I strongly suggest taking
Versatile Spellcaster from Races of the Dragon. Sacrifice 2 lower slots to power spells a level higher! Also, PHII offers the metamagic specialization in exchange for a familiar, which allows you to metamagic spells Int + 3 times without increasing casting time.
However, I believe Sorceror spell selection is very important, perhaps even more important than charting out a PrC. When selecting spells, try to choose those which have maximum effect or multiple uses: for example, when choosing a 6th level spell, pick up something like
Disintegrate, which opens up doors and is a save-or-die rather than a pure blasting spell like
Chain Lightning.
As for a good PrC, you can't really beat an
Incantatrix for sheer utility and brokeness, and it can be easily made setting-neutral. Full casting progression, excellent abilities, and eases some of the sting from entering the class. Just select Necromancy as your prhibited school, which is anywhere from 50-75% negative energy based... not particularly effective at times in AoW. In fact, I'll need to list the advantages so I don't pass them over inadvertantly.
- 3 bonus metamagic feats: more than a Wizard recieves in the equivilant 10 levels! Instantly makes up for the Iron Will prequisite.
- Full spellcasting progession: don't loose any spells known/spell slots, and don't fall behind on spell level progession, which already hurts as a Sorceror.
- See and Strike Etheral: Ghosts (and this is an undead heavy campign, I hope you realize by now) can be blasted without worrying about hitting teammates or that irritating 50% miss chance.
- Hardy Spirit: As befiting an undead-heavy campaign, there are energy drain effects aglore. And death effects are -always- a good thing to be immune to, undead or no.
- Instant and Improved Metamagic: Complements your metamagic focus well. More metamagics without the extra time are always good, plus Improved will give you more of an excuse to flex those Empowered Maximized Scorching Rays for only the cost of 5th level slot, the same as a regular Maximized Scorching Ray! Better yet, a Empowered Maximized Ray of Eneveration (Empowerment is optional, really), which reduces mighty giants into meerly competent melee combatants, standard melee monsters into mewling cats, and the infirm into sobbing heaps on the floor that can't even carry their own equipment anymore.
- Drain Item and Send Away: The icing on the cake.
Simply top with Archmage, and you're set. Good choices include
Mastery of Shaping and
Master of Elements, both essential for the burgoning incinerator of enemies. And think! Sonic damage to all your previously elemental spells. No one is safe.
You need to either take a feat to aliviate the pain of not having Knowledge (The planes), or talk to your DM about switching it from something else, like dropping Bluff or Craft (Alchemy). Either way is fine: Education gives you all the Knowledge skills, which helps when you want to identify monster weaknesses (and there are a lot of different monsters you might want to be aware of).
Sample build:
Human Sorceror 5
Feats: Education, Versatile Spellcaster, Iron Will
Spells:
0 - Acid Splash, Detect Magic, Read Magic, Message, Dancing Lights, Prestidigitation
1 - Ray of Enfeeblement, Grease, Magic Missile, Nerveskitter (SC)
2 - Scorching Ray, Glitterdust
Acid Splash as the obligitary damage cantrip,
Detect/Read Magic for obvious reasons, Message for communication in compromised situations,
Dancing Lights for instant searchlights without the pebble tossing nonsense, and
Prestidigitation to keep clean, dry, and service many RP needs.
Ray of Enfeeblement: the great equalizer against anything with a disproportinately high Str score. Remains useful into the mid/high levels, especially metamagiced.
Grease can help allies escape grapples, enemies to drop weapons, or trip up concentrated formations.
Magic Missile is the all-purpose damage spell that doesn't miss (usually), and
Nerveskitter (from the Spell Compendium) gives you the edge needed to throw out that first
Ray of Eneveration before the enemies close in and befuddle your ability to not hit your own party.
Scorching Ray is a mainstay, dealing lots of damage even at higher levels (especially when metaed to size), and
Glitterdust both blinds and eliminates
invisibility effects with a double whammy.
That covers the basics. Grab
Empower Spell at 6 for
Empowered Ray of Enfeeblement goodness, and a choice spell. I also approve of
Haste, since you can stick with Empowering 1st level spells, and you don't neccessarily need more blasting at the moment, since opponents are typically vulnerable to Enfeeblement and blindness effects when you aren't making your party speed demons. Commision wands or scrolls if you feel the need for burning zombie flesh in the morning.
Your Lesser Orb can wait until 7th, since they don't get good until the higher levels, and mind you they work great with metamagics. Oh yeah, pick up a Mithril Buckler, and magic it up to provide a more consistant defence than
Shield. If you're really worried about
Magic Missile, grab a Brooch of Shielding, or ask your DM if you can incorperate a
Lesser Spell Immunity... purely to make it resemble a
Shield spell, of course. Add the Animated quality, and it's nearly the same. Or you can add other qualities, like Heavy Fortification, or energy resistances, and so on.
The rest is up to you, can't do character for you!
