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Sorcerers' spell list
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<blockquote data-quote="Perun" data-source="post: 2820440" data-attributes="member: 6037"><p>While searching for some files on my hard drive, I found a "top list" of sorcerer spells. The list originally appeared on polls looking for the best PHB spell of each level (made by dcollins), and then collected into the list below by Thanee:</p><p></p><p>Now, with the various other accessories available (and especially the <em>Spell Compendium</em>), what spells on that list would you replace (naturally, I'm primarily interested in suggestions for my characters, but all suggestions are welcome)?</p><p></p><p>I'd be tempted to drop <em>stoneskin</em> and replace it with <em>Ruin delver's fortune</em> (SC), and <em>spell matrices</em> (also SC) look somewhat handy as well (although I don't know what spells I'd chose to drop in their favour).</p><p></p><p>The thing is, the above list really looks good. I'm playing a sorcerer right now for the first time (we never had a sorcerer in the party before), and for someone who is used to wizards having millions of spells in their spellbook, it seems to cover all the bases, and allows for a good amount of versatility.</p><p></p><p><span style="font-size: 9px">My character, for anyone interested:</span>[sblock] In our new campaign I decided to play a sorcerer as the party's sole arcane caster (I'd like to thank everyone who offered their suggestions and comments in the <em>An "X" as the party's sole "devoted arcanist"</em> thread, from before the chrash).</p><p></p><p><strong>Thergrim Strongbeard</strong>: Male Gold Dwarf Sorcerer 3; Medium Humanoid (dwarf); HD 3d4+9 (19 hp); Init +1 (Dex); Spd 20 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; BAB +1; Grp +1; Atk longspear +1 melee (1d8/x3, 10 ft. reach) or MW light crossbow +3 ranged (1d8/19-20, 80 ft. increment); SQ Gold dwarf traits; SV Fort +4, Refl +2, Will +4; Str 10, Dex 12, Con 16, Int 14, Wis 12, Cha 16; AL N.</p><p><em>Skills & Feats:</em> Concentration +9, Knowledge (arcane) +8, Knowledge (nature) +5, Spellcraft +10; Earth Sense (<em>RoS</em>), Silent Spell.</p><p><em>Spells (6/6): </em> 0-level – <em>caltrops</em> (SC), <em> detect magic, light, prestidigitation, read magic</em>; 1st-level – <em>colour spray, identify, shield</em>.</p><p></p><p>The character will enter the Earth Dreamer PrC (from <em>Races of Stone</em> as soon as it becomes possible (it requires 10 ranks in spellcraft, amongst other things).[/sblock]</p><p></p><p>Regards!</p></blockquote><p></p>
[QUOTE="Perun, post: 2820440, member: 6037"] While searching for some files on my hard drive, I found a "top list" of sorcerer spells. The list originally appeared on polls looking for the best PHB spell of each level (made by dcollins), and then collected into the list below by Thanee: Now, with the various other accessories available (and especially the [i]Spell Compendium[/i]), what spells on that list would you replace (naturally, I'm primarily interested in suggestions for my characters, but all suggestions are welcome)? I'd be tempted to drop [i]stoneskin[/i] and replace it with [i]Ruin delver's fortune[/i] (SC), and [i]spell matrices[/i] (also SC) look somewhat handy as well (although I don't know what spells I'd chose to drop in their favour). The thing is, the above list really looks good. I'm playing a sorcerer right now for the first time (we never had a sorcerer in the party before), and for someone who is used to wizards having millions of spells in their spellbook, it seems to cover all the bases, and allows for a good amount of versatility. [size=1]My character, for anyone interested:[/size][sblock] In our new campaign I decided to play a sorcerer as the party's sole arcane caster (I'd like to thank everyone who offered their suggestions and comments in the [i]An "X" as the party's sole "devoted arcanist"[/i] thread, from before the chrash). [b]Thergrim Strongbeard[/b]: Male Gold Dwarf Sorcerer 3; Medium Humanoid (dwarf); HD 3d4+9 (19 hp); Init +1 (Dex); Spd 20 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; BAB +1; Grp +1; Atk longspear +1 melee (1d8/x3, 10 ft. reach) or MW light crossbow +3 ranged (1d8/19-20, 80 ft. increment); SQ Gold dwarf traits; SV Fort +4, Refl +2, Will +4; Str 10, Dex 12, Con 16, Int 14, Wis 12, Cha 16; AL N. [i]Skills & Feats:[/i] Concentration +9, Knowledge (arcane) +8, Knowledge (nature) +5, Spellcraft +10; Earth Sense ([i]RoS[/i]), Silent Spell. [i]Spells (6/6): [/i] 0-level – [i]caltrops[/i] (SC), [i] detect magic, light, prestidigitation, read magic[/i]; 1st-level – [i]colour spray, identify, shield[/i]. The character will enter the Earth Dreamer PrC (from [i]Races of Stone[/i] as soon as it becomes possible (it requires 10 ranks in spellcraft, amongst other things).[/sblock] Regards! [/QUOTE]
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