Required Sorcerors Spell List

'Lutzaen's Frequent Jaunt' (sor/wiz 5)....... is from "Magic of Faerûn"

...with the multiple "Close range" "move-action" telelports (once per round) this duration spell provides....

...many magical barriers are easily bypassed for you to make a few attacks. Afterwards, before this spell runs out, you teleport back the way you came, using thier own magical barriers as cover for your subsequent escape....

In addition, this spell also helps you move in and out of threatened areas and aids you in escaping from grapples (since each of the individual teleports has no components)
 
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Along the lines of Eyebite are a couple of other extremely versatile spells. Telekinesis, Shatter, Otiluke's Freezing sphere, and Summon Monster V-VII. Telekinesis and Shatter are both useful for combat, obstacle destruction, and can be good for other miscellaneous tasks. Freezing Sphere can be used to bypass water-based obstacles, do lots of damage to a single target, or to do area damage to a bunch. With the mid-level summons, you can pick single nasty critters, multipurpose noncombat critters, and swarms of smaller (but still nasty) critters.

My favorite of these is probably Telekinesis though, since it can easily do 20d6 simply by picking up a foe and dropping him, or pick up big heavy things and hurl them to bypass spell resistance. Not to mention that a creature levitated 5 feet off the ground will have trouble engaging in melee combat or escaping.
 


1st- magic missle, protection from evil, shield.

protection from evil will protect you from evil things, all summoned creatures, as well as from mental control such as charm and suggestion.

2nd- eagle's splendor, endurance, daylight, see invisibility

These spells are also nice choices, at high level the buff spells will last all day (unless dispelled of course). Eagle's splendor is bound to pay for itself once cast providing extra spells. Can't beat that. Daylight is for casters who do not have darkvision. Can't cast spells if one cannot see anything :). Glitterdust is pretty good too but a 10-ft spread is really small if you don't know where the invisible person is, you might miss.

3rd- dispel magic, fireball, fly, hold person.

4th- improved invisibilty, ploymorph self


5th- hold monster, wall of force

I also agree that tactically Lutzaen's Frequent Jaunt is a great spell and I'd include that in the 5th level spells. Afterall, Teleport is for huge distances and it's not too good for transporting the entire party...

I have to admit Hold Monster is a very uesful spell and if cast can be a serious encounter killer if there is only one large monster. Just walk right up and coup de grace.
 

If you theme your spells then take the feat from Magic of Faerun. It allows you to customize the appearence of your spell making it harder for enemies to successfully know what spell you are casting.
 

I'm on the Glitterdust bandwagon. It seems pretty goofy but it's very useful. See Invisible can only be cast on yourself - with Glitterdust you can make an invisible creature apparent to the entire party, and there's no save vs that part of the effect.
 


Dash Dannigan said:

... Eagle's splendor is bound to pay for itself once cast providing extra spells. Can't beat that.

Eagle's Spendor doesn't give bonus spells.
Tome & Blood, pg 87:
Sorcerers and bards who receive Eagle's Splendor do not gain extra spells, but the save DCs for their spells increase.

FRCS has the same text, pg 69.
 

Uller said:
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.

I wasn't saying that I was allowed to do that-- it just seems like that's the first idea most people have for using the spell.

I was suggesting Charm Person for its ability to cut through red tape, to avoid legal entanglements, and to get things done in the civilized world. It can replace, or dramatically enhance, almost any social skill.

As for combat applications, "I don't want to fight, I don't want to fight! Please, make them stop hitting me!" is almost as good as "Kill your friends." unless you absolutely, positively have to end the fight by killing everyone on the field. In a small skirmish, as soon as one person on one side of the conflict grabs one of their own and hauls him back out of melee, it usually winds the fight down quickly.

Sure, you can't get your new "friend" to kill his old friends-- but you can get him to get them to back down. You can probably even get him to tackle or grab one of his friends to end the fight. If you really want to kill them, it's a lot easier to backstab your friends than your enemies.

I still say that Charm Person is a keeper.
 

Well there are two big problems with using charm to cut through red tape

1) If it fails you are in big trouble, probably looking at a death sentance, lengthy imprisonment, or at least fleeing the town and never coming back. If every time I cast a spell I have at least a 5% chance of death (and probably significantly more) , I'd think twice about it

2) It lasts less then a day so once it wears off you'd better not show your face anywhere that person has power again (or quite possibly anywhere in the town, city, or even kingdom).

As for other spells I'd consider fly to be a very important spell, simply because you can cast it on your friends. This is something you can't do with alter or poly self.
 

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