Plane Sailing said:
At your level you would get 1d10+10 temp hit points. Playing with 3.0 rules you can empower this insanely, especially if as an incantatrix you get to empower spells as only a +1 level modifier. You could cast a 5th level triple empowered false life and get (11-20)*2.5 = 27 to 50 temporary hit points.
Hang on - even in 3.0 shouldn't that be (1d10 x2.5) +10? Personally I don't see great value in
false life and similar spells, unless you have no cleric in the party or no access to healing potions. You shouldn't, as a sorceror, be taking significant hit point damage in the first place. Also, your
vampiric touch spell gives you temporary hp which I don't think stack with
false life hp.
Suggestion is as already mentioned, much more versatile than
charm person. It can be used in combat, and it can compel people to do things that not even your best friend would do for you (unlike
charm), and it can affect non-humanoids.
Analysing it in terms of the roles a high-level sorceror or wizard can fill
Artillery:
Lightning bolt (and Feats) and
glitterdust - covered
Battlefield Control:
Web has value, but I'd still consider a
wall spell of some kind
Detection/location:
glitterdust is good against invisible enemies, as well as having offensive value.
True seeing is an obvious choice for later.
Locate object can be surprisingly useful, and might be one to think about.
Reconnaissance:
prying eyes - covered (although I'd consider picking up
scry or
greater scry at some later point, personally)
Transport: Really lacking. If you have a party cleric who can cast
wind walk then
teleport isn't quite as necessary for getting from place to place overland, but you don't want the party to be still walking/riding across the countryside at this level.
Stealth/Protection:
invisibility - covered
Defeating/Protecting From Magic:
lesser globe and
dispel magic - nicely covered
Getting Past Obstacles: I suppose you could
lightning bolt them? Jumping the group past (
dimension door) is one option.
Levitate and
shatter were two of my earlier suggestions to provide for this role.
Disintegrate both for attacking power and the ability to remove
walls
of force and physical barriers, might be one to consider for later.
Communications: Lacking, although if you have another party member with
sending, that's often enough to keep the party in touch.
Personally, with a sorceror I'm always looking for versatile spells, given the limited number of spells. I want to be able to contribute in the maximum number of situations (combat and non-combat).