Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Wild Magic Sorcerer Spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Benjamin Olson" data-source="post: 8709677" data-attributes="member: 6988941"><p>Cantrips: Firebolt unless there is another ranged attack roll cantrip more thematic to your build. I personally also like Shocking Grasp but much of it's utility is in having something to use in melee, and any saving throw based cantrip works just as well for that, of which the best choice is Mind Sliver (it uses an Intelligence save, and it's usually easy to guess when an enemy is likely to have crap INT, and it has a powerful rider effect). Personally I'd take the Shocking Grasp or a saving throw cantrip at level 1 and add the other when the character gets an additional cantrip at level 4. My go-to utility cantrips are Message, Minor Illusion, and Prestidigitation, but which one or two make most sense for you will depend on playstyle (and for some people the answer will be Mage Hand). Read over them and see what seems appealing. Presidigitation is mostly for roleplaying but it gets a lot of roleplaying mileage. The others have a lot more direct utility, but are less general purpose.</p><p></p><p>For leveled spells I'll give a lot of suggestions, pick whatever appeals to who you want your character to be and, for higher levels, what your campaign is like.</p><p></p><p>1st Level Spells: Unless you are the rare race that has natural armor or racial armor proficiency I'd start with Mage Armor or Shield (Sorcerers can't really afford both) so that you have a chance of not being hit at low levels when you have a truly tiny amount of HP. Consider swapping out when you have a little more HP and other defensive magic options. Sleep and Magic Missile are the most helpful things a 1st or 2nd level mage can generally contribute to combat with their spell slots, consider taking one to trade out later. Chaos Bolt is the most thematic spell to Wild Magic sorcery.</p><p></p><p>2nd Level: So many good spells here. As far as out of combat utility I think Invisibility gets the most mileage and is just a fun spell if you've never gotten to use it before. Suggestion is one you will use more rarely, but when it works it can change a whole campaign or negate a major encounter.</p><p></p><p>Damage-wise I like Shatter, until you trade it out for Fireball. Defense wise Mirror Image is great if you find you have a round to buff up before or during combat, or if you take Quicken Spell.</p><p></p><p>I think it's good from an action economy standpoint to have one of your 2nd level spells be bonus action based. Flaming Sphere is an efficient choice for that. Misty Step is good as it is both an escape method and occasionally a way to get past barriers. </p><p></p><p>Level 3: Another banner level. Offensewise take Fireball. It's iconic for a reason. Hypnotic Pattern or Fear are both great, but really shine with the Careful Spell metamagic.</p><p></p><p>Haste is also always powerful, and more so if you took the Twin Spell metamagic.</p><p></p><p>Fly does what it says on the tin. Lot of utility in that in lots of situations. Just be aware that unlike a Wizard you probably can't afford to also take Featherfall so be careful. Or don't, after all... WILD MAGE!</p><p></p><p>If you can afford the ASI at level 4, or get a level 1 feat, definitely take Metamagic Adept from Tasha's. It makes low level Sorcerer a lot more awesome and a lot less like a poor man's Wizard. If you can convince your DM to at some point give you a feywild shard (an uncommon magic item also from Tasha's) you will likely find that all parties involved are more satisfied with the Wild Magic subclass.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8709677, member: 6988941"] Cantrips: Firebolt unless there is another ranged attack roll cantrip more thematic to your build. I personally also like Shocking Grasp but much of it's utility is in having something to use in melee, and any saving throw based cantrip works just as well for that, of which the best choice is Mind Sliver (it uses an Intelligence save, and it's usually easy to guess when an enemy is likely to have crap INT, and it has a powerful rider effect). Personally I'd take the Shocking Grasp or a saving throw cantrip at level 1 and add the other when the character gets an additional cantrip at level 4. My go-to utility cantrips are Message, Minor Illusion, and Prestidigitation, but which one or two make most sense for you will depend on playstyle (and for some people the answer will be Mage Hand). Read over them and see what seems appealing. Presidigitation is mostly for roleplaying but it gets a lot of roleplaying mileage. The others have a lot more direct utility, but are less general purpose. For leveled spells I'll give a lot of suggestions, pick whatever appeals to who you want your character to be and, for higher levels, what your campaign is like. 1st Level Spells: Unless you are the rare race that has natural armor or racial armor proficiency I'd start with Mage Armor or Shield (Sorcerers can't really afford both) so that you have a chance of not being hit at low levels when you have a truly tiny amount of HP. Consider swapping out when you have a little more HP and other defensive magic options. Sleep and Magic Missile are the most helpful things a 1st or 2nd level mage can generally contribute to combat with their spell slots, consider taking one to trade out later. Chaos Bolt is the most thematic spell to Wild Magic sorcery. 2nd Level: So many good spells here. As far as out of combat utility I think Invisibility gets the most mileage and is just a fun spell if you've never gotten to use it before. Suggestion is one you will use more rarely, but when it works it can change a whole campaign or negate a major encounter. Damage-wise I like Shatter, until you trade it out for Fireball. Defense wise Mirror Image is great if you find you have a round to buff up before or during combat, or if you take Quicken Spell. I think it's good from an action economy standpoint to have one of your 2nd level spells be bonus action based. Flaming Sphere is an efficient choice for that. Misty Step is good as it is both an escape method and occasionally a way to get past barriers. Level 3: Another banner level. Offensewise take Fireball. It's iconic for a reason. Hypnotic Pattern or Fear are both great, but really shine with the Careful Spell metamagic. Haste is also always powerful, and more so if you took the Twin Spell metamagic. Fly does what it says on the tin. Lot of utility in that in lots of situations. Just be aware that unlike a Wizard you probably can't afford to also take Featherfall so be careful. Or don't, after all... WILD MAGE! If you can afford the ASI at level 4, or get a level 1 feat, definitely take Metamagic Adept from Tasha's. It makes low level Sorcerer a lot more awesome and a lot less like a poor man's Wizard. If you can convince your DM to at some point give you a feywild shard (an uncommon magic item also from Tasha's) you will likely find that all parties involved are more satisfied with the Wild Magic subclass. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wild Magic Sorcerer Spells
Top