FluidDragon said:
Could anyone point me to some good threads on sorceror spill lists. What spells suck for them and what ones are golden?
Thanks
I'm currently playing a 10th level Sorcerer/10th level Alienist(T&B) Here are my spells:
1st
Magic Missile
* Essential, even at high levels.
Shield
* Will soon be errated in 3.5, but +7 cover bonus that stacks with everything is awesome. At higher levels will last through multiple combats.
Identify
* I was the only arcane spellcaster in my group, someone had to take it.
Charm Person
* At low levels, I thought I would do an Enchanter schtick. Hardly ever use it.
Sleep
* Low level use only, haven't used it past 6th level or so.
2nd
See Invisibility
* Superior to Glitterdust, IMO. Range is better and you don't have to guess where your invisible foes are.
Endurance
* When empowered, gives you great hp bonuses.
Cat's Grace
* I took this buff spell b/c it wasn't on the Cleric list.
Rope Trick
* Absolutely essential IMC. Allows the party to rest with impunity even in an area swarming with enemies.
Invisibility
* Great till about 12-13th level, then Improved Invis has a long enough duration to make Invisibility useless.
3rd
Fireball
* With Sculpt, Empower, and Energy Substitution metamagic feats, this little diddy becomes very versatile.
Haste
* Duh!
Fly
* The ability to fly makes your life sooo much easier. Great to cast on the front-line tanks as well.
Protection from Elements
* The hp cap is so high and scales well so it is almost as good as Energy Immunity in most cases.
Non-Detection
* The DC for this baby is 15+caster level if cast upon yourself. When coupled with Invisibility, it makes you nearly undetectable by magical means.
4th
Enervation
* Looks good on paper but works better for NPCs than PCs. Great for clearing out high-level spells memorized by Clerics and Wizards.
Improved Invisibility
* A life-saver. Guarantees that rogues can sneak attack at will and if your opponents don't have magic or blindsight they are screwed.
Dimension Door
* Good for getting out of tight spots. I never picked up Teleport or Teleport w/o Error because I could always emulate these with Monster Summoning.
5th
Wall of Force
* Incredibly versatile spell. At high levels I use it to protect myself or my comrades while powering up. Very few foes will have a Disintegrate spell handy to bring it down.
Dominate Person
* Looked good on paper, but so-so in practice. Good for role-playing.
Hold Monster
* Haven't used this baby in a while because high-level opponents can still use SLAs.
6th
Summon Monster VI
* Dire Bears are melee beasts and Eryines are superb for teleporting the party around once they get into a Bag of Holding.
Project Image
* Let's you get up close to melee beasts to deliver touch attacks and cast spells with impunity. Also, it will fool dumb opponents.
Anti-Magic Field
* If you have good Fighter support, this spell is the coup-de-grace for enemy spellcasters.
7th
Limited Wish
* I usually blow 600-900 XP per day with this spell. Sooo versatile and infinitely cheaper than wish.
Reality Maelstrom (from MotP)
* Sends foes to random planes and has a massive area to boot. If you Sculpt it, it becomes even more useful.
Reverse Gravity
* Looked good when I read it, but most opponents at high levels can fly or levitate.
8th
Otto's Irresistable Dance
* Against living opponents, it is a death sentence. I have taken down CR 20+ foes with the help of this enchantment.
Bigby's Clenched Fist
* I concentrate on evocation so the Fort DC on this is 30. Guarateed to hit and takes a lot of damage to destroy.
Summon Monster VIII
* Can you say pseduonatural greater Ooze elemental?
Maze
* Can take out all opponents, regardless of SR or magic immunity. Useless against single opponents but great for divide and conquer tactics.
9th
Shapechange
* Incredibly versatile. Want to be immune to spells? Iron golem. Can't see in the dark? Shadow Dragon. Need to beat down melee opponents? Storm Giant. Need a super high AC? Solar. The possibilities are endless.
Gate
* Supremely versatile. Can transport between planes with pinpoint accuracy and can summon virtually anything.
Mordenkainen's Disjunction
* The mage killer. All spells go down, no save, no SR, merry christmas!
Feats:
1. Spell Focus (Enchantment)
* I thought I would specialize here, but I changed my mind later.
2. Spell Focus (Evocation)
3. Greater Spell Focus (Evocation)
* This school turned out to be far more useful.
4. Empower Spell
* Used for both buff and damage spells -- invaluable.
5. Sculpt Spell
* Area too big? Make it into 4 10 ft cubes, or a cylinder, or a cone . . .
6. Energy Substitution (Sonic)
* Virtually nothing has sonic resistance, 'nuff zed.
7. Extra Spell (Maze)
* I think this was well worth it.
8. Leadership
* For role-playing reasons, YMMV
9. Alertness
* For PrC requirements