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Old 03-12-2008, 01:30 AM   Top  -  End  -  #1
Solo
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Default Solo’s Stupendously Superior Sorcerer Stratagems

Core Sorcerer Guide

v. 3.5

By Solo*


This text is smaller in size compared to the lines above it.






Praise for Solo’s Stupendously Superior Sorcerer Stratagems (aka "Look on my works, ye Mighty, and despair"):


"Epic win, lolpwnt, etc etc solo. Beautiful piece you have there. Absolutely top notch."
-Shadow Archmagi

"Welcome to Winville! Population: 1 (Solo)
Excellent stuff!
Vanished "Illusions and Invisibility" thesis...will I ever recover?"
- Sir Giacomo

"Solo, it's awesome-sauce."
-Talic

"I laughed! I cried! I lost 15 pounds!
I cannot recommend this guide highly enough!"
- Colin152

"Brilliant, will be linked to relentlessly."
-Azukius

"So this is what pure, unadulterated win looks like. Very nice."
-Woot Spitum

"Failed Will Save... Must Bow At Awesomeness of Guide... NOOOOOOOOOOO"
-AKA_Bait

"THANK YOU for making the guide to sorcery. I cannot describe the immensity of the sheer epic levels of help contained within your guide."
-Deth Muncher

"Doing more than just following in the footsteps of The Logic Ninja, this guide delves into a relatively unexplored set of advice. With his recent piece on sorcerers, Solo leaves his personal touch on the field of optimization. At last, a guide to sorcerers worth reading!

The folks at the Wizards forums need their own copy of this for their optimization library. Last I checked, there was almost nothing in the way of sorcerer optimization to be found there, and most inquiries were directed to Logic Ninja's guide. Which, while helpful, was not as appropriate as this guide is."
-Chronicled

"To James Solomon Ozymandias, Archmage:

We at Heffelman's Department of Arcane Studies Review would like to offer you our heartfelt congratulations. Among many other points in its favor, we found we did not have an appropriate rating to give your recent sorceror's guide, a clear flaw in our critiques system! In an effort to rectify this problem, the majority of our faculty has taken levels of alienist, and even as we write this, we are currently engaged in an expedition to the furthest realms of insanity in an attempt to find a number that might express its value. And indeed we have succeeded; but alas, upon return to the Material Plane, the number imploded and vanished, taking our gateway with it.

We are currently enGagED in aTTEMptIng to REturn, and iN the MEaNTIme, would offER this as a SUBstiTute for a prOper REvieW. wE would be HONOred if yOU would cONsenT to sUPPly us with FUrther copIEs of your WORKS via PlAne Shift unTIl suCh time as WE ARE ABLE tO RETURn.

YoUrs in Healghrth,

GlOORudel BRightweeke, critic and loREmaster at HeffeLMAN's, ArcD., Foc. Conj, I.A.

P.S. IT WAS WORTH IT
"
- The Snark




------------------------------------------------------------------------

The Guide:
Spoiler


The spells:
Spoiler


There are, of course, other great spells to know, but I think I have given you a fair idea of what to look out for, as well as the proper mindset for a competent sorcerer. Best of luck to you, Sigil Prep freshmen, class of 1337, and I hope you have learned these lessons well, for I tend to guard my secrets with EXPLOSIVE RUNES



Appendix:

A:
On Metamagic
Spoiler


B:
For more in depth spell and metamagic analysis, as well as spells and metamagic I failed to cover, read:
Spoiler


C:
On familiars:
Spoiler


D: On the importance of planning properly for Tactical Advantage

E: A compilation of Sorcerous Academies and Specialties
A reference guide to finding alternate paths to sorcerous might

Spoiler


F: Worthwhile Non-Core Sorcerer Spells


G: Great Sorcerer items, Core and non-Core

E:
How to know more spells

Spoiler





*Other people helped, but will not be credited at all.



Thanks to everyone else who posted on the thread, including, but by no means limited to, Talic, Collin152, Frosty, Jack Smith, Kurald Galain, Shneeky the Lost, Sweetrein, and all the people who praised me.

