Review My Sorcerer

Not a bad list, DarkJester. I would make some changes, though.

As suggested, switch your Dex and Con. With Shield you should have a decent AC, and if you need a quick boost, buy yourself a few scrolls of Mage Armor. They cost 25 gp a pop and are well worth it.

Your feats are ok. You're headed for Archmage, so you need the two Spell Focuses. Transmutation is a great school to focus in. Evocation will probably see a lot of use, even if you only take Lightning Bolt. Consider making a rough draft of your spells until higher levels, though, and see what spell schools (that require saves, of course) get the most use.


I would change your spell list around a bit, though:

For cantrips, make sure you have Detect Magic, Read Magic, Presdigination, Light, Ghost Sound and Mage Hand. After that it's mostly flavour, but I personally like to add Arcane Mark, Mending, Detect Poison to the list. I don't really go for the offensive cantrips.

At level 1, I would drop Ray of Enfeeblement. Yes, it's a fortitude save and usable by Empower, but it really doesn't do much. Take something like Endure Elements (lasts 24 hours!), Feather Fall (it can save your life, and can be used on falling objects - also cast as free action) or Protection from Evil (even if you don't take this, get some scrolls: it's great to whip this one out when one of your buddies it being dominated or summoned creatures are around. Just scrolls might do, though). Unseen Servant is also a good spell.

For 2nd level, think about Alter Self. It is a wonderful spell to have in any occasion. It will serve as a poor man's Fly and Water Breathing (never fail a swim check again). It's great for RP. Add a couple of Presdigitations for effect (like sparks and a colored light in your eyes, coupled with a winged form - can really intimidate) and you can really do a lot. I would drop Web for Alter Self any day.
Glitterdust is good to help your party, but I favour See Invisibility. You see ethereal, and with a greater range. The downside to Glitterdust is having to guess the location of the invisible creature, and it's an area effect: meaning it affects your party, too. It's a matter of choice, though, and Glitterdust can get your party hitting an invisible foe. See Invisibility means you have to deal with it yourself, either by finding some means to end the invisibility or taking the enemy out yourself.
Other good spells at this level: Detect Thoughts, Mirror Image (useful even at high levels: add Ghost Sound to scare away unintelligent foes), Knock (opens doors a lot faster than that rogue) and the stat buffs. Of those, I would probably pick Endurance (the Con enhancer). Eagle's Splendor is not a good choice IMO because it doesnt' grant you more spells per day. You will probably get Cloaks of Charisma as soon as possible, so the spell won't see that much use. The only problem I see with Endurance is your party wanting too much of it ;)

Your level 3 list is not yet complete. Good pick on both Slow and Lightning Bolt. Haste is also a very strong spell at this level (seriously: if this were level 5 I'd still pick it). Protection from Elements, while not used that often, will be a blessing when needed. Clairaudience/Clairvoyance is also great, but most sorcerers can't afford it. Fly is also wonderful, but you can easilly get an item that provides it for you.
The decision of whether you pick LB or Slow is entirely upto you. Both spells are offensive and very strong, although your party may look to you to blast things, in which case LB might be better received. Still, don't let them choose it for you: it's your character, you decide what to get next.


Once you get to 8th level, I highly recommend you take Polymorph Other. It's a fortitude save (which you need) and can be used both offensively and defensively (even on yourself: you just have to dispel it afterwards somehow). It's also a Transmutation. Other good Transmutations include Slow (obviously), Disintegrate, Eyebite (great spell), Polymorph Any Object...
I recommend you think ahead a bit. Some spells have greater versions at later levels, so you might want to hold out on some (Dispel Magic is an example: I usually prefer to hold out for Greater Dispel, letting the cleric do the work until then). Good luck, and have fun! Sorcerers are great :)
 

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A PC in my campaign focused on transmutation and enchantment and was nearly unstoppable. Haste, slow, blindness/deafness, disintegrate, charm monster, charm person, hold monster.
Every spell a encounter ender, everyone had a huge DC and he could cast 2 a round for 3-4 rounds straight.

Who needs fireball, when your paralyzing everything, or vaporizing it, or making it an ally, or blind.
He also picked up magic missle and acid arrow. Multiple acid arrows at around level 9+ start to do insane damage (2 a turn for the duration of the combat). 4d4 first round, 8d4, 12d4 from then on. Ugly and easy to do.
 

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