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Sorceor spellselection
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<blockquote data-quote="Elder-Basilisk" data-source="post: 186474" data-attributes="member: 3146"><p>Sorceror spell selection really depends upon the level you create the sorceror. In my experience, it's much easier to create and play a 14th level sorceror than a 1st level one because you have enough levels to gain flexibility. At lower levels, you should not just think about what spells you'll want in the long run but also what spells are useful at the moment.</p><p></p><p>A few thoughts other thoughts:</p><p>1. Choose your feats carefully.</p><p>Metamagic is very powerful for a sorceror and allows you to have flexibility that is the sorceror's primary weakness. In my experience, the full round action casting (note that this is different from a full round casting time spell--rather than being like a Summon Monster which takes effect in the next round, it is like a full round attack which merely precludes movement) is no big deal.</p><p>-In my experience, empower spell is a no brainer. Double-empowered spells are better than energy admixed (energy admixture does the same damage on average but is potentially subject to two energy resistances) or maximized spells (although they're one level higher than a maximized spell)</p><p>-Extend Spell is also great. If you have any high level slots left before you start to rest, cast multiply extended buffs. My 14th level sorceror routinely cast a double extended energy buffer (potentially good for the next three days), and a 5x extended mage armor (good for almost a week). He could do this on other party members too.</p><p>-Spell Focus is good if you've got a lot of spells from one school. If you're cherry picking the best spells from all the schools and have only one or two spells with saves from each school, it won't be too useful. Go with Spellcasting Prodigy (FR) or Lace Spell: Holy Spell (Book of Eldritch Might) instead if your DM allows them.</p><p>-Spell penetration is a great feat if you're facing foes with SR.</p><p>-Arcane preparation can be useful for quicken spell but is most useful to qualify for the (broken for sorcerors) Mage of the Arcane Order prestige class.</p><p>-Energy Substitution can give great flexibility. Take energy substitution Sonic if you're looking to get around resistances. Energy Substitution: Cold and a lot of fire spells or vise versa will allow you to hit enemies weaknesses.</p><p>-Subdual Substitution can be a great feat too. Party members don't object quite as much to being caught in a subdual fireball. It also helps when you don't want to kill creatures (for instance, a magically influenced mob of peasants). Finally, the damage ceases to be elemental and consequently bypasses elemental resistances.</p><p>Enlarge Spell/Sculpt Spell (Tome and Blood). These are awesome feats if you choose spells that they can apply to. A second level sculpted or enlarged burning hands can give up to 5d4 damage in an area comparable to fireball. The additional 10' cube option of sculpt spell gives even more targetting flexibility with area effect spells--the feat can make lightning bolt into fireball, firebrand, or cone of cold (in area).</p><p></p><p>On spells: others have said a lot of what's relevant however I'll add my 2 cents on a couple of points:</p><p></p><p>Glitterdust/See Invisibility: Glitterdust requires you to make a listen roll or otherwise guess where the foe is. See Invisibility doesn't. On the other hand, Glitterdust is also one of the best 2nd level attack spells: an area effect blindness with a will save. It'll take out a lot of fighters. At higher levels the low save DC and availability of other area effect spells will eclipse its usefulness but IMO it's one of the best choices for a sorceror's first second level spell.</p><p></p><p>Fly: In my experience, fly is a spell that a high level wizard or sorceror should always have active when exploring a dungeon. It's also a spell that you can cast on your friends for greater tactical options. A flying fighter with a reach weapon is pretty much immune to melee opponents without reach. (And against missile opponents, he can sunder their weapons and against spelllcasters, he can fly over their guards to eliminate them). A flying wizard is much less vulnerable as well. (As a side effect, it makes you immune to pit traps and falling and can consequently substitute for feather fall).</p><p></p><p>On the fireball/lightning bolt dilemma: also consider Icy Burst (Tome and Blood). It's like fireball but with more reliable damage (slightly lower maximum but higher minimum) (and it's a less likely target for opponents to choose spell immunity for). It also gives 1pt. of damage per level that's not subject to elemental resistances or immunities--quite useful if you forgoe the elemental substitution or choose fire/cold so as to get double damage by exploiting creatures' vulnerabilities).