Last edited by Solo : 05-04-2008 at 10:46 PM.
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Old 03-12-2008, 01:50 AM   Top  -  End  -  #2
Nohwl
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

ok, i have a couple questions.

is a sorcerer better than a wizard? i know they have a bigger amount of spells per day, but how does the limit on the spells they know play in to how strong they are?

what schools of magic are the best, what schools should most of your spells be coming from?

any suggestions for a familiar?

Last edited by Nohwl : 03-12-2008 at 01:52 AM.
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Old 03-12-2008, 01:57 AM   Top  -  End  -  #3
Talic
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Best suggestion for a familiar is an animal companion. There's a class variant that gets it.

2nd. Sorcerors are different. Not better, not worse. You have to plan them well, and must be content with having 10 solutions for 100 problems. Since your spells aren't flexible, you must be.

Number one thing to look for:

1 good save or lose fort save
1 good save or lose will save
1 good save or lose ref save
1 good spell that does not allow SR
1 good spell that does not allow a save

Battlefield control is good, still, with wall of force topping that list. True seeing or something similar is a MUST.

Last edited by Talic : 03-12-2008 at 01:59 AM.
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Old 03-12-2008, 02:04 AM   Top  -  End  -  #4
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by Nohwl View Post
is a sorcerer better than a wizard?
No.

Quote:
what schools of magic are the best, what schools should most of your spells be coming from?
Irrelevant. As a sorcerer you pick the best individual spells without regard for school.
That said, Conjuration and Transmutation are the largest and, correspondingly, have more useful spells.

Quote:
any suggestions for a familiar?
Rat. +2 Fortitude saves.
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Old 03-12-2008, 02:07 AM   Top  -  End  -  #5
Sir Giacomo
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Welcome to Winville! Population: 1 (Solo).

Excellent stuff! Will comment on it later in more detail.

Vanished "Illusions and Invisibility" thesis...will I ever recover?

- Giacomo

Last edited by Sir Giacomo : 03-12-2008 at 02:08 AM.
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Old 03-12-2008, 05:22 AM   Top  -  End  -  #6
shadow_archmagi
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by The big d20 SRD
At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
This is an important bit to remember, I'm not sure if you mentioned it. It means your sorcerer can effectively pick from all spell lists of everyone, giving vastly more power during character generation. In game of course, you'll have to give a reason, and probably have your character start becoming fascinated by the properties of X spell a few sessions before levelup, and possibly include a trip to the library to find out about it.

EDIT: I forgot to say: Epic win, lolpwnt, etc etc solo. Beautiful piece you have there. Absolutely top notch.
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Last edited by shadow_archmagi : 03-12-2008 at 05:23 AM.
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Old 03-12-2008, 05:31 AM   Top  -  End  -  #7
Talic
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by shadow_archmagi View Post
This is an important bit to remember, I'm not sure if you mentioned it. It means your sorcerer can effectively pick from all spell lists of everyone, giving vastly more power during character generation. In game of course, you'll have to give a reason, and probably have your character start becoming fascinated by the properties of X spell a few sessions before levelup, and possibly include a trip to the library to find out about it.

EDIT: I forgot to say: Epic win, lolpwnt, etc etc solo. Beautiful piece you have there. Absolutely top notch.
To be perfectly honest, as a DM, I take this as, if a character playing a sorceror is focused on a particular concept or area (not just a couple trips to the library, but the character theme shows study enough to qualify him as highly knowledgable in the area), I'll grant him some leeway with spells of that type.

For example, a dedicated boost sorceror learns mostly defensive and buff spells, I'm not opposed to letting him borrow a couple from the cleric list. A healthy amount of elemental? Let him look at the druid list. Character obsessed with death? Perhaps a couple spells from the death domain would help. Does he fancy himself a trickster? Go ahead, pull a few from bard.

And by the way Solo, it's awesome-sauce.
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Old 03-12-2008, 05:39 AM   Top  -  End  -  #8
The Glyphstone
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by shadow_archmagi View Post
This is an important bit to remember, I'm not sure if you mentioned it. It means your sorcerer can effectively pick from all spell lists of everyone, giving vastly more power during character generation. In game of course, you'll have to give a reason, and probably have your character start becoming fascinated by the properties of X spell a few sessions before levelup, and possibly include a trip to the library to find out about it.
.

