Sorceror spell lists

Prozak

First Post
I know this has been talked about looong in the past, but it hasn't seemed to been brought up recently. Has anyone who's used to playing sorcerors found their perfect spell list?

Prozak
 

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Prozak said:
I know this has been talked about looong in the past, but it hasn't seemed to been brought up recently. Has anyone who's used to playing sorcerors found their perfect spell list?

Prozak

Well, perfect for what?

A sorcerer who wanted to specialise in fire would have a very different list to a battlemage sorcerer who wanted to have a wide spread of energy types available or a research sorcerer who was concerned with divination and similar magics or a sorcerer who concentrates on buffing up his companions.

Do you have a particular target for "perfect" in mind?

I would suggest that for many sorcerers spells with multiple uses are quite appropriate, to make sure that you overcome some of the limitations in having few spells known - but at what point do you get them? Alter Self is a great spell with many uses - but do you want to take it as your first 2nd level spell (at 4th level) or do you want to wait and take it later? When you reach 6th level, fireball, haste and dispel magic are all excellent choices... but which do you take as your first one?

My 4th level sorcerer has shield/truestrike/magic missile /shatter - and these are a great combination for him, even if they wouldn't be useful for others.

Cheers
 

If you mean adventurer's optimal, I have saved a solution worked up by poster Karinsdad and others last year. I thought it was pretty useful.


Here's the list, as it was presented then:
----------------------------
Level One
Feather Fall
Identify
Mage Armor
Magic Missile
Shield

Level Two
Melfs Acid Arrow
Mirror Image
Resist Elements
Rope Trick
See Invisibility

Level Three
Dispel Magic
Fireball
Fly
Haste

Level Four
Dimension Door
Improved Invisibility
Solid Fog (This could be replaced with Summon Monster IV)
Stoneskin

Level Five
Cone of Cold
Hold Monster
Teleport
Wall of Force

Level Six
Analyze Dweomer (Note: I added a 4th spell here. I think it is STUPID that DND made identification of items so hard and in my campaign, most of Analyze Dweomer is actually in the Identify spell)
Contingency (In other campaigns, I would probably drop Contingency in favor of Analyze Dweomer)
Globe of Invulnerability
True Seeing

Level Seven
Greater Scrying
Limited Wish
Spell Turning

Level Eight
Iron Body
Mind Blank
Protection from Spells

Level Nine
Foresight
Time Stop
Wish
 

Henry's list is good. Just remember to diversify. From a power-gaming perspective saying "I'm going to play a sorceror who only casts fire spells" can be surprisingly limiting.

But as a rule of thumb, for each level:
1) offense spell
2) defense spell
3) utility spell
4+) whatever you want, to suit the campaign.
 

Themed spell lists can work well. I'm currently playing a half-elf bard turned sorcerer, who's focussing on enchantments and alterations. A few key spells (plus Extend and Chain spell feats later!) make him pretty potent. Core spells include:

0. daze
1. charm person, sleep
2. blindness, detect thoughts, tasha's hideous laughter
3. hold person, suggestion, tongues
4. charm monster, emotion
5. hold monster, rary's telepathic bond, sending
6. eyebite, geas
...

I've written his ancestry as bronze-dragon (who have mainly mind-affecting spell abilities w/ lightning or repulsion breath). This character's diversity comes from liberally adding lightning-based evocations, or shape-changing spells for his "extra" spell slots.

Of course, push him off a cliff and he's lands pretty hard :P
 
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Let me hijack this thread for a second

Why is Feather Fall so highly regarded? I understand that it's quick, and can save your skin in certain situations, but so could, I don't know, Invisibility to Undead. Does every DM but mine have a thing for dropping people off cliffs?
 

Feather Fall

On one hand if you don't cast it you go splat...on the other (in some situations) you make a perfect target as you float down for crossbowman and his ilk...

Personally, I would wait and get Fly at level 3 (or Polymorph Self at level 4)...despite the fact that I do not like flying (my character feels like a comic book character when he does). ;)
 
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