Hmm. These are the spells I have at 11th level (primal sorcerer with the Elemental (water) bloodline).Well, I still question how many people regularly use spells below his top three levels; there's a few bottom-end boosts and such that keep some value, but when you factor in time factors and such, I still wonder about it.
- First level.
- Fear. Still useful as a debuff, since it's a Will save (which I'm otherwise short on) and doesn't have Incapacitation.
- Longstrider. Extra speed is helpful when you're a gnome, and it lasts for a fair amount of time.
- Heal (signature). I'm not the group's main healer (we have a cleric of Sarenrae for that), but it has occasionally been useful to use at both high (for substantial healing) and low levels (getting someone up from being downed).
- Splashing hands. Well, burning hands but with water instead. This doesn't see much use anymore, and if it wasn't my bloodline spell I'd probably have switched it out by now.
- Second level
- Dispel magic (signature). Very useful as a signature spell which lets me fine-tune how much juice I need to use depending on the target spell level.
- Endure elements. Gives one person a 24-hour protection in hostile climates. It was really useful back when we were in the Mwangi jungle, and might come in handy later. This should actually have been resist energy but I misread it somehow and now I might as well keep it.
- Faerie fire. Prevents people from doing invisibility shenanigans. Particularly useful since I have Scent.
- Speak with animals. This has let me solve a lot of problems without violence, particularly since I have a great Diplomacy skill.
- Third level
- Earthbind. Very situational, but useful when we fight airborne foes and need to bring them down for our Champion and Alchemist to deal with.
- Fear. The third-level version lets me fear a whole group of enemies. And if I'm fighting five creatures, their saves probably aren't the best so I have a good chance of hitting them with Frightened 2 or Frightened 3 + fleeing, which is great.
- Slow. Awesome against single strong targets, particularly if they have bad Fortitude (which is unfortunately rare).
- Waterball (signature). Again, this is the water-themed version of my bloodline fireball spell. This is still useful as my long-range blast spell, though I'll rarely cast it at 3rd level.
- Fourth level
- Hydraulic torrent. OK, this doesn't see much use because it's a line and does as much damage as a waterball, but it is very much in theme.
- Fly. Solves a lot of problems, and lets me bring our melee dude to the flyers instead of using earthbind to bring them to him.
- Freedom of movement (signature). This is also highly situational and doesn't see much use. If it wasn't a bloodline spell I would probably swap it out. Only a signature spell because the others of this level don't get much use out of it, and should I need to use it to counter something it's good to be able to fine-tune it.
- Resist energy. Nice buff if we know we're facing a foe which uses a lot of specific energy damage.
- Fifth level
- Cone of cold (signature). Sweet, sweet damage with a massive albeit inconvenient AOE.
- Elemental form. Bloodline spell. Strong utility but not that good in a fight.
- Mariner's curse. I took this to get another Will-based spell, but it's been a bit of a disappointment so far, probably because of the bad range. I'm a sorcerer, I don't want to be in melee.
- Wall of stone. Useful for all sorts of things.
- Sixth level. I have no signature spell yet at this level because I checked with the DM and he was OK with me waiting until 12th level to pick one.
- Dragon form. I mean, come on. It's not been as fun as I thought it'd be though, because as a sorcerer I don't really have the hit points to do proper dragoning.
- Repulsion. Haven't really had much time to use this properly, but sounds like nice protection from nasty melee opponents. I just worry that the restrictions on my allies will be bad. Again, a bloodline spell I probably wouldn't have picked on my own.
- Slow. Robbing a whole group of an action per round sounds like a good time.
- I intend to pick chain lightning as my fourth spell when I level up and have it as my signature spell, because that's some sweet sweet damage where I also don't have to worry about friendly fire.