Sorcerer FAQ/advice?

Uruush

First Post
Can someone please direct me to a good online FAQ with advice on building a good sorcerer?

I am building a 5th or 6th level sorcerer - what are some of the better 1st and 2nd and 3rd level spells min/max-wise? Any feats that people think are a must? I've never built or played a mage before.

Thanks in advance. :)
 

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First, are you playing the sorcerer from the PHB or are you playing Monte Cooke's variant sorcerer? I highly recommend the latter, because it just simply makes more sense.

I don't know of any online guides, but I'll give you my opinions, for whatever worth they might have.

Since sorcerers are frail, they have no business in melee. You should concentrate on skills & feats that make your sorcerer faster, and better at ranged fighting. So for feats, I would recommend Imporved Initiative, Point Blank Shot, Precise Shot, Far Shot and Rapid Shot.

If you are using Monte's sorcerer, you've got diplomacy as a class skill, so I would put skill points into that. Also, if I'm not mistaken, you have gather information as a class skill, which is another good choice. It can never hurt you to take ranks in concentration, and I usually like my characters (and my players, when I DM) to have at least a few points in some craft or profession that fits their background.

If you are using the PHB sorcerer, your skill choices suck, frankly. So throw all your points into concentration, a craft or profession, and perhaps a bit into the cross-class skill of healing, since it can come in handy.

For spells, again that depends on what your character concept is. I once played a cleric/sorcerer of a water goddess. She only had water related spells for damage. Still, there are a few spells that are too useful to pass up for any sorcerer, IMO. For 0 level spells, light and prestidigitation are my two favorites. First level brings you Mage Armor, which you most certainly will need. Magic Missle is also an old standby. Can you take spells from sources other than the PHB? If you can, then look at some of the nifty ones in Tome & Blood. If you want to focus on a particular element, then one or two of the Lesser Orb spells might be a good bet.

Finally, you might consider taking one or two levels of something else to augment your skills. I've been wanting to play a sorcerer/monk, but haven't yet had the chance.
 

Monte Cook's Flying Sorcerer

Thanks for the advice. Is it possible to get Monte Cook's Sorcerer variant info on the internet somewhere, (as with his Ranger), or do I have to buy that Eldritch Might 2 book? I don't generally have any use for new spells, Prestige classes, or new feats, etc; I'm still getting used to 3rd edition D&D after a 20 year absence, and I don't even have the original book of Eldritch Might. Can anyone point me to a link, or am I going to have to shell out the bucks?
 

Re: Monte Cook's Flying Sorcerer

Matthew Gagan said:
Thanks for the advice. Is it possible to get Monte Cook's Sorcerer variant info on the internet somewhere, (as with his Ranger), or do I have to buy that Eldritch Might 2 book? I don't generally have any use for new spells, Prestige classes, or new feats, etc; I'm still getting used to 3rd edition D&D after a 20 year absence, and I don't even have the original book of Eldritch Might. Can anyone point me to a link, or am I going to have to shell out the bucks?

It isn't available for free (legally, at least). Fortunately, the Book of Eldritch Might 2 is only a $7 PDF, though you can buy a print copy for $12.95. IMO, it's well worth it for such a low price. Even if you won't use the new prestige classes, feats, and spells, you might like Monte's alternate Bard and Sorcerer. And you may eventually find a use for the other new stuff.

http://www.montecook.com/mpress_BOEM2.html
 
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I would look into picking up Energy Substitution from Tome and Blood personally. So if you have fireball and pick that feat up and choose something other than fire (lets say Lightning), you can do a lightning ball instead if you want. That way you will be able to damage a creature immune to fire for instance.

For instance, since your going to be limited in your spell choices, no since taking fireball and lighting bolt if you have that feat.
 
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I, too, have no FAQ, but I always have advice.

First, if you get to start at level 5 or 6 you get to think about your socerer a little differently. There are spells that seem like absolute wonders at beginning levels but lose their luster as you gain experience. You get to avoid some of those spells.

For instance, I do not see the need for mage armor, if you are able to afford bracers of armor. I believe that they do not stack. In short do not learn spells that you can duplicate with magic items you get to buy. Haste is a very very powerful spell, but if you have boots of speed (or whatever the item is) knowing the spell is less important.

