Azure Trance
First Post
A common house rule that I've seen is for sorcerors to have a required theme to their spell lists. Common ones are elementals; Air, Water, Fire, Earth sorcerors. Non-elemental affinity could be Celestial, Infernal, or other varied ones (Nobility or Nature). Regardless of how you prefer to cast them (fireballer or flame arrow) or of which theme, there are certain spells which are a must for any sorceror (ie, haste or fly). I don't play sorcerors (to weak!
) so I'm not sure if the following list has the right spells or not. Spells italicized are spells which I'm not sure belong there (ie, useless at higher levels or unnecessary)
1st level 2
Abjuration: Mage Armor
Evocation: Magic Missile
2nd level 2
Divination: See Invisibility
Illusion: Blur
3rd level 2
Abjuration: Dispel Magic
Transmutation: Fly
4th level 1
Illusion: Improved Invisibility
5th level 1
Transmutation: Teleport
6th level 3
Abjuration: Greater Dispelling
Evocation: Contingency
Divination: True Seeing
7th level 1
Abjuration: Spell Turning
8th level
9th level
A very bare-bones list, but sorcerors only get so many known spells. Opinions?

1st level 2
Abjuration: Mage Armor
Evocation: Magic Missile
2nd level 2
Divination: See Invisibility
Illusion: Blur
3rd level 2
Abjuration: Dispel Magic
Transmutation: Fly
4th level 1
Illusion: Improved Invisibility
5th level 1
Transmutation: Teleport
6th level 3
Abjuration: Greater Dispelling
Evocation: Contingency
Divination: True Seeing
7th level 1
Abjuration: Spell Turning
8th level
9th level
A very bare-bones list, but sorcerors only get so many known spells. Opinions?
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