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Evaluate my Sorceror's Spell List
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<blockquote data-quote="Crunchy Frog" data-source="post: 1333623" data-attributes="member: 11823"><p><em>1st Grease / Shield / MM / Identify / Reduce</em></p><p>I'd skip Reduce. It allows a saving throw, and someone who fails the save isn't hindered that much, (-5 strength = -2 or 3 to hit & damage to one creature). If you really want to reduce strength, pick Ray of Enfeeblement instead (average of -8.5 strength = -4 to hit and damage). With a BAB of +7, you'll be likely to succeed in your touch attacks.</p><p></p><p>As others have remarked, there aren't a whole lot of 1st level spells useful in combat at high level. You could go for illusions instead.</p><p></p><p><em>2nd Glitterdust / MirrorImage / Invisib. / False Life / Resist Elem.</em></p><p></p><p>Clerics and druids get Resist Elements as 2nd level spells as well, so you could let them handle that. Melf's Acid Arrow and Web are pretty handy -- the former doesn't allow a saving throw and annoys spellcasters, and the latter immobilizes a large number of opponents. At 14th level, Rope Trick will give 7 people a place to hide for 14 hours, long enough for a night's sleep. (Just don't take a bag of holding into it.)</p><p></p><p><em>3rd. Dispel Magic / Haste / Fly / Fireball</em></p><p></p><p>You could leave Dispel Magic to the clerics. Stinking Cloud could take a large group of enemies out of the combat for a few rounds. </p><p></p><p><em>4th Stoneskin / Impr.Invis. / Exploding Cascade / PolyOther</em></p><p></p><p>Confusion is my favorite 4th level spell, but that's a personal thing. Those affected by it are almost out of the combat until it is removed. Scrying is a very flexible information-gathering spell, provided you have a Bag of Holding to carry your big mirror.</p><p></p><p><em>5th Ghost Form / Wall of Force / Energy Buffer</em></p><p></p><p>OK, I don't have these supplements. Wall of Force is handy for dividing up enemies, cutting off their retreat, or covering your retreat, so that's handy. Hold Monster could take out anything.</p><p></p><p><em>6th Mass Haste / Summon VI</em></p><p></p><p>Clerics summon just as well as arcane casters, so you could leave it to them. Analyze Dweomer and Legend Lore will get you *lots* of information on something.</p><p></p><p><em>7th (Will pick Limited Wish... any better ?)</em></p><p></p><p>Limited Wish will get you the versatility that Sorcerers often lack. You won't have any other 7th level spells at this level, but you can always use these slots to cast a meta'd lower level spell.</p></blockquote><p></p>
[QUOTE="Crunchy Frog, post: 1333623, member: 11823"] [I]1st Grease / Shield / MM / Identify / Reduce[/I] I'd skip Reduce. It allows a saving throw, and someone who fails the save isn't hindered that much, (-5 strength = -2 or 3 to hit & damage to one creature). If you really want to reduce strength, pick Ray of Enfeeblement instead (average of -8.5 strength = -4 to hit and damage). With a BAB of +7, you'll be likely to succeed in your touch attacks. As others have remarked, there aren't a whole lot of 1st level spells useful in combat at high level. You could go for illusions instead. [I]2nd Glitterdust / MirrorImage / Invisib. / False Life / Resist Elem.[/I] Clerics and druids get Resist Elements as 2nd level spells as well, so you could let them handle that. Melf's Acid Arrow and Web are pretty handy -- the former doesn't allow a saving throw and annoys spellcasters, and the latter immobilizes a large number of opponents. At 14th level, Rope Trick will give 7 people a place to hide for 14 hours, long enough for a night's sleep. (Just don't take a bag of holding into it.) [I]3rd. Dispel Magic / Haste / Fly / Fireball[/I] You could leave Dispel Magic to the clerics. Stinking Cloud could take a large group of enemies out of the combat for a few rounds. [I]4th Stoneskin / Impr.Invis. / Exploding Cascade / PolyOther[/I] Confusion is my favorite 4th level spell, but that's a personal thing. Those affected by it are almost out of the combat until it is removed. Scrying is a very flexible information-gathering spell, provided you have a Bag of Holding to carry your big mirror. [I]5th Ghost Form / Wall of Force / Energy Buffer[/I] OK, I don't have these supplements. Wall of Force is handy for dividing up enemies, cutting off their retreat, or covering your retreat, so that's handy. Hold Monster could take out anything. [I]6th Mass Haste / Summon VI[/I] Clerics summon just as well as arcane casters, so you could leave it to them. Analyze Dweomer and Legend Lore will get you *lots* of information on something. [I]7th (Will pick Limited Wish... any better ?)[/I] Limited Wish will get you the versatility that Sorcerers often lack. You won't have any other 7th level spells at this level, but you can always use these slots to cast a meta'd lower level spell. [/QUOTE]
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