Unfortunately, Wizards Can Do It Too, by researching 'custom spells' through the same mechanics. So it is a useful thing to have, but doesn't really give the sorcerer any leg up over the wizard.
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Old 03-12-2008, 05:56 AM   Top  -  End  -  #9
shadow_archmagi
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Sorcerers just say "Instead of magic missile, I'd rather have some of those bardic music spells."

Wizards have to spend money on experimental components and and spend vast amounts of time on research through a forumula there are rules for, as far as I know. Sorcerers just have to ask the DM nicely and see what he says.

Although yes, this is the singular greatest aspect of sorcerers is that they can do all sorts of themes by borrowing from all kinds of lists.
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Old 03-12-2008, 06:30 AM   Top  -  End  -  #10
Jack_Simth
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by Solo View Post
and be able to cast certain spells without somatic components, like Dimension Door, no matter what – even while being grappled and pinned.
This doesn't work in a 3.5 Core campaign, for a couple of reasons:
1) Metamagic takes extra time (1 full round for a standard action spell) and in a grapple, spells you cast are limited to one standard action (Link).
2) Dimension Door doesn't have any somatic components anyway.
3) If you're Pinned, your opponent has the option of rendering you unable to speak - you need to worry about Verbal components, too.

What, no mention of the Planar Binding Line? It's a fun way for a Sorcerer to Prepare in advance for a new opponent....
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Last edited by Jack_Simth : 03-12-2008 at 06:35 AM.
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Old 03-12-2008, 07:12 AM   Top  -  End  -  #11
Solo
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

I'll keep that in mind for version 3.5


And Planar Binding was left out because 1) the spell list isn't comprehensive, nor does it claim to be, and 2) I never liked it.

Anyways, if you recall, you're supposed to ultimately think for yourself. The spell appraisals were just to help the process a little and entertain.

Quote:
Rat. +2 Fortitude saves.
Bat. Blindsense, and you get to call yourself a "batman".

Last edited by Solo : 03-12-2008 at 07:44 AM.
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Old 03-12-2008, 07:36 AM   Top  -  End  -  #12
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by Jack_Simth View Post
This doesn't work in a 3.5 Core campaign, for a couple of reasons:
1) Metamagic takes extra time (1 full round for a standard action spell) and in a grapple, spells you cast are limited to one standard action (Link).
2) Dimension Door doesn't have any somatic components anyway.
3) If you're Pinned, your opponent has the option of rendering you unable to speak - you need to worry about Verbal components, too.

What, no mention of the Planar Binding Line? It's a fun way for a Sorcerer to Prepare in advance for a new opponent....
This violates the "3.5 Core" bit, but the PHB II variant in which you exchange your familiar for the ability to apply metamagic with no change in casting time is a personal favorite. Familiars always just get themselves killed, anyways...
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Old 03-12-2008, 09:06 AM   Top  -  End  -  #13
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

a sorcerer cannot per RAW get spells from the cleric, druid or bard list.
just to clear that up.
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Old 03-12-2008, 09:39 AM   Top  -  End  -  #14
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by its_all_ogre View Post
a sorcerer cannot per RAW get spells from the cleric, druid or bard list.
just to clear that up.
A sorceror by RAW can get spells from any list. Any at all.

Quote:
Originally Posted by RAW
At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
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Last edited by Talya : 03-12-2008 at 09:40 AM.
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Old 03-12-2008, 09:43 AM   Top  -  End  -  #15
Azerian Kelimon
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Wait. This means that, theoretically, a sorcerer could get anyspell and surge of fortune, for example.

Doesn't this make the sorceror more powerful than the wizard? Especially if he can take lower level versions of sorc spells.
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Old 03-12-2008, 09:47 AM   Top  -  End  -  #16
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by Azerian Kelimon View Post
Doesn't this make the sorceror more powerful than the wizard? Especially if he can take lower level versions of sorc spells.
It would certainly seem to. How is it that I have never seen this clause referenced before? Doesn't this make sorceror virtually a spontaneous arcane archivist?`

edit: Of course there are obvious practical limitations on this, just as there are on an archivist's ability to find scrolls of whatever spell he might want, and the obvious first restriction for a DM to impose would be divine spells, as why should a sorcerer be able to cast magic derived from deities by dint of his quirky personality? Still, it's hugely strong in theoretical optimization if treated as is being suggested, and there's plenty of discussion of that sort which seems to have ignored it.
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Old 03-12-2008, 09:51 AM   Top  -  End  -  #17
Talya
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Quote:
Originally Posted by Azerian Kelimon View Post
Wait. This means that, theoretically, a sorcerer could get anyspell and surge of fortune, for example.
Well, see, the qualification on the sorcerer learning spells outside their official spell list is they have to gain some understanding of it by study. Which would need to be coordinated with the DM.

