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Looking for a versatile Sorc Build

jarlaxlecq

First Post
At 1, 5 and 10th level. or general suggestions. I want to be a spellcaster but i simply want that flexibility with choosing spells. the Race would be human, 32 point buy. Core Books, complete series and the other main WotC books.

Thanks in advance
 

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Darklone

Registered User
Hmm. Flexibility? One of the most "flexible" sorcerers I've seen so far started with Str 18 and high Con, Toughness and Martial Weapon Proficiency Greataxe... 11 hitpoints at level 1 ;)

Are you sure you won't be better of with a psion?
 

Dr_Rictus

First Post
Consider taking Craft Wand at 5th level, and for spells where caster level doesn't count for so much, make wands rather than learning the spells. Of course, you'll need to acquire scrolls or hire NPCs to cast the spells for you, or get other party members involved where possible. You can tremendously increase your repetoire of at least low-level spells this way.

Look at spells that you can use to emulate or generate varied effects, such as the shadow conjuration spells, summon monster (once they get high level enough to summon creatures with useful energy attacks and spell-like abilities) and polymorph self.

Good general advice for most sorcerers: don't bother learning spells that are only needed occasinally. Acquire scrolls for such emergency spells instead.

Get a decent illusion spell on your list, which lets you improvise somewhat.

You can look at feats like Extra Spell, but you'd better want that spell an awful lot. Feats that let you do qualitatively different things with your existing spells, like Energy Substitution or Improved Counterspell, might be better.

Is that the sort of thing you're looking for?
 

jarlaxlecq

First Post
Dr_Rictus said:
Consider taking Craft Wand at 5th level, and for spells where caster level doesn't count for so much, make wands rather than learning the spells. Of course, you'll need to acquire scrolls or hire NPCs to cast the spells for you, or get other party members involved where possible. You can tremendously increase your repetoire of at least low-level spells this way.

Look at spells that you can use to emulate or generate varied effects, such as the shadow conjuration spells, summon monster (once they get high level enough to summon creatures with useful energy attacks and spell-like abilities) and polymorph self.

Good general advice for most sorcerers: don't bother learning spells that are only needed occasinally. Acquire scrolls for such emergency spells instead.

Get a decent illusion spell on your list, which lets you improvise somewhat.

You can look at feats like Extra Spell, but you'd better want that spell an awful lot. Feats that let you do qualitatively different things with your existing spells, like Energy Substitution or Improved Counterspell, might be better.

Is that the sort of thing you're looking for?

Actually... yeah that was pretty good. Thanks :D
 

Thanee

First Post
Here's the spell selection for my sorceress I am playing currently.

It's constantly evolving according to the current situation and, of course, a lot of the choices are based on my personal preferances, but it still might be useful for you. :)

Classes are Sorcerer 6 / Incantatrix 10 / ... (probably back to Sorcerer, but it's also possible to go into Archmage with a slight change in feats, or something else). Prohibited School for Incantatrix is Evocation (Necromancy would normally be a better choice, however, and the few necromantic spells learned after 6th level are easily replaced).

Spell selection from 1st through 20th level:

<- means swapping a spell out for another
/ denotes optional choices at this point

_1 - Detect Magic, Read Magic, Daze, Prestidigitation, Mage Armor, Color Spray / Charm Person;
_2 - Light;
_3 - Magic Missile;
_4 - Mage Hand, Scorching Ray, Mending <- Daze;
_5 - Ray of Enfeeblement, False Life;
_6 - Message, Fireball, Shield <- Color Spray;
_7 - Unseen Servant, See Invisibility, Suggestion;
_8 - Detect Poison, Polymorph;
_9 - Command Undead / Invisibility, Protection from Energy, Dimension Door;
10 - Arcane Mark, Dominate Person;
11 - Glitterdust, Magic Circle against Evil, Dimensional Anchor, Improved Blink;
12 - Planar Binding;
13 - Charm Monster, Fleshshiver / Hold Monster, Analyze Dweomer;
14 - Limited Wish;
15 - Telekinesis, Greater Dispel Magic, Greater Teleport;
16 - Greater Planar Binding, Starmantle <- Planar Binding;
17 - Spell Turning, Polymorph any Object;
18 - Dominate Monster, Persistent Image <- Dominate Person;
19 - Horrid Wilting, Shapechange;
20 - Shades / Summon Monster IX / Gate.

Of course, there are a lot more spells, which would be good choices, like Mirror Image, Resist Energy, Arcane Sight, Dispel Magic, Displacement, Gaseous Form, Slow, Stone Shape, Firebrand, Wall of Force, Wall of Stone, Contingency, or Evard's Black Tentacles.

