Best Spells for a Sorcerer/Wizard [Archive] - Wizards Community

Post/Author/DateTimePost
Rannos

02-04-06, 03:10 AM
I read on the boards that Dragon magazine had an article on the best spells for a sorcerer/wizard. Anyone know which issue?

I also read on the boards that the key to having a sorcerer is spell selection.

Does anyone have recommendations on spell selection for a sorcerer with the goal being to have a sorcerer that is as flexible as possible?

Please, I DO NOT want to get into the discussion of whether a sorcerer or a wizard is better. :)

Thanks!
Merrill_Clarke

02-04-06, 12:53 PM
It depends largely on your campaign and your party members. I'll assume you'll be the only arcane caster in the group.

That said, even as early as cantrips, spells matter. If you were the only arcane caster, spells like Detect Magic and Mage Hand would be almost neccessary, and prestidigitation, in addition to being difficult to pronounce, is a good catch-all for minor "magic" effects.

In general... If you're combat heavy, try to have about one spell per level that can deal damage. As you get higher, you might replace the earlier evocations with effect spells of the same level. If the energy type limitation bothers you, look into the Energy Substition feat in the complete arcane.

The main thing you have to consider is: Never take a spell that has the same basic effect as another spell of a close level. For example, if you have Fireball, don't take Ice Storm, because that's just another AoE damage spell, and don't take Lightning Bolt because that's effectively a line version of Fireball. My personal choice is (And keeping the combat heavy campaign idea here) Lightning Bolt followed by Ice Storm, since workable lines do occur often enough (Especially with high speed, such as with Expeditious Retreat), and Ice Storm both halves movement and doesn't allow a saving throw (Dealing half a fireball's damage is better than dealing no damage to those pesky monks and rogues).

Dispel Magic is going to be a must, obviously. One or two Summon Monsters isn't bad, Dimension Door and Blink are both good "get out of a grapple" spells, etc.

If your campaign is society-heavy (That is, you'll encounter more people than monsters), [anything] Person spells are amazing. If you encounter more monsters, they're practically useless.

School-wise, I'd say sticking to ANY one school is a bad idea. If you wanted to do that, just be a specialist wizard, ne? It's fine to have a lot of one or two (My own sorcerer tends towards transmutation and conjuration), but there shouldn't be an obligation to take spells of a certain school, like with a specialist.

Don't consider wizard staples to be sorcerer staples, as well. Most wizards will have featherfall because, hey, it's cheap, falling damage sucks, and at high levels, most first level spells don't have much use, anyway, so why not? But at low levels when sorcerors are learning first level spells, they usually can't afford to take it, and when they're at high levels and can replace spells, it's not worth it to bother. It's a bit of an extreme example, but it illustrates the point pretty well.

And finally, you're a lot better off if you can think outside the box. Read a spell description and ask yourself, "What else can this do?" There was a topic about that a few days ago, and made prestidigitation a bit better in my eyes.
Melendwyr

02-04-06, 01:00 PM
Consider Choke, from Tome and Blood. It's force damage, it can take a caster out of play rather quickly, and it can be Extended to double the damage.
Broken vacuum

02-04-06, 04:26 PM
Well, it does depend on campaign, but I will have to disagree with the notion of taking a damaging spell per level. That is a waste.

The general way to build a flexible sorcerer is to make sure you have a spell targeting fortitude saves, one targeting reflex saves, one targeting will saves and heighten spell.

Add in a mix of mobility, defensive, buff and battlefield control spells and you are set to go. And buy lots of scrolls.
Rannos

02-04-06, 07:18 PM
So what would that mix of spells be???
shadowfoot666

02-04-06, 08:22 PM
i have to say rope trick is one of the best spells of all time.i call it instant snipers nest
Lord shadow35

02-05-06, 12:09 AM
You alway's want spells to force all saves like some fort save stuff for the wizard, will save stuff for the fighter. and a few reflex for area damage.

I alwasy's liked disentigrate, Limited wish is good. wall of force is good also. So is otilukes's resilint sphere.
BaelinWhale

02-05-06, 12:25 AM
Care to mention what level you're going to be so we know how many spells we should recommend?

What version are you guys playing - 3.0 or 3.5?

Also, what supplements are permitted?
jaelis

02-05-06, 12:34 AM
Surely polymorph should be in there.

For a sorc, knowing a few of the shadow conjuration series is a pretty good deal.
Rannos

02-05-06, 01:28 AM
We are playing 3.5 and the campaign is at 12th level. We spend most of our time adventuring (i.e. fighting bad guys) with some interactions in the local towns in between adventures. This character is the only arcane caster in the party - we have a fighter, a ranger, a cleric, and a rogue in addition to my sorcerer.

As far a supplements, we are using the DMG, PHB, Spell Compendium, and the Complete Series (Divine, Arcane, Adventurer, etc.). The campaign is set in Forgotten Realms, so the FRCS and Players Guide are used as well....