If a sorcerer tried to learn "Anyspell" this way, the proper DM response is to hit them over the head with a large brick.
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Old 03-12-2008, 09:52 AM   Top  -  End  -  #18
Azerian Kelimon
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Seems so. To celebrate this great discovery, I'm coining a meme.



A sorcerorz is teh borkenzorz.
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Old 03-12-2008, 09:57 AM   Top  -  End  -  #19
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

this discussion is not a new one and was first discussed some time ago when i first joined these forum boards.
the response from wotc was that this meant sorcerers could choose spells from other sources than the phb, including homebrewed etc or even spells invented by another wizard who has never shared it with anyone.
they specifically stated that it did not include spells off other classes lists.

certainly the idea that a class that does not gain any direct benefit to their class features from a high intelligence should be able to STUDY to gain advantages to their class features makes little sense.
studying is for wizards, certainly by RAI.
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Old 03-12-2008, 09:58 AM   Top  -  End  -  #20
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

It's showing me only a red X. Perhaps you could post the picture somewhere else?
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Old 03-12-2008, 10:25 AM   Top  -  End  -  #21
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

of course they named it sorcerer and wizard list because it was really only a wizard list...?
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Old 03-12-2008, 11:21 AM   Top  -  End  -  #22
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

Very interesting and useful treatsie, I must say. However, if I may make some... shall we say 'counterpoints'?

I think you are vastly underestimating the value of certain metamagic majors. You see, The strength of the Sorcerer, to use a witty phrase a good Fighter friend of mine used, is Tactical rather than Strategic. When asked to expound upon this, he explained that Strategy is planning ahead, wheras Tactics is dealing with the imediate situation with what you have. I found it a remarkable counterpoint of Sorcerers and Wizards for a person who has absolutely no knowledge of magical prowess. And so, my humble opinion on the various options for metamagic majors:

Empower Spell: I find this to be a false economy the majority of the time. Two spell levels later, you can generally find something far more damaging. There are certain exceptions, such as when the damage is of a particularly rare type, or the damage affects the person's well-being in ways more than mere physical damage. Examples of this would be Magic Missile, which deals Force damage, and never miss, so the guarenteed damage may be worth the 3rd level spell normally reserved for something like a Fireball; and Enervation, which does negative levels, making it an exceptionally nasty spell indeed. Other than these rare exceptions, however, I find it not nearly as valuable as some of the others.

Enlarge Spell: While keeping foes with sharp pointy things well away from you is always a good thing, this isn't as effective at doing it as one might think. Consider a moment that it does not work on spells you have to touch to cast, and that even the newest Sorcerer on the block can cast Close range spells up to thirty feet away.

Extend Spell: I find this to be sub-par in my experience. You see, once you gain a moderate amount of magical prowess, your spells with a duration of hours/level will practically last all adventuring day, using either the humble Rope Trick or the upgraded Mordikain's Magnificent Love Shack to keep yourself safe once the spells have expired. During combat, the duration is almost pointless, as combat will almost certainly be over before you spell is. In your younger days, when you need it the most, you are least able to afford the price tag associated with it.

Heighten Spell: A deceptively useful one, and often overlooked. Why, then, would I wish to cast a low level spell in a higher level spell slot? Why, because you are no wizard who has to guess in advance which spells he needs to memorise for the day and what metamagic to apply at that time, your tactical versitility is such that even your humble low level spells can affect a surprisingly potent foe when dropped into a higher level spell slot. And remember, you are a Sorcerer, you have few high level spells known, but many times a day to cast it. This means that you will often have high-end spell slots available. So when your opponent thinks he can easily overcome the Stinking Cloud, only to be overcome by the fumes when cast as a 9th level spell. In this case, it increases the DC of the spell by 6, which is the equivelant of a +12 to Charisma (impossible through pre-epic means), or an Archmage devoted exclusively to increasing his spell power AND has an Ioun Stone which increases it still further. This makes your low-end spells still viable and useful even very late in your career.

