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On Selecting Spells for Sorcerers
From PagodaWiki
The significance of spell selection rarely needs to be commented on, for any spellcasting class. For the sorcerer, however, one's choice in learned spells each level is possibly the most important part of having a character who is an effective member of a party. Don't forget that even though Wizards automatically add two new spells to their spellbook every level, there is no effective limit to how many spells they can actually know at any given time (And any Wizard worth his staff knows well enough to copy new spells off of scrolls whenever possible).
This means that while a Wizard doesn't possess the raw power of Sorcerer, their ability to adjust their available spells for any and all situations means that they have an easier time of it. They can choose a spell, dislike it, and exchange it for something better/more useful/etc. A Sorcerer, on the other hand, has the spells they choose when they gain a new level, and never get any others. Intotal, from level 1 to level 20, a Sorcerer only ever learns 34 spells, not counting cantrips. And these are all strictly limited by level.
The key to making this rather tricky decision is rooted in a concept of balance. The Wizard can change his available spells for each situation - so your set of spells have to be useful in EVERY SITUATION. There shouldn't be any spell on your list that you are not casting ALL THE TIME. Situational usefulness is not good sorcerer-fu. Get a wand, if you really want it.
Here then I have a level by level analysis of what spells you should take for what and when.
Anything I don't actually list here I simply didn't even consider worth mentioning, which probably means you should avoid it entirely.
Contents |
First Level
Now then, your advantage early in your career is that you can cast your spells multiple times, but you only get two that you know. With this in mind, you need at least one defensive spell, and one offensive spell.
For defensive spells, Magic Armor and Shield are the two most prominent. Mage Armor has a duration of hours/level wheras Shield only has a duration of rounds/level. This can be a problem early on, as the Shield only lasts a short time, perhaps not enough time to finish a battle, wheras Mage Armor will at least last the fight. Later on, you will find you can cast a Mage Armor early in the day, and have it last all day long, not needing to cast it in combat, making it very convenient. However, Shield is one of the very few methods to foil a Magic Missile spell, which can kill a fragile sorcerer in one hit at lower levels, or severely wound even at higher levels, and never misses. I would suggest choosing one of these two spells, but probably not both.
For Offensive punch, you have a wide number of options, depending on how you feel like doing things.
For straight blasting, the old reliable Magic Missile is always a decent choice. It always hits, it always does damage, it always affects the target. It might not be one to pick up imediately, due to it's low damage output compared to a crossbow, but it is a staple for a reason. Certainly pick this up soon.
Burning Hands is your first chance to do damage to multiple opponents, but it's not as good as it may seem. You see, you are typically not going to be on the front line. That means your friends are likely to be in the area along with your foes. That's a very bad thing.
Shocking Grasp is somewhat better, but requires you to touch your opponent. Particularly early in your career, the very last thing you want to do is get within melee range with something that has a weapon. It is, however, fun at parties.
Chill Touch, the necromancer's first step, has the same problem as Shocking Grasp. The last thing you want to do is get close enough to touch someone hostile, because they will be swinging something big and dangerous at you.
If you perfer something other than damage to disable your opponents, you've got some good options
Sleep. At the very beginning of your career, absolutely one of the most powerful spells in your potential repitoire. Later in your career, absolutely worthless. The early power of this spell is such that you may well consider taking it to start with, using an opportunity later in your career to switch it out with something more useful.
Grease. Very useful throughout your entire career. Many things are not particularly agile, and this is one of the spells which ignores spell resistance. I've used the humble Grease spell to disable even a mighty Balor before. Do not underestimate it's power. It is also extremely versitile, useful in a wide number of situations.
Color Spray. Not as powerful as Sleep, nor as easy to aim, but useful for far longer in your career.
Ray of Enfeeblement. Starts off fairly good, but it's power starts to wane, as it only applies a penalty, not actual stat damage. Still, even later in your career, handy to pair with Ray of Exhaustion to cripple the combat potential of a particularly strong foe.
Once you are able to widen your knowledge of the first level of spells, there are some very handy utility spells you may want to pick up as well
True Strike. When that ray absolutely, positively has to hit it's target. It practically guarentees a hit. Very handy.
