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any recommendations for good sorcerer spells?
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<blockquote data-quote="Milkman Dan" data-source="post: 3122309" data-attributes="member: 15131"><p>I also play a sorcerer. I started off at 11th level, so I got to build one from the grounds up. I quickly realized what a powerful option it is to cast the same spell over and over and over. It might not be very creative but it works. Here are some of the spells I picked up, 1st to 4th. </p><p></p><p>1st Level</p><p></p><p>I just had to have <em>magic missile</em>, because it's reliable. If you have a good Dex score, the <em>lesser orb</em> spells can be nice too, at least until you pick up the <em>orb</em> spells at 4th. I have bracers of armor +3 (I'm 12th) so I have <em>shield</em> (otherwise pick up <em>mage armor</em>); gotta have some protection against those archers. <em>Ray of enfeeblement</em> can help reduce damage from strong enemies, especially if it's Empowered. I haven't used <em>true strike</em> yet, but with all those ranged touch spells I have, it's only a matter of time.</p><p></p><p>2nd Level</p><p></p><p>My character is very good at bluffing, so <em>alter self</em> suits him well. (He once disguised himself as a NPC we kidnapped to stave off suspicion. Doesn't sound as reprehensible as it was.) <em>See invisibility</em> and <em>glitterdust</em> are both useful against invisible foe, but you'll have to choose between range, and additional effects (I picked <em>glitterdust</em> solely for the dual effect). <em>Mirror image</em> can save your life (again, stupid archers), and of course <em>scorching ray</em> is amazingly powerful for its level, and gets better when Empowered. <em>Invisibility</em> is useful to hide from enemies, spying, or even just getting away from that ogre who just surprised you.</p><p></p><p>3rd</p><p></p><p><em>Dispel magic</em>, definitely, until you pick up <em>greater dispel magic</em>; gotta have some way to weaken those enemy spellcasters, or remove buffs from frontline enemy warriors. Your party is gonna love <em>haste</em>. If you are careful, every single fight, they will be hasted. Then, there's <em>fireball</em> or <em>lightning bolt</em>, pick your poison. <em>Fly</em> is priceless.</p><p></p><p>4th</p><p></p><p>One of my favorite spells is <em>Evard's black tentacles</em>. Since sorcerers already have high Charisma, I also picked up <em>charm monster</em>, though it's more useful in social situations than actual combat. <em>Orb</em> spells let you do good damage and have an additional effect.</p><p></p><p></p><p>(I have to disagree about <em>ice storm</em> though. Yeah, it doesn't offer a save, but even a 10 dice <em>fireball</em> can do more of damage on a successful save. A sorcerer should pick spells that scale up as well. If you want to take out rogues, there are better options than area spells IMHO, not the least of which are <em>orb</em> spells.)</p><p></p><p>I haven't picked them yet, but <em>chain missile</em> (3rd) and especially <em>ruin delver's fortune</em> (4th) sound awfully nice. The first lets you fire off up to ten <em>magic missiles</em>, and each individual <em>missile</em> can ricochet to a secondary target. The second is cast as a swift action, and lets you gain a bonus on a single save equal to your Cha modifier (along with a secondary effect such as evasion or immunity to poison) or bonus hit points for 1d4 rounds.</p><p></p><p>The new spells I described are all in the Spell Compendium.</p></blockquote><p></p>
[QUOTE="Milkman Dan, post: 3122309, member: 15131"] I also play a sorcerer. I started off at 11th level, so I got to build one from the grounds up. I quickly realized what a powerful option it is to cast the same spell over and over and over. It might not be very creative but it works. Here are some of the spells I picked up, 1st to 4th. 1st Level I just had to have [i]magic missile[/i], because it's reliable. If you have a good Dex score, the [i]lesser orb[/i] spells can be nice too, at least until you pick up the [i]orb[/i] spells at 4th. I have bracers of armor +3 (I'm 12th) so I have [i]shield[/i] (otherwise pick up [i]mage armor[/i]); gotta have some protection against those archers. [i]Ray of enfeeblement[/i] can help reduce damage from strong enemies, especially if it's Empowered. I haven't used [i]true strike[/i] yet, but with all those ranged touch spells I have, it's only a matter of time. 2nd Level My character is very good at bluffing, so [i]alter self[/i] suits him well. (He once disguised himself as a NPC we kidnapped to stave off suspicion. Doesn't sound as reprehensible as it was.) [i]See invisibility[/i] and [i]glitterdust[/i] are both useful against invisible foe, but you'll have to choose between range, and additional effects (I picked [i]glitterdust[/i] solely for the dual effect). [i]Mirror image[/i] can save your life (again, stupid archers), and of course [i]scorching ray[/i] is amazingly powerful for its level, and gets better when Empowered. [i]Invisibility[/i] is useful to hide from enemies, spying, or even just getting away from that ogre who just surprised you. 3rd [i]Dispel magic[/i], definitely, until you pick up [i]greater dispel magic[/i]; gotta have some way to weaken those enemy spellcasters, or remove buffs from frontline enemy warriors. Your party is gonna love [i]haste[/i]. If you are careful, every single fight, they will be hasted. Then, there's [i]fireball[/i] or [i]lightning bolt[/i], pick your poison. [i]Fly[/i] is priceless. 4th One of my favorite spells is [i]Evard's black tentacles[/i]. Since sorcerers already have high Charisma, I also picked up [i]charm monster[/i], though it's more useful in social situations than actual combat. [i]Orb[/i] spells let you do good damage and have an additional effect. (I have to disagree about [i]ice storm[/i] though. Yeah, it doesn't offer a save, but even a 10 dice [i]fireball[/i] can do more of damage on a successful save. A sorcerer should pick spells that scale up as well. If you want to take out rogues, there are better options than area spells IMHO, not the least of which are [i]orb[/i] spells.) I haven't picked them yet, but [i]chain missile[/i] (3rd) and especially [i]ruin delver's fortune[/i] (4th) sound awfully nice. The first lets you fire off up to ten [i]magic missiles[/i], and each individual [i]missile[/i] can ricochet to a secondary target. The second is cast as a swift action, and lets you gain a bonus on a single save equal to your Cha modifier (along with a secondary effect such as evasion or immunity to poison) or bonus hit points for 1d4 rounds. The new spells I described are all in the Spell Compendium. [/QUOTE]
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