My spell list; comments encouraged
Here's my Sorceror's spell list (or will be, if
he gets to 20th level). It's also pretty min-maxed. Explanations follow the list; comments are encouraged.
0
Arcane Mark
Detect Poison
Detect Magic
Light
Disrupt Undead
Mage Hand
Prestidigitation
Ray of Frost
Flare
1
Magic Missile
Mage Armor
Identify
Detect Secret Doors
Reduce
2
Glitterdust
Blindness
Mirror Image
Alter Self
Darkvision
3
Fly
Haste
Lightning Bolt
Protection from Elements
4
Polymorph Other
Confusion
Improved Invisibility
Enervation
5
Wall of Force
Feeblemind
Prying Eyes
Hold Monster
6
Greater Dispelling
Eyebite
Disintegrate
7
Limited With
Mass Invisibility
Teleport without Error
8
Symbol
Polymorph Any Object
Mind Blank
9
Shapechange
Gate
Mordenkainen's Disjunction
Feats
Chain Spell
Ideal with ranged utility spells or targeted spells with no saving throw, like Haste, Enervation, and Greater Dispelling.
Spell Selection
I tried to select spells that were generally useful, flexible in effect and/or save type, and scale with level. I didn't want too many attack spells. I could have chosen Horrid Wilting over Mind Blank, for example. HW is a great attack spell. I'd rather not get Held or Dominated; being useless or used against the party sucks.
1st
Mage Armor
Redundant with bracers, but lasts forever and your party will thank you when it starts getting its butt kicked by incorporeals.
Identify
Better than schlepping back to far away places to have somebody else do it, and it scales with level.
Detect Secret Doors
An often useful adventuring spell.
Reduce
Doesn't just weaken an opponent's Str; think bigger. It also reduces weapon size. Huge weapons deal out mondo damage. Plus you can Reduce the party and Teleport them.
2nd
Glitterdust
I like this better than See Invisible. It lets others see said invisible targets and affects an area, plus bonus Blindness effect.
Alter Self
Cheap flight and water breathing.
Darkvision
I like to see in the dark, and lasts a long time.
3rd
Lightning Bolt
Slightly alterable shape makes it more flexible than Fireball.
Dispel Magic
I'll suffer the pain of waiting for Greater Dispelling. This isn't effective at high levels against spell casters, though the utility of Chained Dispel Magic at taking out wand and potion buffs in an enemy party shouldn't be discounted. In the end, there's just too many other good 3rd level spells.
Fly
Teleport is better for long-disance travel, and Fly might be too redundant with items. Still, a generally good spell. I'd listen to arguments for something else.
4th
Polymorph Other
Effectively an instant-death spell, plus has utility for helping out one's party in odd situations.
Improved Invisibility
Enough said.
Enervate
Subtract 1d4 from target's attacks and saves? Sign me up. Add Chain, go to town.
5th
Feeblemind
Ideal for taking out enemy spellcasters, plus one of the few spells whose utility increases against high-level opponents: they are more likely to have spell-like abilities and suffer -4 to save.
Wall of Force
Tactically useful at isolating enemies, plus defense.
Hold Monster
Needed single target spell for melees; party won't appreciate Confusion. Also effectively an instant-death spell.
Prying Eyes
An unusual choice. Number of eyes and duration scale, plus has tactical and informational uses.
6th
Eyebite
Flexible effects and save type.
Disintegrate
Not just an instant-death spell. You can't escape Forcecage or Wall of Force with Finger of Death. I don't like the necessity of making an attack roll, but I'll live. [Smile]
7th
Limited Wish
What more need be said?
Mass Invisibility
All-party stealth.
Teleport without Error
No mishaps or off-target 'ports. Note that with Teleport, you can arrive off-target or have mishaps even if you are looking directly at the target. That was enough for me, though I'd appreciate hearing countervailing arguments.
8th
Mind Blank
Total defense to Hold, Dominate and Confusion, plus bonus anti-scrying capability.
Symbol
Lots of flexibility, plus you can attack an area without harming your party.
Polymorph Any Object
Great, fun spell, again more flexibility.
9th
Shapechange
Offense, defense, and utility in one spell.
Gate
Ultimate summoning spell. Summon monsters with CRs that are effective. Summon X generally summons monsters that are too low CR relative to the party and its enemies (IMHO).
Mordenkainen's Disjunction
Killer anti-magic spell. Somewhat worried this is too redundant with Greater Dispelling.