Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Choosing sorcerer spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Draxo" data-source="post: 3424789" data-attributes="member: 50009"><p>Force is one of those effects that works on just about everything. If your PrC has a prequisite number of force spells, take them. Otherwise.. it pays to be diverse. You'll always have your favorite spells, but it pays to be able to handle other situations. I find force to be weak vs crowds though, so another direct damage or two helps.</p><p></p><p>I just rolled up my own first sorceror and got a lot of help from some folk, heres what i was told <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you can get away with it, take the mininum force effects, and empower spell and rapid metamagic. Then lets say you take magic missile and orb of force. Those two spells just became four with your metamagic feat, one thats always useful to have. Wall of force.. its always useful to have a wall, theres another one and it fits your concept. Take any other spells you want for flavor. Then look at the following:</p><p></p><p>Protections / enhancements</p><p>Crowd control</p><p>a reflex save</p><p>a fortitude save</p><p>a will save.</p><p></p><p>You dont need too many of each.. even if just one. You already have a single crowd control with your wall of force. I would advise taking web as your second spell, its a useful spell for crowd control, and can even possibly tie up a whole group of enemies. </p><p></p><p>Will save.. theres lots of these and they come in different flavors, single and multiple. I hear a lot of people saying to take fear or confusion.. they're good spells, but i never could get past the negative of fear: if the enemy runs further into the dungeon/castle/whatever, they may come back with friends. I passed it by. Confusion is also great, but what if that nasty enemy rolls on the 'come beat your brains out' percentage? I also passed it by.. along with fear they're bursts, so it also cant be cast into mellee unless carefully. I took slow: the targets are controllable and the enemy can only take a move or standard action, if i remember right. </p><p></p><p>I would also advise taking a single target will save spell: a hold spell is a good choice.</p><p></p><p>Fortitude save is tricky, theres a lot of good options, most single target, take whichever fits your concept, most are game winners on a failed save: baleful polymorph, even blindness or bestow curse can render an enemy ineffective.</p><p></p><p>Reflex save: These tend to be the most famous spells, usually direct damage. I say skip things like fireball in favor of chain lightning later on, earlier a lightning bolt or fireball is useful to have. if you're dungeon crawling i find lightning bolt more useful: can be carefully cast around your friends in a room and its king of corridor battles.</p><p></p><p>Also reflex crowd control: web.</p><p></p><p>Protections / Enhancements.</p><p>Some fit into your concept: mage armor is something most mages take. Makes you less squishy and if you have a monk in your party they'll love you for it. Also good for light armored rogues.</p><p>invisibility: even when you have improved version, its worth taking. </p><p>Haste: i find it better than 3rd level damage spells.. its mass spell now, probably the first thing to cast in combat if you can help it.</p><p>Fly: Escape / travel / combat very useful.</p><p></p><p>Eh.. i'm sure you're not as new to arcane as i was, i wont talk your head off with this any more <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As a Sorcerer, you'l be spoilt and stuck for 3rd level spells above all i find. Ive even considered taking 3rd level spells over some higher level ones since theres so many nice 3rd level spells.</p><p></p><p>Anyway.. take at least one spell for each saving throw and a crowd control spell like web. One wall (probably force for you), and some protections for yourself. You'll eventually be able to pick some more flavor spells. Metamagic lets you diversify the spells you have.</p></blockquote><p></p>
[QUOTE="Draxo, post: 3424789, member: 50009"] Force is one of those effects that works on just about everything. If your PrC has a prequisite number of force spells, take them. Otherwise.. it pays to be diverse. You'll always have your favorite spells, but it pays to be able to handle other situations. I find force to be weak vs crowds though, so another direct damage or two helps. I just rolled up my own first sorceror and got a lot of help from some folk, heres what i was told :) If you can get away with it, take the mininum force effects, and empower spell and rapid metamagic. Then lets say you take magic missile and orb of force. Those two spells just became four with your metamagic feat, one thats always useful to have. Wall of force.. its always useful to have a wall, theres another one and it fits your concept. Take any other spells you want for flavor. Then look at the following: Protections / enhancements Crowd control a reflex save a fortitude save a will save. You dont need too many of each.. even if just one. You already have a single crowd control with your wall of force. I would advise taking web as your second spell, its a useful spell for crowd control, and can even possibly tie up a whole group of enemies. Will save.. theres lots of these and they come in different flavors, single and multiple. I hear a lot of people saying to take fear or confusion.. they're good spells, but i never could get past the negative of fear: if the enemy runs further into the dungeon/castle/whatever, they may come back with friends. I passed it by. Confusion is also great, but what if that nasty enemy rolls on the 'come beat your brains out' percentage? I also passed it by.. along with fear they're bursts, so it also cant be cast into mellee unless carefully. I took slow: the targets are controllable and the enemy can only take a move or standard action, if i remember right. I would also advise taking a single target will save spell: a hold spell is a good choice. Fortitude save is tricky, theres a lot of good options, most single target, take whichever fits your concept, most are game winners on a failed save: baleful polymorph, even blindness or bestow curse can render an enemy ineffective. Reflex save: These tend to be the most famous spells, usually direct damage. I say skip things like fireball in favor of chain lightning later on, earlier a lightning bolt or fireball is useful to have. if you're dungeon crawling i find lightning bolt more useful: can be carefully cast around your friends in a room and its king of corridor battles. Also reflex crowd control: web. Protections / Enhancements. Some fit into your concept: mage armor is something most mages take. Makes you less squishy and if you have a monk in your party they'll love you for it. Also good for light armored rogues. invisibility: even when you have improved version, its worth taking. Haste: i find it better than 3rd level damage spells.. its mass spell now, probably the first thing to cast in combat if you can help it. Fly: Escape / travel / combat very useful. Eh.. i'm sure you're not as new to arcane as i was, i wont talk your head off with this any more :) As a Sorcerer, you'l be spoilt and stuck for 3rd level spells above all i find. Ive even considered taking 3rd level spells over some higher level ones since theres so many nice 3rd level spells. Anyway.. take at least one spell for each saving throw and a crowd control spell like web. One wall (probably force for you), and some protections for yourself. You'll eventually be able to pick some more flavor spells. Metamagic lets you diversify the spells you have. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Choosing sorcerer spells
Top