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Good Sorceror Spell lists?
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<blockquote data-quote="gfunk" data-source="post: 925563" data-attributes="member: 1813"><p>I'm currently playing a 10th level Sorcerer/10th level Alienist(T&B) Here are my spells:</p><p></p><p>1st</p><p>Magic Missile</p><p>* Essential, even at high levels.</p><p>Shield</p><p>* 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.</p><p>Identify</p><p>* I was the only arcane spellcaster in my group, someone had to take it.</p><p>Charm Person</p><p>* At low levels, I thought I would do an Enchanter schtick. Hardly ever use it.</p><p>Sleep</p><p>* Low level use only, haven't used it past 6th level or so.</p><p></p><p>2nd</p><p>See Invisibility</p><p>* Superior to Glitterdust, IMO. Range is better and you don't have to guess where your invisible foes are.</p><p>Endurance</p><p>* When empowered, gives you great hp bonuses.</p><p>Cat's Grace</p><p>* I took this buff spell b/c it wasn't on the Cleric list.</p><p>Rope Trick</p><p>* Absolutely essential IMC. Allows the party to rest with impunity even in an area swarming with enemies.</p><p>Invisibility</p><p>* Great till about 12-13th level, then Improved Invis has a long enough duration to make Invisibility useless.</p><p></p><p>3rd</p><p>Fireball</p><p>* With Sculpt, Empower, and Energy Substitution metamagic feats, this little diddy becomes very versatile.</p><p>Haste</p><p>* Duh!</p><p>Fly</p><p>* The ability to fly makes your life sooo much easier. Great to cast on the front-line tanks as well.</p><p>Protection from Elements</p><p>* The hp cap is so high and scales well so it is almost as good as Energy Immunity in most cases.</p><p>Non-Detection</p><p>* 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.</p><p></p><p>4th</p><p>Enervation</p><p>* Looks good on paper but works better for NPCs than PCs. Great for clearing out high-level spells memorized by Clerics and Wizards.</p><p>Improved Invisibility</p><p>* A life-saver. Guarantees that rogues can sneak attack at will and if your opponents don't have magic or blindsight they are screwed.</p><p>Dimension Door</p><p>* 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.</p><p></p><p>5th</p><p>Wall of Force</p><p>* 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.</p><p>Dominate Person</p><p>* Looked good on paper, but so-so in practice. Good for role-playing.</p><p>Hold Monster</p><p>* Haven't used this baby in a while because high-level opponents can still use SLAs.</p><p></p><p>6th</p><p>Summon Monster VI</p><p>* Dire Bears are melee beasts and Eryines are superb for teleporting the party around once they get into a Bag of Holding.</p><p>Project Image</p><p>* Let's you get up close to melee beasts to deliver touch attacks and cast spells with impunity. Also, it will fool dumb opponents.</p><p>Anti-Magic Field</p><p>* If you have good Fighter support, this spell is the coup-de-grace for enemy spellcasters.</p><p></p><p>7th </p><p>Limited Wish</p><p>* I usually blow 600-900 XP per day with this spell. Sooo versatile and infinitely cheaper than wish.</p><p>Reality Maelstrom (from MotP)</p><p>* Sends foes to random planes and has a massive area to boot. If you Sculpt it, it becomes even more useful.</p><p>Reverse Gravity</p><p>* Looked good when I read it, but most opponents at high levels can fly or levitate.</p><p></p><p>8th</p><p>Otto's Irresistable Dance</p><p>* Against living opponents, it is a death sentence. I have taken down CR 20+ foes with the help of this enchantment.</p><p>Bigby's Clenched Fist</p><p>* I concentrate on evocation so the Fort DC on this is 30. Guarateed to hit and takes a lot of damage to destroy.</p><p>Summon Monster VIII</p><p>* Can you say pseduonatural greater Ooze elemental?</p><p>Maze</p><p>* Can take out all opponents, regardless of SR or magic immunity. Useless against single opponents but great for divide and conquer tactics.</p><p></p><p>9th</p><p>Shapechange</p><p>* 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.</p><p>Gate</p><p>* Supremely versatile. Can transport between planes with pinpoint accuracy and can summon virtually anything.</p><p>Mordenkainen's Disjunction</p><p>* The mage killer. All spells go down, no save, no SR, merry christmas! </p><p></p><p>Feats:</p><p>1. Spell Focus (Enchantment)</p><p>* I thought I would specialize here, but I changed my mind later.</p><p>2. Spell Focus (Evocation)</p><p>3. Greater Spell Focus (Evocation)</p><p>* This school turned out to be far more useful.</p><p>4. Empower Spell</p><p>* Used for both buff and damage spells -- invaluable.</p><p>5. Sculpt Spell</p><p>* Area too big? Make it into 4 10 ft cubes, or a cylinder, or a cone . . .</p><p>6. Energy Substitution (Sonic)</p><p>* Virtually nothing has sonic resistance, 'nuff zed.</p><p>7. Extra Spell (Maze)</p><p>* I think this was well worth it.</p><p>8. Leadership</p><p>* For role-playing reasons, YMMV</p><p>9. Alertness</p><p>* For PrC requirements</p></blockquote><p></p>
[QUOTE="gfunk, post: 925563, member: 1813"] 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 [/QUOTE]
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