That said, there are still so many must have spells that many sorcerers share common spells. Skills and feats are often the only way to stand out.

Spell Focus (pick school) is good.
Spell casting prodigy is also good (if available)
Metamagic is your saving grace.
Empower, Heighten, Energy Substitution, Still, and Silent.

Make sure to get the second level spell that increases your CHA, boost those DCs.

Equip your sorcerer with a crossbow, with this and True Strike you will be able to at least help if there is a fight and you can get to a safe distance.


My fav sorcerer spells:
True Strike
Grease
Web
Magic missle
lightning bolt
fly
improved invisibility
greater dispelling
Fox's cuning
Endurance
Teleport (if allowed)
Scry
Polymorph (if you like the erratta)

Consider picking up Tome and Blood, there are many good spells in there.

Have your character buy scrolls like crazy. Trade for them, commission them, etc. Same for wands.

Also, don't forget you can cast lower level spells in higher slots.

g!
 

If you play a PHB sorcerer, at 6th level and up two spells really stand out - Dispel Magic and Haste.

With Haste, you and half of your party will likely enter combat hasted for all your major fights. Casting Haste first on yourself, then on another person in the first round, and then spending all of next turn on casting haste on two other party members if time permits, will allow your whole party tremendous advantage.

In my opinion, Dispel magic is also a wonderful spell, because many, many problems that a PC runs into due to magical creatures and spellcasters can be solved with a dispel magic. If you are looking for the swiss army knife of spells, Dispel Magic is it for a Sorcerer from 6th to about 12th level.

Quite frankly, you really should spend one feat at the least on a metamagic feat - either extend or empower spell. That way, Empowered magic missiles or burning hands (or even shocking grasp) can be used if powerful offense is needed at those levels. While lighting bolts and fireballs are nice, the mage who finds himself with charmed party members, or with "hold person"ed fighters is going to have very little cover to get these spells off and running effectively.

I would suggest choosing from the following spells, depending on offensive or defensive leanings with your sorcerer:

OFFENSIVE
magic missile
shield
grease
burning hands
one of the "lesser orb" spells from tome and blood, if allowed

flaming sphere
invisibility
glitterdust (an excellent way to flush out invisible critters!)
endurance (clerical back-up)
mirror image (which can buy you up to 3 rounds in combat!)

lightning bolt
flame arrow

FEATS: empower spell, improved init, spell focus (evocation)

DEFENSIVE
mage armor (for more than just you - monks will love you for this spell)
shield
magic missile (greatest spell of all time)

glitterdust
bulls strength (a badder meat shield = a happier you)
endurance (a tougher meat shield = a happier you)
darkness (if you need to get away, a 50% miss chance plus location guessing is always appreciated)

dispel magic (swiss army knife, as previously mentioned)
magic weapon (nothing IN THIS WORLD compares to giving your fighters +2 weaponry)

Good luck, and I hope that some of this is useful.
 

level 0 detect magic, light and prestigitation are all good choices for a straight sorcerer.

Level 1 magic missile

Level 2 knock is one of the most useful utility spells in the game if you go dungeon delving or want to break out of prison.

Invisibility is not a bad choice either.

Level 3 haste, fly, dispel magic and a big bang zap are all good choices.

Skills stick with concentration and spellcraft.
 

Monte Cook & Haste

Thanks to all for the advice. I have a lot to chew on, and a lot of hard choices given that I'll only get to choose a couple 2nd level spells out of all those recommended, and maybe one 3rd level spell.

I shelled out the bucks for a hard copy of BOEM2. It's pretty nice. Lots of cool ideas for Bards in there. Hmmm.... Naw.

One thing I noticed right away is that Monte's variant spell list moved "Haste" from 3rd to 4th level, so if I want the cool skills list and hit die of this variant, I don't get a crack at trying Haste out unless I make it to 8th level. Makes Haste seem like forbidden fruit. Is it that great. What do you all think of Monte's patch in this regard? The ability to cast Haste 4 times a day for a 6th level Sorc with good CHA broken? If I don't play the variant Sorc, I almost certainly want to choose Haste as my single 3rd level spell at 6th level just to try it out....

But I don't think I won't, as long as my DM lets me. I'd rather have the d6 hit die and Diplomacy as a class skill. I think Fireball or Hold Person fill in adequately... :)
 


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