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The "Everything Sorcerer" Thread
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<blockquote data-quote="DanMcS" data-source="post: 2752106" data-attributes="member: 6530"><p>In addition to stuff mentioned earlier:</p><p>Alter self: good for getting natural armor (lizardman or troglodyte), aquatic mobility (merfolk or locanth), disguise, and even flight (avarial if nothing else, I can't remember what humanoids have wings at the moment).</p><p></p><p>Later on, Polymorph is good for pretty much the same reason.</p><p></p><p>Greater Mage Armor is in Complete Arcane, is 3rd level, and gives a +6 instead of a +4. Replace your mage armor with it.</p><p></p><p>Cat's Grace doesn't hurt if you end up with a spare second level slot, since it will help your AC, reflex saves, and ranged touch attacks.</p><p></p><p>With Shield, Greater Mage Armor, the Altered Self of a lizard man, and a potion of SoF (costs 50 gp, +2 deflection bonus), you'll have an armor class of 27 before any dexterity bonuses. Not bad for a 6th level sorceror.</p><p></p><p>Some utility spells are good to have, stuff that rarely comes up so the wizard won't likely have it prepared, but is invaluable if you can toss it out at a moment's notice. Featherfall is a great example; as a 1st level spell, you're not going to do much useful with that slot at high levels anyway, but even high level characters can always find something to fall off of, and then you featherfall and save the day.</p><p></p><p>Detect Magic and Light are the kinds of things you'll cast over and over and over in a dungeon, and are therefore perfect for a sorceror.</p><p></p><p>I like to have Dispel Magic and later the Greater version, since they're occasionally crucial and often make a good volley on bad guys to take down some of their buffs. Plus, if I lack anything useful to do, I can ready to counterspell with them.</p><p></p><p>I also enjoy the Shadow Conjuration and Shadow Evocation series, since those give great flexibility for a sorceror with very limited spells known. Shadow Conjuration alone is the equivalent of adding about 15 1st-3rd level spells to your repetoire.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 2752106, member: 6530"] In addition to stuff mentioned earlier: Alter self: good for getting natural armor (lizardman or troglodyte), aquatic mobility (merfolk or locanth), disguise, and even flight (avarial if nothing else, I can't remember what humanoids have wings at the moment). Later on, Polymorph is good for pretty much the same reason. Greater Mage Armor is in Complete Arcane, is 3rd level, and gives a +6 instead of a +4. Replace your mage armor with it. Cat's Grace doesn't hurt if you end up with a spare second level slot, since it will help your AC, reflex saves, and ranged touch attacks. With Shield, Greater Mage Armor, the Altered Self of a lizard man, and a potion of SoF (costs 50 gp, +2 deflection bonus), you'll have an armor class of 27 before any dexterity bonuses. Not bad for a 6th level sorceror. Some utility spells are good to have, stuff that rarely comes up so the wizard won't likely have it prepared, but is invaluable if you can toss it out at a moment's notice. Featherfall is a great example; as a 1st level spell, you're not going to do much useful with that slot at high levels anyway, but even high level characters can always find something to fall off of, and then you featherfall and save the day. Detect Magic and Light are the kinds of things you'll cast over and over and over in a dungeon, and are therefore perfect for a sorceror. I like to have Dispel Magic and later the Greater version, since they're occasionally crucial and often make a good volley on bad guys to take down some of their buffs. Plus, if I lack anything useful to do, I can ready to counterspell with them. I also enjoy the Shadow Conjuration and Shadow Evocation series, since those give great flexibility for a sorceror with very limited spells known. Shadow Conjuration alone is the equivalent of adding about 15 1st-3rd level spells to your repetoire. [/QUOTE]
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