Shard O'Glase said:
I'm not a big fan of quicken but I think it's actually better for a sorcerer who happens to have arcane prep. With all the spells a sor has he/she wont miss a couple quickened spells IMO. I'd prefer chain spell though. While I like silent spell(especially silent teleports) I think with all those evocaiton spells empower would be better since it is the premier damage boosting meta-magic feat.
Empower spell would definitely be a good choice. A hasted sorceror could drop a sculpted, empowered, energy substituted cone of cold, a quickened fireball, and a (prepared with Arcane Prep) second energy substituted empowered cone of cold all in the same round for the cost of three 7th level slots. That's a lot of damage (effectively 52d6)--even at 14th level.
5th level personally I prefer stone or iron as wall spells to force and you probably do have enough or to many wall spells so I'd ditch wall of force.(I like the spells being instaneous so they can't be dispelled) As a substitute for it a lot of spells a cool, I'm not a fan of energy buffer unless it was errataed becuase it lasts for only 1 round after it is triggered.(though that 1 round might of killed you so it is good) I'd just wait for energy imunity(incredibly lamely and stupidly palced one level higher for wizards when all the PH spells are the same level) and count on a sorcers huge number of spells to cover a wide range of elements. 5th level though my choice would be fabricate, I think it has insane utility, it is an instaneous effect, is a great money maker and I'll have to re-read it but may be able to be shaped with sculpt spell so its area of effect might increase.
For energy Buffer, the purpose isn't really duration (it only gives you 1d6/level of protection anyway so there's not likely to be much left after the first energy spell hits you). The advantage is that you can cast it and be protected from the first blast to hit you whether it's sonic, fire, cold, acid, or whatever. All of the other protective spells--even energy immunity require you to know what you're up against in advance.
Since it's got 24 hour duration, you could rely on the Spell Pool to energy buffer yourself. However, if you want to protect your friends too, this is probably a bad idea. Four castings would put you 20 spell levels into hock as far as spellpool debt goes and doing it regularly would likely exhaust your spellpool capability.
6th level I'd really try to fit anti-magic in there, with scult spell MM you could sculpt that into a cone so it effects the bad guys and not you.
I didn't think of that--pretty brilliant

Definitely pick up anti-magic shell then.
4th level lesser globe of invuln (the big problem with this is it tends to drop many of your protections and buffs at the same time, that and it is immobile) My main use for it though is to get clsoe to the front line cast it then back away giving the fighters some 1-3rd level protection. Wall of ice, minor preference but I prefer fire becuase I like fire and the area is huge, and its a classic.
I still think that even the fighters will be begging for a high level baddie to cast fireball at them by 10th level. 1-3rd level protection isn't going to be a big issue except for the levels where Minor Globe isn't available and maybe levels 7 through 9. Given its limitations, I don't think it's worth the spell slot.
As a sorceror I wouldn't pick up more than one wall (and Wall of Stone is the most versatile wall out there). Wall of Ice is particularly pointless once you have wall of stone because they both do the same thing. Wall of Fire is more of an attack spell but I still don't think I'd recommend it. There are better 4th level spells for the long haul.