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Evaluate my Sorceror's Spell List
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1331998" data-attributes="member: 3146"><p>My take on this:</p><p></p><p>A. Keep in mind that the criteria for being on a sorceror's spell list are "will I cast it lots of times?" and "Can I just use scrolls instead?"</p><p></p><p></p><p></p><p>If you have the non-combat uses of reduce in mind, it's a reasonable spell. OTOH, Identify is the kind of spell, you should get scrolls of. It costs 100gp to cast anyway; going to 125/casting isn't a really big deal (and if you want higher level scrolls to identify multiple items at once, it's only 25 gp/extra item). If you've a monk in the party, consider replacing this with Mage Armor; Otherwise Feather Fall, True Strike (if you pick up ranged touch attacks), are probably more useful.</p><p></p><p></p><p></p><p>Resist Elements is a pretty wussy spell in 3.0 If you were playing 3.5, it would be a good choice, but I'd replace it with Aganazzer's scorcher, one of the buff spells, See Invis, rope trick, levitate, or something else. Since you have Imp Invis, you might want to ditch the normal one too unless you've a PC who uses it for extended scouting.</p><p></p><p></p><p></p><p>All good spells. Dispel Magic is probably getting a bit long in the tooth, but if you pick up Chain Spell, you can chain it for a targetted dispel on each of your enemies and a few of their prominent items too. And that would more than be a match for an area Greater Dispelling.</p><p></p><p>Haste, however, is somewhat redundant since you have Mass Haste. You might want to pick up something like Icy Burst (sometimes it's good to have an alternate energy type and the larger area of effect is nice too), Displacement, Protection From Elements, etc.</p><p></p><p></p><p></p><p>I don't know whether or not your party pays for the material components but Stoneskin has always seemed too expensive to be a really good "cast every day" spell. If you use it that way, more power to you; otherwise I'd replace it with Enervation, Confusion, or one of the other good 4th level spells. (Heck, you could afford to blow one on Dim Door to get out of grapples/bypass walls, doors, etc at this level). If you're playing Citadel of the Spider Queen and most of your party doesn't have darkvision, you might also consider Mass Darvision. (Mass Resist Elements isn't a bad choice either if your cleric doesn't carry it).</p><p></p><p></p><p></p><p>Don't listen to the people who tell you Energy Buffer isn't good. It's one of the best spells out there. Even if your enemies know about it and open up their attack with an acid arrow or something else weak to counteract it's effect, that's one spell that could have been an empowered fireball or a Otiluke's Freezing Sphere. Casting a 5th level spell (on the previous day typically since it's 24 hr duration) to reduce your foes' options like that is worth it. (Also, IIRC, you can cast it on your allies too if you've extra slots at the end of the day--not shabby at all).</p><p></p><p></p><p></p><p>Actually, I think this is a pretty good set of choices. One summon spell is often good for a sorceror since they are very flexible and enable you to effect creatures with high SR. Also, Celestial Dire Bears are a very good buy for a 6th level spell.</p><p></p><p></p><p></p><p>Limited Wish is good. It's not too expensive (though you won't want to cast it every day) and it gives you unparalleled flexibility. But there are other good spells. Energy Immunity (Tome and Blood) is quite handy.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1331998, member: 3146"] My take on this: A. Keep in mind that the criteria for being on a sorceror's spell list are "will I cast it lots of times?" and "Can I just use scrolls instead?" If you have the non-combat uses of reduce in mind, it's a reasonable spell. OTOH, Identify is the kind of spell, you should get scrolls of. It costs 100gp to cast anyway; going to 125/casting isn't a really big deal (and if you want higher level scrolls to identify multiple items at once, it's only 25 gp/extra item). If you've a monk in the party, consider replacing this with Mage Armor; Otherwise Feather Fall, True Strike (if you pick up ranged touch attacks), are probably more useful. Resist Elements is a pretty wussy spell in 3.0 If you were playing 3.5, it would be a good choice, but I'd replace it with Aganazzer's scorcher, one of the buff spells, See Invis, rope trick, levitate, or something else. Since you have Imp Invis, you might want to ditch the normal one too unless you've a PC who uses it for extended scouting. All good spells. Dispel Magic is probably getting a bit long in the tooth, but if you pick up Chain Spell, you can chain it for a targetted dispel on each of your enemies and a few of their prominent items too. And that would more than be a match for an area Greater Dispelling. Haste, however, is somewhat redundant since you have Mass Haste. You might want to pick up something like Icy Burst (sometimes it's good to have an alternate energy type and the larger area of effect is nice too), Displacement, Protection From Elements, etc. I don't know whether or not your party pays for the material components but Stoneskin has always seemed too expensive to be a really good "cast every day" spell. If you use it that way, more power to you; otherwise I'd replace it with Enervation, Confusion, or one of the other good 4th level spells. (Heck, you could afford to blow one on Dim Door to get out of grapples/bypass walls, doors, etc at this level). If you're playing Citadel of the Spider Queen and most of your party doesn't have darkvision, you might also consider Mass Darvision. (Mass Resist Elements isn't a bad choice either if your cleric doesn't carry it). Don't listen to the people who tell you Energy Buffer isn't good. It's one of the best spells out there. Even if your enemies know about it and open up their attack with an acid arrow or something else weak to counteract it's effect, that's one spell that could have been an empowered fireball or a Otiluke's Freezing Sphere. Casting a 5th level spell (on the previous day typically since it's 24 hr duration) to reduce your foes' options like that is worth it. (Also, IIRC, you can cast it on your allies too if you've extra slots at the end of the day--not shabby at all). Actually, I think this is a pretty good set of choices. One summon spell is often good for a sorceror since they are very flexible and enable you to effect creatures with high SR. Also, Celestial Dire Bears are a very good buy for a 6th level spell. Limited Wish is good. It's not too expensive (though you won't want to cast it every day) and it gives you unparalleled flexibility. But there are other good spells. Energy Immunity (Tome and Blood) is quite handy. [/QUOTE]
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