Required Sorcerors Spell List


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I don't know if it was there the first time or not, but Blur isn't that great unless you are casting it on a front line fighter. If you are looking to protect yourself, either Mirror Image or Cat's Grace are a better choice.

Personally, I think a sorcerer could do quite well without either of those.

Wall of Force is just nasty with a Sorcerer. Being able to divide up the combat area to suit you can be a tremendous advantage.

Speaking of which, if you ever want to be able to get through one of those you need to have either Disintegrate or that horribly broken spell, Mrdenkainen's Disjunction.
 

Korimyr the Rat said:
Charm Person or Charm Monster. Most games I've seen have required some social interaction with people whose authority outweighs their actual level-- and this spell is the perfect social lubrication. Also, if you're subtle with it, you can be much more effective than your standard "make your enemies' biggest meat-shield attack their spellcaster" tactic.

This is a little off the subject, but...you (or your DM) allow charm to do THAT? In that case, then yeah....charm person is a must have.

Charm person just makes the subject like you...so in combat, it would make an enemy stop attacking you in faovr of another target and maybe defend you, but it won't make him turn on his friends without some really creative bluffs and diplomacy (which might take some time). It isn't really meant to be a combat spell. Suggestion and Domination are the spells to use to make a target turn on his allies.
 

Replace Dimension Door at fourth with Teleport at 5th. TP has the same tactical uses as D-Door and allows rapid strategic movement as well. It's a rare spell line in which a single spell level makes that much difference.

Disintegrate is excellent at level 6. It is both a utility/problem solving spell - remove a 10x10x10 cube of anything, like a door, crushing wall type, go through the floor or ceiling, etc - and an instant death spell.

On the other hand, I don't think the Dispel series is as valuable as you seem to think. It's critical that the PARTY have dispels, but that doesn't mean that you have to get them. Clerics cast them just as well. Pick one of the two.

Similarly, clerics do True Seeing better than arcane guys - with a cleric around, you don't really need to get it.

Globe of Invulnerability shuts your own spells down. Not so useful. Losing all of one's ability buffs, Haste, shield, possibly mage armor, fly and so forth is a serious blow. Normally enemies have to use a targeted dispel for that.

The risks with Teleport aren't as significant as they used to be, so teleport w/o error isn't necessary.
 

Well, the reason I didn't include popular spells (other then magic missile, which is just too damn ubiquitous) such as charm person or wall of force is because it might not fit in with the theme of a pure mobile artillery unit platform (evoker) or the charming, conniving diplomat. So's I suppose this is the 'bare-bones' list, though I thank those who have pointed out the whoopsie daisy on the globe of impotency.
 

Gez said:
truer things were never spoken...

SNIP

Except, of course, if you don't follow what seems to be the official revision of haste.

Drop shield also. Same reason: revision. Mage armor will protects you as much, as lasts 60 times longer.

Don't adopt charm person. I know from experience it's charm nobody. There is a real magic in D&D, and the formula "I cast charm person on that NPC" always result in said NPC rolling a 18, 19, or 20 on his/her Will save. Always.

Need to remember about the revisions ...
 

Just wanted to concur with Bret, since nobody else has, about glitterdust. I picked that for my sorcerer's third second-level spell (after Acid Arrow and Alter Self) and have never regretted it for an instant. The DM's initial response was, "Huh?" But after a few sessions of play, he's singing a different tune. Do you know how fast a hasted barbarian can cleave his way through a handful of blind ogres? It's almost gruesome to watch sometimes ...
 

Andion Isurand said:
Lutzaen's Frequent Juant (level 5)
......a duration spell allowing several smaller, more tactical dimension doors (once per round while the spell lasts, you can make one, 'Close range' teleport as a move-equivalent action)


Where does this spell come from? It's not in the PHB.

Also to those talking about the "revised" spells, that only applies to if you are USING the 3.5 rules. You don't have to. Nothing says if you play 3E you HAVE to use the 3.5 rules. On another note I hear the "revised" Haste allows an extra attack. I've also heard that there are only a few actions in 3.5, and casting a spell is an "attack". That may be false, but it's what I've heard. I also guess this isn't the thread to be talking about it either.. hehe.

Otherwise, good thread.. I have a Sorc that I'm wondering about future spells and such as well.. (only 3rd lvl right now)
 
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1st level:
Shield still belongs here until it's revised officially. There's lots of talk about 3.5e but it does not appear that all of the changes that have been posted are in their final form yet.

2nd level:
Blur does not belong here. Blur is just about the most useless 2nd level spell in the game--it wouldn't even be must have at first level.
Glitterdust, OTOH, does belong.

3rd level: Some kind of area effect offense (I'm fond of Icy Burst from Tome and Blood). Haste until it gets revised (and maybe even afteward).

4th level: Polymorph Self/Polymorph Other

5th level: Energy Buffer

6th level: Eyebite (much better for sorcerors than wizards since it gives them a lot of flexibility in terms of effects which they generally need more than wizards)

7th level: Limited Wish

8th level: Symbol

9th level: Gate, Time Stop
 

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