Sorcerer: why the qualification in available spells?

One of the best spells in terms of survivability for sorcerers is False Life (2nd level). 1d10+level(max 10) temp hp which last a decent length of time - hour per level or something similar. Once 4th level spell slots are available an empowered false life can give you approx 13-27 temp hp for most of the adventuring day, or just top up when you are starting to get low. It might not be the first 2nd level spell taken, but it is incredibly useful for Sorcerers.

Cheers
Look up "Wings of Cover" and you'll change your mind.

As for basic Sorcerer strategies? You need:
Offense:
Heighten Spell
A good Will save or lose spell (Glitterdust is classic, Slow is also very good)
A good Fort save or lose spell (Stinking Cloud is classic)
A good Reflex save or lose spell (Grease, Web, Resilient Sphere)
A good no-save spell (see if you can get the Spell Compendium orb line)
A good direct-damage spell (see if you can get the Spell Compendium orb line)
A good no SR spell (most the ones listed above are no SR)
Energy Substitution (so that your direct-damage spell can deal a second energy type if the target is immune to the first)

... and I'm out of time. Grr.
 

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The first second level spell taken by my first Sorcerer is an excellent classic that managed to avoid being nerfed in 3.5 like so many other multi-use sorcerer spells.

Pyrotechnics

All you need is a torch or fire handy and you have a spell which can either target Fort or Will. The fireworks that blind if a Will save is missed covers a Huuuge area too. My sorcerer once disrupted a massive cavalry charge by about 40 riders with that one spell.

Cheers
 


Immediate action spell that provides total cover against one spell, effect, or attack.

Mirror Image is good for avoiding attacks as well.

Ruin Delver's Fortune is also pretty awesome.
 
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Yes, it is one of the most broken spells in the game, as a level 2 spell and immediate action, you can negate much higher level / more powerful attacks and waste standard actions. Notably at the earliest levels it is gained, unless a creature has TWF, haste, or other means of making two attacks in melee, you can actually completely shut down an opponent's offense. At higher levels, level 2 slots are cheap an plentiful, the benfit of the spell effectively scales along with the dangers thrown at you, and...the one time I had a high level sorcerer with it (the rest were sorc/warrior gish builds), he reached level 15. I was pretty forthright about how good the spell was: "If I had used up all my level 2 slots, I wouldn't even hesitate to blow a higher level slot to use it again if needed. Situationally, it could be better than my level 7 spells anyway."

When I say, "when all splatbooks are added in with core, Sorcerer becomes the equal of Wizards and CoDzilla," spells like Wings of Cover are a significant part of that belief. (Other big factors besides obscenely good sorc-only spells: The large amount of ways to add charisma to other rolls; the gradual easing up of metamagic hindrances on the sorc -- the PH2 variant, the Complete Mage's Rapid Metamagic feat, etc...; the accruing number of full casting or near-full progression casting prestige classes, which benefit wizard as well, but are even more useful to the sorcerer, who has no class features to lose)

/rant
 
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Swift action spell that provides total cover against one spell, effect, or attack.
Mild correction: Immediate action spell. The spell is also known as "No". In a battle between a well-rested Sorcerer-5 and a well-rested Greatsword-wielding Barbarian-5, the Sorcerer that has Wings of Cover and Magic Missile will usually beat the Barbarian (Barbarian definately loses if the Sorcerer goes first; if the Barbarian goes first, he *might* win if he makes his attack roll).
 



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