Sorcerer Damage Spells

tylermalan

First Post
Hi guys, I've got a friend who just became a 4th level Sorcerer and so he gets one second level spell. He wants to go pure damage, and lately (during games) has been lamenting his lack of damage compared to the two-handed fighter.

So, I was hoping to get some suggestions from you guys as to the best level 2 damage spells available. We are using CRB, APG, UM, and UC. Also, if it matters, he is focused on Evocation through a feat of some sort, I think.
 

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A blaster will be inferior to melee classes for damage. This, combined with the vastly more powerful options available, is why blasting is considered weak. I must say, a sorcerer's strength is being a toolbox. A wizard can do anything given time, but a versatile sorcerer can solve the problem RIGHT NOW. It may not be the perfect solution, but it' good enough, and can be applied/attemped repeatedly if necessary. The fact is, you really don't need a dozen different ways to do xd6 damage. Pick a few you like and stick to them. Buff and alter them with metamagic, and possibly swap them out when you get a higher level option you like better.

There aren't many good damage spells available at 2. I'd say pick flaming sphere (3d6 per round can be a lot of damage over time; though reflex save NEGATES the damage) or scorching ray. Neither is terribly impressive. Fiery Shuriken is almost as good as Scorching Ray, better if you just need to kill multiple weak targets. It has a 2 sp component cost, but sorcs have Eschew Materials, so no problem there.

In the future, he's going to need lots of metamagic help, and stuff from 3E wouldn't hurt. Namely Energy Substitution and Practical or Easy Metamagic.
 




Actually, I missed Stone Call. That looks decent, though the damage aspect is small (but very reliable; no save OR spell resistance!).

Non-damaging spells....depends on his spell selection,what he likes to do, and the party composition. Some of my favorites:

Create Pit: Best if someone in the party can bull rush.

Hideous Laughter: Save or lose, though lots are immune to it and most others get a save bonus. Gives one last chance the next round, so picking up the Persistent Spell metamagic feat or getting a lesser rod of it may be a good idea. Bouncing Spell also works well for two chances of the spell working on the inital round.

Invisibility: This + summoning is pretty slick. For a blaster, probably not worth learning, though.
Mirror Image: Very powerful defensive buff, though I wouldn't take it as my first 2nd level spell; you want something spammable.

Pyrotechnics: If the party is seldom forced into cramped dungeon quarters and there's an archer in the party... One of my parties had that set up, sorc would ready to cast pyro on the archer's flaming arrow as it flew through the air. Pretty effective.

Unnatural Lust: Ok, this spell is pretty weak. But I like it just for the funny. :)

Web: Solid battlefield control, just as it was in 3E.
 

I also like Glitterdust for nondamage. Blind is very potent, and glitterdust also helps neutralize enemy skulks and sneaks...

For damage, I usually go with Scorching Ray at 2nd. Just make sure your sorceror can hit decently well with ranged touches. PBS and Precise Shot are your friends.
 



To echo what others have said, casters are great vs. big crowds. Fighters are great against big toughies. I'm playing a wizard, and I'm eschewing damage spells almost entirely (create pit is my only direct-damage spell), but my ability to buff allies and debuff enemies is invaluable. Glitterdust and Web are both great. Get those, plus stinking cloud at sixth level, and you've got an area-of-effect debuff for each save.
 

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