Feather Fall. Because the best way of avoiding attacks is to be above them out of reach. And because opponent casters sometimes know Dispel Magic. Remember, this can be cast on others, like the Rogue who just triggered the pit trap.
Comprehend Languages. Because it's always nice to know if they're discussing letting you go or how you would taste in the stew.
Enlarge Person. Surprisingly useful. Cast on your 'meat shield', and watch him stomp the bad guys flat. It also makes him draw fire, leaving you unmolested to continue casting.
Alarm. Because being asked to sit second watch sucks. In general, however, not really worth it to learn. Rope Trick is much better, and is just next level.
Summon Monster I. Extremely useful. Everything from trap-tripping at a safe distance to creating flanking opportunities for your rogue.
Second Level
At this level are a wide number of options, depending on what you want to do.
Defensive Spells you may want:
If you are being plagued by a certain flavor of elemental damage, Resist Energy is very handy. Otherwise, not worth blowing a spell known on.
Protection from Arrow. If you don't let them close, they're going to try shooting at you. Still, only situationally useful if you don't run across many archers.
Mirror Image. Get this first. This spell is your most useful defensive spell in your entire career. Let's look at numbers, shall we? Displacement, which you don't get until next spell level, gives you at 50% chance of not being hit. This spell summons 1d4+1/3 levels images that they might hit. This means, if you are unlucky, you have two other images, so you only have a 33% chance of being hit. If you roll well, the odds of you being hit after being targeted go down to 12.5%, making it in every way superior.
Invisibility. Extrodinarily useful for many different situations. The party rogue will also beg you for it.
And now for some offensive punch
The two staple ray damage spells are here at this level: Melf's Acid Arrow and Scorching Ray. The Acid Arrow only does 2d6, although persisting damage for a round or two. The Scorching Ray, on the other hand, does 4d6, and later on can have up to three rays for a total of 12d6 if all three hit. Acid Arrow does acid damage, which is rare to encounter resistance against AND ignores spell resistance. Scorching Ray does all of it's damage up front, and generally has more damage output, but is subject to spell resistance and fire is the most often protected against flavor to throw. If you insist, choose one OR the other, you don't have enough spells known to grab both.
Glitterdust is both offensive and utility. Not only does it blind foes, but it also reveals invisible things. Extremely handy
Web. A very valuable 'crowd control' spell which also does not allow spell resistance.
Hideous Laughter. It's always dangerous to get too close, but if they fail their save, they're not going to be hurting you anyways. This is good for shutting down pesky rogues with high reflex saves or big dumb fighter types.
Touch of Idiocy. Your first actual stat damage spell, and one specifically targeting other casters. Too bad you have to touch them for it to affect them, but dropping their primary casting stat 1d6 is always a worthwhile thing.
Shatter. Ahh, the many wonderous and splendor'd things one may do with this spell. Even does damage to crystalline beings and golems, and one of the very few spells which does.
Blindness/Deafness. It is very difficult to hit what you cannot see. The Fort save makes it ideal for hitting opponent casters or pesky rogues with. Not so much for the charging barbarians, though.
Scare. Often overlooked. While not very valuable later on, for the same reason Sleep is nearly worthless later on, Fear effects are crippling for opponents, and no friendly fire.
And there is some very useful Utility spells you may be interested in picking up
Rope Trick. This is one of my favorite early spells, though snagging something offensive before it is probably a good idea. While it doesn't contribute much blasty punch, it guarentees we won't be jumped in our sleep, allowing us to sleep soundly. Only problem is you can't bring an animal companion or beast of burden up the rope easily.
See Invisible. So you know if you need to Glitterdust something. Meh.
Alter Self. While I've never used it, by virtue of my allergy to cheese, it's easily the most overpowered spell of this level. +8 to natural armor, and all. Stupid borked polymorph rules.
{animal}'s {stat}. In general, not useful for you to learn, however the Con bonus is always a useful thing for everyone. More hit points is good. Note: The +Cha spell does *NOT* increase the DC of your spells, don't bother with it
Levitate. Your first opportunity to rise above your foes. Not too useful, though. Wait until next level.
Knock. Extremely situational, and isn't that why you brought a Rogue along with the party? Wand it if you feel so inclined, but never learn it.