In general going for a broad selection, with many spell, which are useful in multiple situations, but also some not so versatile spells to cover ones weaknesses (like the Command Undead above) are good, though the latter should only be very few. Also take a look at range and save type for spells, which could be used in combat, to have a decent selection here. This was one of the main reasons, why I picked Glitterdust+Protection from Energy over Resist Energy+Slow (the other was, that our bard picked up Slow ;)).

Feats to go with the above spell selection:

_1 - Spell Focus: Enchantment, Greater Spell Focus: Enchantment;
_3 - Iron Will;
_6 - Empower Spell;
_7 - Silent Spell;
_9 - Assume Supernatural Ability (Pixie, Greater Invisibility);
10 - Heighten Spell;
12 - Craft Wand;
13 - Quicken Spell;
15 - Fortify Spell;
16 - Twin Spell;
18 - Improved Initiative.

Quicken Spell can only be used in conjunction with Metamagic Spell Trigger or Instant Metamagic. If that is not enough, one could still learn Arcane Preparation at 15, of course. I'll see it once I get there... ;)

Another good feat is Energy Affinity (anything but fire).

Bye
Thanee
 
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Antoine

First Post
About spell selection, I'm personnaly fond of versatile spells for sorcerers (as bards too), e.g. :
Shatter at low levels : can protect from archers, big raging barbarian with axes, or simply remove a stuck door, chest lid…
Blink : defense against attacks, area effect spells, and walking through walls recon capacity
All time winner : false life

Stay away from : enchantment (to many immune monsters : undead, plants… and nasty mind blank at high levels for opposite mages/sorcerers and some clerics. If you like some enchantment spells, at least don't spend too many feats on it.

If you want to battle other mages, there's a great combo around heighten spell and improved counterspell, so you always have a higher level spell in each school as long as you have enough spell slots. Don't neglect your cantrips selection :p .

Craft wand rocks for defensive/miscellaneous or no save attack spells. You'll probably be better off with a staff at higher levels.

If you have a high charisma, why not try use magic device and skill focus, from 9th level and up. You'll probably have enough concentration/spellcraft at that time, a charisma aroud 24 with items, and you'll be happy to access all those fancy spell trigger cleric items. A prestige class may help obtain it as a class skill.

At highest levels consider archmages' arcane fire which allows you to get rid of most damage spells you previously learned.

Hope this helps.
 
Last edited:

Thanee

First Post
Antoine said:
At highest levels consider archmages' arcane fire which allows you to get rid of most damage spells you previously learned.

While this is certainly nice, it surely does not come even close to any higher level damage dealing spells.

Stay away from : enchantment (to many immune monsters : undead, plants… and nasty mind blank at high levels for opposite mages/sorcerers and some clerics. If you like some enchantment spells, at least don't spend too many feats on it.

Yep, one should not pick too many such spells, but some are great. Suggestion for example can be highly useful (and is quite versatile, too).

Bye
Thanee
 

apsuman

First Post
a couple of other ideas...

in 3.5 you can "forget" spells at even (?) levels so if you need to use a lower level spell and then drop it later you can. Mage armor is great until you get bracers, then you can forget it.

Sorcerers get simple weapons, and while this by no means makes them a melee machine, a spear and a crossbow are both simple weapons. Truestrike makes any first level sorcerer a useful support crossbow archer.

At all levels choose spells that are multi-purpose if you can. Select spells that compliment each other. Select feats that are useful for many spells as well. Invisibility and Summoning Spells work well together, for example. If you want to have many summoning spells, then augment summoning is a good spell, but if you only want to have one summon monster spell, then you probably don't need the feat. Empower is my favorite sorcerer feat.

Other than familiar bonuses sorcerers do not lose anything by choosing prestige classes, while wizards lose bonuse feats. Candle caster in Tome and Blood is a bit hokey but gives you access to lots of things you can do with spell storage items.

Carry a banjo. Many people suggest that the wizard types should carry swords and shield (but not wield them) so they look like non-casters and would be targeted less by intelligent monstes that would want to kill the fireball throwers first. My suggestion, look like a bard, every create (even the nonintelligent ones :) ) would ignore you.

Select spells with different counters. Do not select spells with reflex negates saves because evasion will be your worst headache. Make sure you have a good reflex save spell, a good fort save spell, and a good will save.
 

mikebr99

Explorer
apsuman said:
a couple of other ideas...


Sorcerers get simple weapons, and while this by no means makes them a melee machine, a spear and a crossbow are both simple weapons. Truestrike makes any first level sorcerer a useful support crossbow archer.
And consider being an elf, so you can add...

SRD said:
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

Mike​
 


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