lets you counterspell as an immediate action while it is up; this can be very powerful especially with Reaving Dispell (to steal the spell and use it yourself). Telekinesis due to its versatility. Wall of stone is extremely versatile as well because it is shapeable and can be used to build structures.

I added an extra spell here, since you will have extra spells to add anyways, because I wanted Nights Caress on the list. This is an untyped direct damage touch spell, with no save for the damage. On a failed save the target takes an additional 1d6+2 con damage. This is deadly if empowered, especially on a failed fort save (4-12 con damage!). Would work really well with reach spell.

Other spells I like are wall of force, cloudkill (combined with any of the Pit spells), feeblemind, hungry pit, break enchantment, and dismissal.

4- (1+4+2) dimension door, dragons breath, black tentacles, enervation, mass resist energy (SC), orb of force (SC), Calcific Touch

Dragons breath is extremely versatile especially with Eschew Materials; also if its Intensified it reaches a cap of 17d6, which is better than some higher level spells. Black Tentacles is just too good not to have. Enervation is one of the best debuffs in the game, especially if empowered; and negative levels stack, so a Quickened Enervation followed by an Empowered Enervation can be devestating to anybody (2-10 negative levels in one round). Mass Resist Energy since you want some type of energy protection, and you might as well get the rest of the party while you're at it. Orb of Force rather than the other orbs due to the force damage; no worries about resistances and it affects incorporeal/ethereal creatures as well. Calcific Touch is to be combined with Reach Spell, this would let you fire a ray that deals 1d4 dex damage with no save each round, and the target is slowed for a round on a failed save. Very powerful for a single 5th lvl spell effect.

Other spells I like are dimensional anchor, stone shape, ray deflection (SC), sensory deprivation (SC), Mass Darkvision (SC) (to be used with Darkness spell), Force Missiles (SC), and Spell Enhancer (SC) (since its a swift action)

Third level and lower are to be used mostly for utility spells and some low level damage spells. The damage spells are for use with Quicken and/or Intensify spell, for at higher levels you want to use your swift action each round (e.g. Quickened, Intensified, Reach Shocking Grasp for a 10d6 ray in a 7th lvl slot). You've got some good ones in your list, but if you look carefully you might see where you would have higher level spells that would do the same thing and more, and that can free up spell slots for other things. (For instance, you have both teleport and greater teleport, and also spiked pit and hungry pit. No need to have two spells that do the same thing.)

And remember that my list above has 3 additional spells coming to it, not including any expanded arcana spells.

5. Arcane Bond. Eventually I'd want a staff for an arcane bond, but I am not sure at what level you are starting play. At lower levels I'd go with an amulet, since you can begin enchanting it at level 3. At level 7 I like a ring, and at lvl 11 I'd go with a staff. I'm also not sure on how difficult your DM makes it for designating a new bonded item (as opposed to replacing one thats lost or destroyed); would you have to go a week with no bonded item in that case? If not, then you can always switch to a more advantagous bonded item as you go up in level. If you are starting at lvl 11 or higher I'd go with a staff, since it can open up some spells that you might not have on your spell list. One drawback to the staff could be that your hands might be full when trying to cast a spell and use a metamagic rod; if your DM rules that the rod must be in your hand to work then this could pose a problem.

6. Feats. I'd want Reach and Quicken Spells as definites. I really like intensify, but that depends on spell selection. I'd take Improved Initiative over Spell Focus with the bloodline feat; as a 'god' sorcerer you should have a wide selection of spell from various schools, so spell focus will have less benefit. I'd take spell penetration over spell focus for this build, especially if you can get the good version of spellcasting prodigy, which is basically spell focus for all your spells. I'd also try to squeeze in Combat Casting, Heighten Spell, and Improved Counterspell (especially if taking duelward as a spell known).

So I'd probably want Reach, Quicken, Combat Casting, Heighten, Improved Initiative, Empower, Intensify, Improved Counterspell, Elemental Spell. Thats 9 feats. A human sorcerer should have 14 feats by level 20. So that leaves some feats open for expanded arcana and whatever else.

If 3.5 feats are available I'd also look to Sculpt Spell (in Complete Arcane I think), which lets you change the area of a spell for a one level bump. This is very useful and can have several creative applications. And it basically adds 3 spells known for each of your area effect spells, letting you put them out in different shapes.


Father Dale wrote:
Some Awesome Feedback

Now THATS what I was after. In response

1. It's the good version of spellcasting Prodigy. What is essentially +1 to all my DC's is too good to pass up

2.I'd Love reach Spell in there as well. I thought hard about it when I started. I've dumped the Familiar idea and gone with item bond. This freed up a 7th level feat for intensify (unfortunately doesn't start to really be usefull past 10). I won't dump Heighten as I is to keep my save or lose spells (resiliant sphere, Orb of fire, Dominate Person, Confusion, Feeblemind) relevant at higher levels without memorizing a higher level spell. For instance a Heightend Resiliant Sphere will hold anything that can't teleport (or has disitengrate) and works at all levels, targets reflex. Orb of Fire does good damage and has a save or daze effect, targets fort. The others target will.

3.I don't like the 10 int either. Stats are now set by DM. Hence I took birthmark to help my crappy will.

4. I've added some of the spells you mention- good picks! Thx
By the way I agree about doubling up on th pit spells, that's why spiked pit is later swapped out. So is teleport for cloudkill.

5. I had to dump the familiar for intensify spell, so item it is. I'll shoot for the staff. Look cool too.

6. Made adjustments, see below (scuplt spell, intensify and heighten are there).

Cheers.

