Sorcerers' spell list

Putting together a "theme" Sorceror. I finally had to break down and get the SC. Outside of some basic utility spells, and ones that reflect his combat style, I wanted the rest to have the descriptor [Cold]. Kinda hard to do with just the PHB.
 

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Just take energy substitution [cold]

The full-round casting time doesn't make it harder to interrupt, just makes it so you can't move. Although... I think if you get a magic carpet you could do both.
 

exile said:
Anyone else follow this philosophy when making their sorcerers?
Chad

Not quite, but similar. When my sorcerer leveled, I would choose spells that reflected what she had been doing. She started as a bit of a spoiled brat, so at lower levels she had enchantment spells. Then she was the victim of one and stopped taking them for many levels.

She ended up far more combat oriented than she started out because those were the kinds of situations that forged her experience. So basically I let character development play a big role in what spells she "manifested."
 

interwyrm said:
Just take energy substitution [cold]

The full-round casting time doesn't make it harder to interrupt, just makes it so you can't move. Although... I think if you get a magic carpet you could do both.

I've explored the idea, but I have made up my mind on feat progression already, and am starting with a feat that enhances [Cold] spells. Simpler to just find a good source for them.
 



exile said:
I hate the idea of simply picking the best spells for a sorcerer. I would much rather decide on the origin of the sorcerer and pick spells in line with that. A sorcerer with red dragon lineage should look very different from one with white dragon lineage from fey lineage from infernal lineage. Along these lines, I often think of sorcerers as super heroes with their spell lists representing an evolving power step (i.e. the choice of spells should have a unified theme and higher level spells should represent a natural outgrowth based on lower level spells). Anyone else follow this philosophy when making their sorcerers?
Chad

Absolutely. I have two sorcerers with different backgrounds and builds, so they've got some big differences in their spell lists.

Babette is from the desert and has Brass Dragon Heritage, plus a bunch of other draconic feats. She is a sorc10, going into the Dragonheart Mage PrC. She travelled to a strange land, joined a local army, rose up through the ranks to where she is in charge of her own unit (the PCs) and is an aide to one of the Warlords. Not only did I pick her spells for usefullness, but what seemed appropriate given her station and background.

[sblock=Babette's Spells]
0th-Amanuensis(SC), Detect Magic, Read Magic, Light, Mage Hand, Mending, Message, Prestidigitation, Ghost Sound
1st-Protection from Evil, Mage Armor, Magic Missile, Feather Fall, Identify
2nd-Baleful Transposition(SC), Mirror Image, Glitterdust, Shatter
3rd-Sound Lance(SC), Phantasmal Steed, Dragonskin(SC)
4th-Evard's Black Tentacles, Voice of the Dragon(SC)
5th-Form of the Desert Hunter(PH2?)[/sblock]

Angus is going to be played in a fairly silly game. He is a Dwarven Gish(F4/S2/AbChp5/EK2) who is also a pirate. When choosing his spells I kept in mind what would be useful for a pirate onboard a ship, as well as spells that were somewhat "Dwarfy."

[sblock=Angus' Spells]
0th-Detect Poison, Detect Magic, Light, Ghost Sound, Mage Hand, Mending, Prestidigitationj, Read Magic
1st-Shield, Grease, Magic Missile, Jump, Mage Armor
2nd-Glitterdust, See Invisibility, Whirling Blade(SC)
3rd-Gr. Mighty Wallop(RotD), Giant's Wrath(SC)
4th-Call of Stone(CM?)[/sblock]

They do have some spells in common, either because they are so gosh darn useful, or because I just like it. Neither one is optimized, but they get the job done and I enjoy playing them. And that's all that really matters.
 

orchid blossom said:
Not quite, but similar. When my sorcerer leveled, I would choose spells that reflected what she had been doing.

I like doing that kind of thing too... levelling after a strenous encounter with invisible foes she was thinking 'I wish I could see invisible stuff'. Another sorcerer had seen how effective a wizards teleports were and at his next level worked out how to do that himself.

I've played two sorcerers up to about 12th level so far. Here are the spell lists

Fareena the Cook (fire and charm specialist). brackets indicated planned but not yet available.

1st level
Defy Elements
Protection from Evil
Charm Person
Magic Missile
Enlarge Person

2nd level
Resist Elements
See Invisibility
Scorching Ray
False Life
Pyrotechnics

3rd level
Dispel Magic
Suggestion
Fireball
Fly

4th level
Confusion
Fire Shield
Polymorph
(Stoneskin)

5th Level
Telekinesis
Teleport
(Dominate Person)
(Wall of Force)

6th Level
Disintegrate
(Greater Dispel Magic)
(Greater Heroism)

7th level
(Limited Wish)

Balanga the Stygian (conjurer/necromancer)

1-level
Unseen Servant
Comprehend Languages
True Strike
Color Spray
Ray of Enfeeblement

2-level
Resist Elements
See Invisibility
Shatter
Command Undead
False Life

3-level
Dispel Magic
Magic Circle against Evil
Suggestion
Slow

4-level
Dimensional Anchor
Greater Invisibility
Enervation
Channelled Pyroburst

5-level
Shadow Evocation
Magic Jar
Teleport

6-level
Planar Binding
(Greater Dispel Magic)
Disintegrate

7-level
(Limited Wish)
 

I think this list is useful for adventure writers, who should keep in mind that casters will almost certain be using spells off this list fairly often. Not all modules I have seen take that into account.
 


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