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 186474, member: 3146"] Sorceror spell selection really depends upon the level you create the sorceror. In my experience, it's much easier to create and play a 14th level sorceror than a 1st level one because you have enough levels to gain flexibility. At lower levels, you should not just think about what spells you'll want in the long run but also what spells are useful at the moment. A few thoughts other thoughts: 1. Choose your feats carefully. Metamagic is very powerful for a sorceror and allows you to have flexibility that is the sorceror's primary weakness. In my experience, the full round action casting (note that this is different from a full round casting time spell--rather than being like a Summon Monster which takes effect in the next round, it is like a full round attack which merely precludes movement) is no big deal. -In my experience, empower spell is a no brainer. Double-empowered spells are better than energy admixed (energy admixture does the same damage on average but is potentially subject to two energy resistances) or maximized spells (although they're one level higher than a maximized spell) -Extend Spell is also great. If you have any high level slots left before you start to rest, cast multiply extended buffs. My 14th level sorceror routinely cast a double extended energy buffer (potentially good for the next three days), and a 5x extended mage armor (good for almost a week). He could do this on other party members too. -Spell Focus is good if you've got a lot of spells from one school. If you're cherry picking the best spells from all the schools and have only one or two spells with saves from each school, it won't be too useful. Go with Spellcasting Prodigy (FR) or Lace Spell: Holy Spell (Book of Eldritch Might) instead if your DM allows them. -Spell penetration is a great feat if you're facing foes with SR. -Arcane preparation can be useful for quicken spell but is most useful to qualify for the (broken for sorcerors) Mage of the Arcane Order prestige class. -Energy Substitution can give great flexibility. Take energy substitution Sonic if you're looking to get around resistances. Energy Substitution: Cold and a lot of fire spells or vise versa will allow you to hit enemies weaknesses. -Subdual Substitution can be a great feat too. Party members don't object quite as much to being caught in a subdual fireball. It also helps when you don't want to kill creatures (for instance, a magically influenced mob of peasants). Finally, the damage ceases to be elemental and consequently bypasses elemental resistances. Enlarge Spell/Sculpt Spell (Tome and Blood). These are awesome feats if you choose spells that they can apply to. A second level sculpted or enlarged burning hands can give up to 5d4 damage in an area comparable to fireball. The additional 10' cube option of sculpt spell gives even more targetting flexibility with area effect spells--the feat can make lightning bolt into fireball, firebrand, or cone of cold (in area). On spells: others have said a lot of what's relevant however I'll add my 2 cents on a couple of points: Glitterdust/See Invisibility: Glitterdust requires you to make a listen roll or otherwise guess where the foe is. See Invisibility doesn't. On the other hand, Glitterdust is also one of the best 2nd level attack spells: an area effect blindness with a will save. It'll take out a lot of fighters. At higher levels the low save DC and availability of other area effect spells will eclipse its usefulness but IMO it's one of the best choices for a sorceror's first second level spell. Fly: In my experience, fly is a spell that a high level wizard or sorceror should always have active when exploring a dungeon. It's also a spell that you can cast on your friends for greater tactical options. A flying fighter with a reach weapon is pretty much immune to melee opponents without reach. (And against missile opponents, he can sunder their weapons and against spelllcasters, he can fly over their guards to eliminate them). A flying wizard is much less vulnerable as well. (As a side effect, it makes you immune to pit traps and falling and can consequently substitute for feather fall). On the fireball/lightning bolt dilemma: also consider Icy Burst (Tome and Blood). It's like fireball but with more reliable damage (slightly lower maximum but higher minimum) (and it's a less likely target for opponents to choose spell immunity for). It also gives 1pt. of damage per level that's not subject to elemental resistances or immunities--quite useful if you forgoe the elemental substitution or choose fire/cold so as to get double damage by exploiting creatures' vulnerabilities). [/QUOTE]
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