Feat/special:
Bloodline Arcana- Focused Metamagic, Bloodline Power- Arcane Bond, Cantrips, Eschew Materials, Spellcasting Prodigy, Force of Personality, Heighten Spell, Elemental Spell (Acid)

Metamagic Adept 1/day, Blood Spell, Scuplt Spell

Blood Spell, Craft Wand

Metamagic Adept 2/day, Blood Feat- Improved Initiative, Blood Spell, Intensify Spell

Blood Spell, New Arcana (4th) Expanded Arcana

Metamagic Adept 3/day, Blood Spell, Expanded Arcana

Blood Feat- Still Spell, New Arcana (6th), Blood Spell, Expanded Arcana

Metamagic Adept 4/day, Spell Power+2 Enchantment, Blood Spell, Quicken Spell

New Arcana (8th), Blood Spell, Empower Spell

Metamagic Adept 5/day, Blood Feat- Iron Will, Blood Spell, Expanded Arcana
Arcane Apothesis

Movie plot spoiler:

0- (12) Spark, Resistance, Acid Splash, Detect Magic, Read Magic, Light, Mage Hand, Message, Daze, Ghost Sound, Prestidigiation, Open/Close

1-(7)Identify, Enlarge Person, Feather fall, Nerveskitter, Protection against Evil, Benign Transposition, Colour Spray (swap for Comprehend Languages), Mage Armor

2-(7)Invisibility, Detect Thoughts, Mirror Image, Glitterdust, Stone Call, Rope Trick, Flaming Sphere, Hideous Laughter, Minor Image

3-(8)Dispel Magic, Blacklight, Fly, Haste, Spiked Pit (swap for Gtr Magic Weapon), Water Breathing, Draconic Reservoir, Ice Lance (swap for Mass Curse of Impending Blades), Summon Monster 3 (swap for Fireball)

4-(9)Dimension Door, Resiliant Sphere, Death ward, Enervation, Scrying (swap for Attune Form), Dragon's Breath, Black Tentacles, Orb of Fire, Confusion, Summon Monster 4 (swap for Arcane Eye)

5-(8)Overland Flight, Mass Fire Shield, Feeblemind, Teleport (swap for Cloudkill), Wall of Stone, Lesser Planar Binding (swap for Telekinesis), Hungry Pit, Dominate Person, Summon Monster 5

6-(6) True Seeing, Stone Body, Gtr Anticipate Teleportation, Gtr Dispel Magic, Planar Bind, Chain Lightning, Summon Monster 6

7-(7) Gtr Teleport, Reverse Gravity, Project Image, Brilliant Aura, Firebrand, Waves of Exhaustion, Plane Shift, Summon Monster 7 (Swap for Gtr Arcane Sight)

8-(5)Power Word Stun, Gtr Planar Bind, Prismatic Wall, Mind Blank, Moment of Prescience, Discern Location

9-(3)Wish, Shapechange, Time Stop, Mages Disjunction


Awesome advice Father Dale.
Just one nitpick: You recommend staff for a bonded item "since it can open up some spells that you might not have in your spell list". As far I understand you won't be able to craft a staff with spells outside your list though.

EDIT: Ardenup I would strongly suggest picking something else instead of prismatic wall. Polymorph any object seems a good choice.


Yeah Polymorph any Object is probably the best spell for its level for a sorcerer. Its ability to mimic so many other spells and its versatility is just not matched by any other spell. I mean, it literally takes the place of about a dozen other spells.

That aside, knowing that you are playing from level 1, heres some other advice.

Don't pin down a spell list or a feat list from the get go. Make a list of spells you like at each level. Make a list of feats you like. Starting at 1st level, you will as you level up see how your party plays and how your character interacts with that party. You will see what roles you play and how you fill them. Then as you level up, you can choose spells from the list of spells you like that best benefit your character in the context of the game you are playing. This will also have the effect of helping to decide on feats as you level up, as for a sorcerer his spells known choices will greatly influence his feat choises. (e.g. a sorcerer with few damage spells would have little use for elemental spell.)

Basically, you will be creating your character 'organically.' Its very useful to have a plan in mind, but don't tie yourself down to it. I'd pick out the dozen or so spells each level that you like best, then see how things play out before finalizing what spells and feats to take. That way you can see what you are expected to do, what your party can do for you so that you don't have to do it, and take the feats and spells that best allow you to do these things. And having a plan in mind will help you sort out spell choices so that you don't take a spell early on that you won't be able to swap out later when you take a 'better' version of the spell.

Also, be mindful of spells that you might not cast very often. Its nice to have them (its nice to have any spell) but if there are other ways of achieving the same result without occupying a spell slot then look to those other ways of doing it. For instance, unless you are going to be spending a lot of time dealing with water, water breathing is probably not a good spell choice. A cleric can always prepare that for the party, you can buy a potion or scroll of it if you really need it, and at higher levels if those options aren't available you can limited wish it up (albeit at a higher cost than buying a potion).

Oh, finally, I'd look at trying to have one or two 'swift' spells in your lower level spell list once you get to casting third or fourth level spells. You have a lot of spell slots, and if you can make use of that swift action each round it will be very helpful (since you aren't doing much else with it anyways.) I can't recall what all swift action spells are in the Compendium, but I think there are at least a few. Oh, and one or two lower level spells that would be good with Quicken spell at higher levels is solid too. For example, Mass Snakes Swiftness can be just awesome when you've got 7th and 8th levels spell slots; quicken it to give your party all free attacks on your turn, then drop whatever spell you normally want to cast. Works really well if you have a couple damage dealers in your party, and if you have summoned monsters out there.

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