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<blockquote data-quote="Denaes" data-source="post: 2634523" data-attributes="member: 33738"><p>Why would Magic Missile & Fireball be "normal" Sorcerer Spells? They happen to be the most popular combat spells in the game for any spellcaster. There are clerics who work the system to get those spells. </p><p></p><p>D&D is still a combat game, so the way I see it, with the limit to the number of spells you can learn, you want one attack spell per level - preferrably not related to an element. </p><p></p><p>Each level has great spells for a Sorcerer and while in most normal D&D games I wouldn't go without a damage spell, I say MM & FB are only so good due to lack of better choices. </p><p></p><p>Cantrips: </p><p> * Arcane Mark</p><p> * Message</p><p> * Detect Magic</p><p></p><p>Level One:</p><p> * Sleep</p><p> * Silent Image</p><p> * Enlarge Person</p><p> * Reduce Person</p><p> * Magic Missile</p><p></p><p>Level Two: </p><p> * Arcane Lock</p><p> * Detect Thoughts</p><p> * Mirror Image</p><p> * Minor Image</p><p> * Alter Self</p><p> * Knock</p><p> * Scortching Ray</p><p></p><p>Level Three: </p><p> * Tongues</p><p> * Knock</p><p> * Suggestion</p><p> * Major Image</p><p> * Fireball</p><p></p><p>MM, SR & FB aside, these are all spells that are either indispensible in most games or have a good solid combat/out of combat use. Pretty much spells that a Wizard couldn't count on memorizing "just in case I needed to Lock a door" or make a simple illusion. </p><p></p><p>A Sorcerer need not worry about that sort of thing. </p><p></p><p>Obviously combat spells aside, use will vary campaign by campaign. Some GMs arn't very open to utility spells or spells used in creative ways. Some players don't like playing games or magic users like that. Honestly I think it works better for fewer players. When you have like 4+ players, everyone is going to want to try their solution to a problem and people arn't going to want to let the sorcerer solve all the problems, but they're very veratile with a good selection of dual use (combat/non combat) spells.</p></blockquote><p></p>
[QUOTE="Denaes, post: 2634523, member: 33738"] Why would Magic Missile & Fireball be "normal" Sorcerer Spells? They happen to be the most popular combat spells in the game for any spellcaster. There are clerics who work the system to get those spells. D&D is still a combat game, so the way I see it, with the limit to the number of spells you can learn, you want one attack spell per level - preferrably not related to an element. Each level has great spells for a Sorcerer and while in most normal D&D games I wouldn't go without a damage spell, I say MM & FB are only so good due to lack of better choices. Cantrips: * Arcane Mark * Message * Detect Magic Level One: * Sleep * Silent Image * Enlarge Person * Reduce Person * Magic Missile Level Two: * Arcane Lock * Detect Thoughts * Mirror Image * Minor Image * Alter Self * Knock * Scortching Ray Level Three: * Tongues * Knock * Suggestion * Major Image * Fireball MM, SR & FB aside, these are all spells that are either indispensible in most games or have a good solid combat/out of combat use. Pretty much spells that a Wizard couldn't count on memorizing "just in case I needed to Lock a door" or make a simple illusion. A Sorcerer need not worry about that sort of thing. Obviously combat spells aside, use will vary campaign by campaign. Some GMs arn't very open to utility spells or spells used in creative ways. Some players don't like playing games or magic users like that. Honestly I think it works better for fewer players. When you have like 4+ players, everyone is going to want to try their solution to a problem and people arn't going to want to let the sorcerer solve all the problems, but they're very veratile with a good selection of dual use (combat/non combat) spells. [/QUOTE]
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