Third Level
Ahh, many staples are to be found here, you start to really hit your stride with some potent choices. Choosing the right ones out of this level is always difficult, because there are so many good choices. Whatever you do, make sure that you keep all your bases covered.
Defensive Capability
Protection from Energy. It isn't the best choice, unless you're really seeing a lot of energy damage.
Magic Circle of Protection from Alignment. Let the Cleric or the Wizard pick this up, you've got too many other choices in front of you.
Nondetection. Every time you cast it, it's 50 gold. It adds up. If you cast it enough for it to be worth it to know, you're going to have to insist on compensation for all the money going down the drain.
Wind Wall. Protection from Arrows' bigger brother. Complete immunity to projectiles. Handy when paired with flying. Also difficult to get the combo off and still contribute meaningfully to the party.
Displacement. We already covered this, Mirror Image is superior.
Invisibility Sphere. Good for cloaking the party, assuming everyone gets real friendly.
Gaseous Form. Handy, but also really cramps your casting ability. Probably not worth it.
Offensive Punch. Got a lot of options here, and some good old classics
Fireball and Lightning bolt are both here. Pick one or the other up, not both. You have too many other things to get this level to remain balanced, getting both will cripple you. However, these are staples because they are effective against crowds.
Explosive Runes. Almost utility, but it's probably Abjuration's only spell that actually does damage, so I'll go ahead and list it as offensive. Best of all, anyone reading it doesn't get a save, so it'll even bag rogues. It's a lot of fun, but hard to fit into a sorcerer's limited number of spells known.
Sleet Storm. It ignores SR, which makes it handy, and it forces balance checks, making it Grease's bigger brother, and it blocks line of sight, keeping you from being hit by obnoixous attacks.
Stinking Cloud. Oh my, the fun I've had with this one. It requires a Fort save. Against barbarians, not the best choice of weapon. Against rogues and casters, however, priceless. A distinct lack of allowing SR means it remains useful even late into your career. One of the better battlefield control spells, and one I suggest you find a way of duplicating.
Hold Person. Nah, let the Cleric do this, he gets it a level earlier anyways.
Deep Slumber. While Sleep attacks are vicious, the limit on HD is crippling at this point in your career. Sadly, probably not worth it.
Ray of Exhaustion. How to stop a charging barbarian, other than by taking his credit card. Even if he makes his save, he's still fatigued. Either way, he's taking penalties to Strength and Dex. As nice as that is, there's probably better things to learn. But if you want to be a ray specialist, this is one to pick up.
Haste. It's a buff, but a very nasty one. Your entire party gets a lot of benefits that they will all enjoy. This will almost always out-damage any straight damage spells at this level by virtue of the additional damage the rest of the party is cranking out thanks to the extra attacks
Slow. A crippling spell to cast on any big dumb thing charging at you. They get to choose between either a move action OR a standard action. That means they can't take a full attack, which helps your party's health and well being. Highly useful, and *NOT* mind-affecting.
Magic Weapon, Greater. It's use ramps up as you go up in level. Casting this on a daily basis on your tank's primary weapon means he gets to spend more money on other things. It will also typically out-damage any nuke you would cast, due to the extra damage on every hit he lands.
Several utility options here as well:
Phantom Steed. Hours/level duration. By 14th level, it's effectively Overland Flight, as a 3rd level spell. Better than Fly later on, but Fly gets you airborne earlier. Take your pick.
Fly. You can't hit what you can't reach. Much more useful than Levitate. Upgrade to Overland Flight. However, see Phantom Steed
Dispel Magic. Get this. If nothing else, it can be used to counterspell. It can also be used to remove debuffs on your allies, or buffs on enemies. Upgrade to Greater Dispel Magic when you get it.
Arcane Sight. Always handy to know if there's something magical in the area, or if the opponents are buffed.
Tongues. Like Comprehend Languages, only better.
Tiny Hut. Rope Trick is better.
Fourth Level
Some very tasty choices here. Be careful you don't get seduced into unbalancing yourself.
Defensive Spells
Stoneskin. Very expensive to cast repeatedly. Not worth it for personal use (see also: Mirror Image). If your party asks you to learn it, ask for compensation. 250 a pop adds up quick.
