Help choosing sorcerer spells... [Archive] - Wizards Community

Post/Author/DateTimePost
Quijenoth

01-10-05, 12:44 PM
I need some help choosing sorcerer spells for this build.

Abbreviations
FRCS - Forgotten Realms Campaign Setting
CA - Complete Arcane
CD - Complete Divine

Books Allowed
Complete Warrior, Complete Divine, Complete Arcane, Complete Adventurer, Forgotten Realms Campaign Setting, Players Handbook and Dungeon Masters Guide.

The character is a tad unique in some aspects based on the campaign world set up by the DM. - The world is Toril (FR) and my character is a Lightfoot Halfling, Cleric of Shaundakul. The character is very much a gypsy in all ways.

House Rules
Sorcerers gain Draconic Heritage at 1st level for free. Plus an additional Draconic Feat at 4th, 8th, 12th, 16th and 20th.
Roleplaying Rewards would lead to the gaining of Spell Focus (Conjuration) Feat to cover the Thaumaturgist Requirements

Stats
STR 7
DEX 15 (+1 at 4th)
CON 10
INT 14
WIS 15 (+1 at 8th, +1 at 16th)
CHA 16 (+1 at 12th, +1 at 20th)

Cleric Domains (Air and Travel)

Progression
Cleric 1 - Bloodline of Air (As Bloodline of Fire <FRCS> except its tied to Djinni and Grants +2 to the DC of Electricity Spells and a +4 to saves vs electricity spells)
Sorcerer 1 - Draconic Heritage - Blue Dragon <CA>(Listen is Class Skill, +1 saves vs Sleep/Paralysis and Electricity)
Cleric 2 - Divine Spell Power <CD>
Cleric 3
Sorcerer 2
Sorcerer 3 - Sudden Extend <CA>(MM)
Sorcerer 4 - Draconic Power <CA>(+1 caster level and +1 DC for Electricity Spells, +2 saves vs Sleep/Paralysis and Electricity)
Mystic Theurge 1
Mystic Theurge 2 - Energy Substitution <CA>(Electricity)
Mystic Theurge 3
Mystic Theurge 4
Mystic Theurge 5 - Energy Admixture <CA>(Electricity)
Mystic Theurge 6
Mystic Theurge 7
Mystic Theurge 8 - Elemental Healing <CD>
Mystic Theurge 9
Mystic Theurge 10
Thaumaturgist 1 (Sorcerer Spells) - Improved Ally. Born of the 3 Thunders.
Thaumaturgist 2 (Sorcerer Spells) - Augment Summoning
Thaumaturgist 3 (Sorcerer Spells) - Extended Summoning

Spell Progression
Cleric Caster level will be 13 for determining spells (max 7th level).
6, 5+1, 5+1, 4+1, 4+1, 3+1, 2+1,1+1

Sorcerer Caster level will be 17 for determining spells (max 8th level).
Known 9, 5, 5, 4, 4, 4, 3, 3, 2
Cast 6, 6, 6, 6, 6, 6, 6, 6, 4

So i need suggestions for the following sorcerer spells

Cantrips - 9
1st - 5
2nd - 5
3rd - 4
4th - 4
5th - 4
6th - 3
7th - 3
8th - 2

Notes:
+3 DC and +1 Caster level on Arcane Electricity spells
Divine Spell power usable 6 + (charisma modifier x2) each day, 1d20 + charisma, +2 (Knowledge, Religion 5 ranks)
roll : Modified Caster level for Divine Spells
1 : -2
2-4 : -1
5-7 : 0
8-10 : +1
11-13 : +2
14-16 : +3
17+ : +4

Domain spells: Longstrider, Locate Object, Fly, Dimension Door, Teleport, Find the Path, Greater Teleport, Obscuring Mist, Windwall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather.

Divine Spells have a greater caster level potential so will be used for spells with duration including summoning spells.

Arcane spells have a greater DC so will be used for more direct spells.

Edit: Feats I'm considering - Practiced Spellcaster (Cleric) so i cast as a 17th level cleric 17th level sorcerer (18th level sorcerer for electricity spells) and im also waying up the pros and cons of ignoring spell penetration and spell focus (evocation)
Mirikon

01-10-05, 03:50 PM
Well, like any sorcerer, you're going to want to look at spells that can have the greatest utility, since you won't get that many of them. Magic Missile is a must. Fireball and Lightning Bolt are also good ones. Disintegrate, Wail of the Banshee, and Finger of Death also will make good additions to your list. Perhaps toss in Wish and Limited Wish.
Token

01-14-05, 02:54 AM
you're going to get miracle from cleric, don't bother with limited wish/wish. The XP cost means you don't cast it very often, and as a sorcerer you only want spells you will cast a lot. Take lightning bolt, fireball, invisibility, improved invisibility, magic missle, grease, wall of fire/ice, forcecage, finger of death, disintigrate, cone of cold. Take energy substitution: electricity (from tome and blood) so you can make lightningballs, and cones of electricity to get the +3, oh wait I see you already have that. Teleport, and teleport with out error. Don't take anything you're getting as a cleric obviously, unless it has an energy descriptor and you want that +3 by making it ligntning.

Also, ask your DM if you can get rid of that lame rule about full-round action to add metamagic to a spell as sorcerer. It makes no sense, and the psion (whose a "MP" based caster) isn't subject to that same limitation.