Evil Sorcerer help needed!

orcmonk220

First Post
Hiya all.
I'm going to be playing an evil sorcerer in a Forgotten Realms game soon. He'll be a Wood Elf, and start at 3rd level. I want to focus him on Evocation and Necromancy. Here are the spells I'm thinking of giving him:

0-level:
- Dectect Magic
- Light
- Ray of Frost
- Read Magic
- Touch of Fatigue

1-level:
- Cause Fear
- Magic Missile
- Ray of Enfeeblement

What do you all think? Are there any spells you would recommend, in place of them. Really, I'm only allowed the core rulebooks, so any help would be great.
Chris
 

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There's a lot of juicy evil fun that can be had with charm person, hideous laughter and suggestion (those last two at higher levels, of course). Evil PCs have to do their Evil subtly, else they'll get kicked out of the nice protective Good town. So IMHO Enchantment should make an appearance in your spell list. A focus on Necromancy and Enchantment would be very viable -- you could affect almost everything.

Let's see, for level 1 spells you'll be hard pressed to out-do ray of enfeeblement, so stick with that. Charm person is fun, so take that too. And magic missile is a fine spell, but I think your tactics should be to avoid combat (via charm) or to de-buff your foe (via ray of enfeeblement) and let your minions friends finish it off. So perhaps a utility spell such as silent image?

(Let me extol the virtues of silent image, perhaps the strongest spell that is commonly overlooked in the PHB. You can use this spell to hide every one of your companions in broad daylight, just so long as you create something stationary and no-one goes and interacts with it. So, you're caught up on a hill when a dragon flies by? Fine, now you're all inside a boulder. The duration is amazing -- it lasts as long as you can concentrate. It's also fantastic for boosting the Rogues in your party. You can make an illusion of a wall with arrow slits behind the Fighters, and the Rogues can snipe from effective invisibility. Sure, they're not actually protected, but who's going to charge a wall when there's a Fighter right there stabbing him in the face? Maybe someone will, and for him, the wall will stop existing. His friends still get sneak attacked. It's an early battlefield control spell par excellence.)

Anyway. I'd focus on being evil in ways that trick and control rather than frighten and kill, just because that's the kind of evil that wins elections survives longest in lands of Goodness.

For your feats, of course, I'd suggest Spell Focus (Enchantment) and Greater Spell Focus (Enchantment). Those are going to be your save-or-slave spells for your whole career. Keep the DCs nice & high. :)

Cheers, -- N
 

I really enjoyed my Dread Necromancer, nice party face, huge charisma, and lovely, lovely spell list, and with tomb-tainted soul, able to heal self to full all day every day.
 

Personally, I love Color Spray. Magic Missile does damage, but not a lot. Color Spray affects several enemies at once and has at low levels a long duration of effect.

Woodelf sorcerer? Hope you have a rocking Con.

I always preferred Dancing Lights to Light. With dancing lights, you can pinpoint invisible enemies later and you can send the light somewhere without having to cast it on something and throw it. Duration is shorter though, but if you don't find some normal torch or light, you'll run out of spells anyhow in a dungeon.

Necromancy... what about using the familiar variant in UA (nearly core)? Sadly there are no Summon undead spells in the core rules.

Go with Charm Person, one combat spell and one defensive spell.
 

In the game I'm playing, we're 40-point buy, and these changes have been made to the class/race:

You get +2 to whatever skill is necessary for your class to function well (in my case, Cha)
Base Attack Bonus works out as a Rogue or Cleric, in place of the poor one you get for Sorcerers and Wizards
You get a Domain (chosen by the DM), usable 1/day.

My stats are as follows: Str 13, Dex 18 (16+2), Con 14, Int 11 (13-2), Wis 12, Cha 18 (16+2).
 

orcmonk220 said:
In the game I'm playing, we're 40-point buy, and these changes have been made to the class/race:

You get +2 to whatever skill is necessary for your class to function well (in my case, Cha)
Base Attack Bonus works out as a Rogue or Cleric, in place of the poor one you get for Sorcerers and Wizards
You get a Domain (chosen by the DM), usable 1/day.

My stats are as follows: Str 13, Dex 18 (16+2), Con 14, Int 11 (13-2), Wis 12, Cha 18 (16+2).

ITYM Str 15 (13+2), Dex 18 (16+2), Con 12 (14-2), Int 11 (13-2), Wis 12, cha 18 (16+2)

Oh, maybe you mean Wild Elf instead of Wood Elf? Otherwise your stats don't make sense.

You may want to re-evaluate your race. With a +2 Charisma, Human is far more attractive IMHO. If you have access to the various Heritage feats, Human becomes even more attractive.

-- N

PS: from the PHB2, take a look at Infernal Sorcerer Heritage and Infernal Sorcerer Howl. Who needs attack spells?
 

orcmonk220 said:
In the game I'm playing, we're 40-point buy, and these changes have been made to the class/race:

You get +2 to whatever skill is necessary for your class to function well (in my case, Cha)
Base Attack Bonus works out as a Rogue or Cleric, in place of the poor one you get for Sorcerers and Wizards
You get a Domain (chosen by the DM), usable 1/day.

My stats are as follows: Str 13, Dex 18 (16+2), Con 14, Int 11 (13-2), Wis 12, Cha 18 (16+2).
Wow.
 


orcmonk220 said:
Whoa, my bad! Wild Elf. I always get those two confused :confused:
Wah!

Wussy woodelves. Wildelves rule!

Woodies: Woodsy elven ranger dude softies. Wildones: Favored Class barbarian. Says all.

I second the Infernal heritage stuff.
 

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