Maximize Spell: A false economy, I fear. While many 'blasters' drool over this one, it's actually not as useful as it may appear to be. It is cast as a spell three levels higher. So let us once again use that staple, the Fireball. A Maximized Fireball deals a guarenteed 60 damage (10d6) as a 6th level spell. Let us browse the list of 6th level spells, shall we? We have Disintegrate, but that's not really a fair comparison, now is it? Ahh, here we go, Evocation has two different 'blasters' at 6th: Chain Lightning and Freezing Sphere. Now then, of the two, Freezing Sphere is the most similar, so let us use it by way of comparison. This particularly little nuke deals 15d6 (15d8 vs water elementals and the like, but those are so rare, let's just ignore that, shall we). Now then, the law of averages and bell curves indicates that this spell will average out to somewhere between 45 and 60 damage. So, not a whole lot of difference in damage output, but Freezing Sphere also lets you freeze water, making it possible to create walkways across otherwise impassible water sources, trap monsters who are currently in the water, and in general has a lot more utility use than Fireball does.
Right, let's look at Chain Lightning briefly, shall we? First off, it's damage is capped at 20d6, which means it will, on average, actually do MORE damage than the Maximised Fireball toward the end of your career, PLUS it arcs to a number of secondary targets equal to your caster level, each one doing half damage. That's a lot better than the Maximized Fireball to me.

Quicken Spell: Core, unable to be used by us. Pity, and the nerds wizards never let us forget it, either. If you allow PhB II rules, possibilities open up, and it becomes an extremely valuable tool.

Silent Spell: Always handy to have, since we don't have to guess which spells we'll need to cast silently, unlike some people. Very useful for when captured and gagged, or when in a Zone of Silence, or similar effect. Everyone knows that silencing is the best method of shutting down a caster. Learn this and prove them wrong.

Still Spell: Also an extremly useful metamagic, and one I'm surprised wasn't mentioned earlier. This spell lets you cast spells without somatic components. This means, among other things, that Arcane Spell Failure does not apply to that particular spell, meaning you can be disguised as a 'tank' in full plate with a tower shield, and can still flawlessly perform arcane feats of prowess. It also means you can cast while grappled, making it invaluable in those sticky situatoins. It also means you can be clapped in irons in a dungeon and can still cast.

In fact, I'm reminded of one time when we were ambushed at night and taken captive. I was thrown in prison, chained to the wall, and gagged. My tormentor came to my prison and began taunting me about how useless I was now that I couldn't cast, waving the dummy spellbook I always keep on my person, which is always a worthwhile deception in such situations. My response of a Stilled and Silent Shatter on my bonds, followed up by a Phantasmal Killer on my strong but dumb tormentor. By the time the guards arrived after hearing his screams, I was already ready with a Prismatic Wall across the enterance.

Widen Spell: Deceptively Dangerous. As my smart Fighter friend used to say: Friendly Fire Isn't. Being hung my my toes from a rather large tree, I had ample time to consider the profound statement, and came to realize that he was a bit miffed about being caught in the effect of the Stinking Cloud I had cast at the opponent casters to keep them from casting. You see, a lot of the things you're casting works do not come equipped with a method of identifying friend from foe. Expanding the radius of the effect only compounds the problem further. And before one points out the example of the Archmage's Mastery of Shaping to negate this problem, may I point out that your associates would likely want to move around, rather than be stuck in the same small area that was exempted for their benefit? Also, depending on the duration of the spell, they may be stuck there for some time unless you are willing to spend another spell to dispel your effect. Undamaged, to be sure, but also rather upset with you for keeping them stuck in place.
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Old 03-12-2008, 11:52 AM   Top  -  End  -  #23
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Worthy words. I shall add your wisdom to the appendix.


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EDIT: I forgot to say: Epic win, lolpwnt, etc etc solo. Beautiful piece you have there. Absolutely top notch.
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Excellent stuff! Will comment on it later in more detail.