Invisibility, Greater. The Rogue will bow at your feet is you drop it on him at the beginning of a fight. Ironically, not very useful for personal use, due to Mirror Image.
Remove Curse. Let the Cleric get this one.
Globe of Invulnerability, Lesser. Immunity to 1st through 3rd level spells. Not too shabby. Unfortunately, unless you're planning on a steady stream of mage duels with lower level casters, probably not going to be cast enough to be worth learning.
Offensive Punch. Got some tasty choices here.
Black Tentacles. Shuts down casters, since you can't cast while grappled. Also severely screws over rogues, who generally aren't too good in a grapple either. Plus makes you very popular at Anime conventions.
Solid Fog. No save, No SR, you just suck it up.
Confusion. Confusion to the Enemies! Seriously, this is an encounter-winner against anything without a very good will save.
Resilient Sphere. Offensive, defensive, utility... very handly little spell. Protect fallen comrades, protect yourself if you get attacked, bubble the opponent casters to drop them out of the fight, bubble the charging barbarian. Possibilities are endless.
Phantasmal Killer. Your first death effect. Sadly, allows two different saving throws, either one of which will save his bacon.
Bestow Curse. Let the Cleric do this.
Enervation. Now we're talking! Negative levels are very nasty. This is one of the few spells that is worthwhile to metagmagic for greater effect (Empower). This is a staple in any serious mage's repitoire. Learn it.
Fear. Like Confusion, Fear is absolutely an encounter winner. Be careful to not hit your own allies in the cone.
And for the Utility
Dimension Door. Get This. Seriously, one of the best 'get out of YES' cards available. It requires no somatic components, so you can even cast it while grappled.
Dimensional Anchor. A very useful spell, handy for keeping opponent mages from poofing away. Unless you're encountering a large number of things that like to teleport/ethereal, probably not worthwhile learning. Do keep a few scrolls handy, though.
Shadow Conjuration. With your limited spell list, you'd figure this is a spell to get right off the bat, right? Well, maybe not. Here's the problem. Will save or only 20% effective. Granted, this duplicates a lot of nifty effects, but generally it isn't worth it to get this particular shadow spell, but do look up the higher level one.
Polymorph. I can't even go near this spell without breaking out into hives. This isnt't Gouda, this is Limburger... really stinky cheese.
Fifth Level
Got some staple classics in here.
Offensive Spells:
Dismissal. Two problems with this. 1) Outsiders have a high Will save, 2) Outsiders generally have SR. Not a very effective method of dealing with outsiders.
Cloudkill. Fort save or Con damage, but even if you make it, you still take Con damage. Kills mooks dead. Also handy for fumigating your place. It doesn't even allow for SR.
Feeblemind. Tailor made to punk other arcane casters. Drops the casting stat to 1, means no casting at all. Congratulations, you're a gimped commoner.
Mind Fog. It would have been pretty sweet... if it didn't allow a Will save. It would have been the ultimate combo, Mind Fog/Feeblemind. As it is, almost pointless.
Hold Monster. Let the Cleric handle this.
Cone of Cold. It's a blaster spell. If you like that sort of thing, go for it.
Shadow Evocation. Most of them now have two different saves, Will and Reflex, but if you want to blast, this would probably be more versitile than getting a bunch of different evocations.
Baleful Polymorph. Probably the only spell in the Polymorph sub-college that I can stand to get near. Pretty obnoxious, although there's a few things out there immune to it.
Telekenisis. Toss your enemies around. Toss your enemies off cliffs, back into the Cloudkill, into a Prismatic Wall/Sphere...
Utility Spells
Break Enchantment. Let the Cleric handle this.
Teleport. If you get this, you will be the party's port bi... erm, I mean Taxi Cab. However, there's few enough spells at this level which are really worth it for Sorcerers to pick up that you may want to get it. At least then your party will never lack for swift transportation to known locations.
Prying Eyes. Not as useful as the greater version, but not a bad method of knowing what lies ahead.
Wall of Force. Probably the only Wall worth getting (other than Prismatic). It requires magic to get rid of, so it can be a major stumbling block if placed properly.
Passwall. Doors? We don't need no stinkin' doors. Also invaluable during dungeon runs.
Levels 6-9 coming soon.