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<blockquote data-quote="Li Shenron" data-source="post: 1644987" data-attributes="member: 1465"><p>As you say, first of all stay don't take spells which you can otherwise cast as Cleric, therefore it is important that you know which spells you will get from your domains. For example, if you have the Magic domain, don't bother about learning <em>Identify</em>, which also will have no cost as a Cleric spell!</p><p></p><p>Don't select too many offensive Sorcerer spells, because you don't need one per spell level. As an example, if you start from level 1, you can choose <em>Magic Missile</em>, then don't choose any 2nd level offensive and wait for <em>Fireball</em> or <em>Lightning Bolt</em>. In any case, an area offensive spell is a must since Clerics have very few.</p><p></p><p>Clerics also have good defensive spells, but not great straight AC-boost spells. Normally Clerics don't need spells which give armor/shield bonus to AC because they can wear armor and use shield, but in your case it is important to minimise Arcane Spell Failure!</p><p>One way to do that is to get Still Spell, for the times when you really don't want to miscast your Sorcerer's spell.</p><p>The other way is to simply cast <em>Shield</em>, which is a great spell foe Sorcerers. You can also forgo armor completely if you have <em>Mage Armor</em> (or even better Bracers of Armor if you start high-level already), in which case your ASF will be 0% but in general you will have a lower AC, since mundane/magic armor go past beyond +4. You have to consider the trade-off carefully between AC and ASF, the gestalt combination lets you have more HP than a normal Sorcerer so this may lead you to use no armor.</p><p></p><p>Finally and most importantly, there are those tricky useful spells which only Sorcerers and Wizards cast, and I think you should take as many as you can. Invisibility spells, teleportation spells and multi-use spells are many and you have many possibilities.</p><p>Some choices on top of my head (try not to choose more than a spell for the same purpose):</p><p></p><p>1 - <em>Grease, Unseen Servant, Charm Person</em></p><p>2 - <em>Glitterdust, Summon Swarm, Detect Thoughts, False Life, Spectral Hand, Spider Climb</em></p><p>3 - <em>Stinking Cloud, Clairvoyance, Vampiric Touch</em></p><p>4 - <em>Lesser Globe of Invulnerability, Polymorph</em></p><p>5 - <em>Dominate Person, Telekinesis</em></p><p></p><p>Mutually exclusive choices to consider...</p><p>a mass-blocking spell: <em>Web/Slow/Black Tentacles</em></p><p>an invisibility spell: <em>Invisibility/Greater Inv/Inv Sphere</em></p><p>a visual illusion: <em>Minor Image/Major Image/Persistent Image</em></p><p>a flight spell <em>Levitate/Fly/Gaseous Form/Overland Flight</em></p><p>a teleportation spell <em>Dimension Door/Teleport/Greater Teleport/Mass Teleport</em></p><p><em>Shadow Conjuration/Greater S.C.</em> to replicate multiple lower level spells.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1644987, member: 1465"] As you say, first of all stay don't take spells which you can otherwise cast as Cleric, therefore it is important that you know which spells you will get from your domains. For example, if you have the Magic domain, don't bother about learning [I]Identify[/I], which also will have no cost as a Cleric spell! Don't select too many offensive Sorcerer spells, because you don't need one per spell level. As an example, if you start from level 1, you can choose [I]Magic Missile[/I], then don't choose any 2nd level offensive and wait for [I]Fireball[/I] or [I]Lightning Bolt[/I]. In any case, an area offensive spell is a must since Clerics have very few. Clerics also have good defensive spells, but not great straight AC-boost spells. Normally Clerics don't need spells which give armor/shield bonus to AC because they can wear armor and use shield, but in your case it is important to minimise Arcane Spell Failure! One way to do that is to get Still Spell, for the times when you really don't want to miscast your Sorcerer's spell. The other way is to simply cast [I]Shield[/I], which is a great spell foe Sorcerers. You can also forgo armor completely if you have [I]Mage Armor[/I] (or even better Bracers of Armor if you start high-level already), in which case your ASF will be 0% but in general you will have a lower AC, since mundane/magic armor go past beyond +4. You have to consider the trade-off carefully between AC and ASF, the gestalt combination lets you have more HP than a normal Sorcerer so this may lead you to use no armor. Finally and most importantly, there are those tricky useful spells which only Sorcerers and Wizards cast, and I think you should take as many as you can. Invisibility spells, teleportation spells and multi-use spells are many and you have many possibilities. Some choices on top of my head (try not to choose more than a spell for the same purpose): 1 - [I]Grease, Unseen Servant, Charm Person[/I] 2 - [I]Glitterdust, Summon Swarm, Detect Thoughts, False Life, Spectral Hand, Spider Climb[/I] 3 - [I]Stinking Cloud, Clairvoyance, Vampiric Touch[/I] 4 - [I]Lesser Globe of Invulnerability, Polymorph[/I] 5 - [I]Dominate Person, Telekinesis[/I] Mutually exclusive choices to consider... a mass-blocking spell: [I]Web/Slow/Black Tentacles[/I] an invisibility spell: [I]Invisibility/Greater Inv/Inv Sphere[/I] a visual illusion: [I]Minor Image/Major Image/Persistent Image[/I] a flight spell [I]Levitate/Fly/Gaseous Form/Overland Flight[/I] a teleportation spell [I]Dimension Door/Teleport/Greater Teleport/Mass Teleport[/I] [I]Shadow Conjuration/Greater S.C.[/I] to replicate multiple lower level spells. [/QUOTE]
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