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<blockquote data-quote="Henry" data-source="post: 270336" data-attributes="member: 158"><p>If you play a PHB sorcerer, at 6th level and up two spells really stand out - Dispel Magic and Haste.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I would suggest choosing from the following spells, depending on offensive or defensive leanings with your sorcerer:</p><p></p><p>OFFENSIVE</p><p>magic missile</p><p>shield</p><p>grease</p><p>burning hands</p><p>one of the "lesser orb" spells from tome and blood, if allowed</p><p></p><p>flaming sphere</p><p>invisibility</p><p>glitterdust (an excellent way to flush out invisible critters!)</p><p>endurance (clerical back-up)</p><p>mirror image (which can buy you up to 3 rounds in combat!)</p><p></p><p>lightning bolt</p><p>flame arrow</p><p></p><p>FEATS: empower spell, improved init, spell focus (evocation)</p><p></p><p>DEFENSIVE</p><p>mage armor (for more than just you - monks will love you for this spell)</p><p>shield</p><p>magic missile (greatest spell of all time)</p><p></p><p>glitterdust</p><p>bulls strength (a badder meat shield = a happier you)</p><p>endurance (a tougher meat shield = a happier you)</p><p>darkness (if you need to get away, a 50% miss chance plus location guessing is always appreciated)</p><p></p><p>dispel magic (swiss army knife, as previously mentioned)</p><p>magic weapon (nothing IN THIS WORLD compares to giving your fighters +2 weaponry)</p><p></p><p>Good luck, and I hope that some of this is useful.</p></blockquote><p></p>
[QUOTE="Henry, post: 270336, member: 158"] 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. [/QUOTE]
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