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Old 03-12-2008, 12:01 PM   Top  -  End  -  #24
KoDT69
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Default Re: Solo’s Stupendously Superior Sorcerer Guide

About the Sorcerer and spell selection from other lists:
While it does not specifically state what
Quote:
These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study
is supposed to mean, it is open to DM interpretation. In a RAW debate, anything that is possible must be considered. So your DM won't let a Sorcerer pick up Divine Favor from the divine list. So what. It doesn't say per RAW that you specifically can't. That makes it a houserule.

I don't think most spells are really going to unbalance the game if given to the Sorcerer. He already has NO CLASS FEATURES, let's give him a break man . Let's also consider Divine Favor as the example for my argument. So in the hands of the Cleric it channels divine power from his deity and turns it into an attack and damage bonus of up to +5 for a short time. Who cares where the power comes from. CHange the name of the spell to something non-divine like a cliched "Combat Favor" or whatever. Now make it an arcane spell that grants the same mechanical bonus sans deity. There's absolutely nothing wrong with that. Look at spells like Bull's Strength and Dispel Magic that are on multiple spell lists. The only spells I would see being a problem would be Miracle, True Resurrection, and Resurrection. Yah, so the Sorcerer could try to avoid the XP loss from Wish by going for Miracle, but I'd veto that particular one. The Resurrections are problematic enough for Clerics as it is. I would say being brought back to life without penalty would also qualify as needing divine backing. Other than those, magic is magic, regardless of power source.
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Old 03-12-2008, 12:22 PM   Top  -  End  -  #25
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Empower Spell: I find this to be a false economy the majority of the time. Two spell levels later, you can generally find something far more damaging. There are certain exceptions, such as when the damage is of a particularly rare type, or the damage affects the person's well-being in ways more than mere physical damage. Examples of this would be Magic Missile, which deals Force damage, and never miss, so the guarenteed damage may be worth the 3rd level spell normally reserved for something like a Fireball; and Enervation, which does negative levels, making it an exceptionally nasty spell indeed. Other than these rare exceptions, however, I find it not nearly as valuable as some of the others.
Disagreed! At least, with regard to sorcerers. Spell slots are extremely valuable. A sorcerer who learns fireball and delayed blast fireball is, in my opinion, worse off than a sorcerer with empower who learns fireball something entirely different, like, say, forcecage.

The way I'm playing my current sorcerer is to use lowish slots for elemental damage - scorching ray, lightning bolt, orb of acid, cold, or force. Metamagic them up to higher damage. High slots get reserved for utility or save or die effects like dim door, baleful polymorph, forcecage. With enough metamagic (thank you, incantatrix) you should be able to get by with a single spell from each element, saving your precious slots for other effects. If you go the energy admixture route you might even be able to get away with one or two elemental damage spells and mix/sculpt accordingly.
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Old 03-12-2008, 01:13 PM   Top  -  End  -  #26
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ok, i have a couple questions.

is a sorcerer better than a wizard? i know they have a bigger amount of spells per day, but how does the limit on the spells they know play in to how strong they are?

what schools of magic are the best, what schools should most of your spells be coming from?

any suggestions for a familiar?
Yes and No sorcerers are better than wizards depends on several factors:

Sorcerers are generally easier to play than a wizard with a limited known spell list and can be made even easier to play by playing a Variant Battle Sorcerer.

There are many threads with suggested spells to take at the various levels for various types of sorcerers (some scored numerically by players which helps avoiding poor spell selection). Actually even easier to play a Beguiler now IMO for what the class gets in comparison to a base class sorcerer.

Sorcerers are nice in low magic campaign settings.

They involve a lot less book and recordkeeping for a Player and a DM which can really be a pain in high level games since the player only needs to spend an hour or two making the PC not an hour or so each game tweaking the wizard spell list for the adventure (For some players this can be a enjoyable experience while other find it tedious and tiring).

IMO the limited known spells hurts a sorcerer most at the lower levels of play but also makes them one of the easiest spellcasting classes to play.

I favor the generalist sorcerer which means I mix up the spell lists to avoid spell duplication and enter a PRC like Mage of the Arcane Order or Guild Wizard of Waterdeep for access to a Spell Pool and purchase a Ring of Theurgy at higher levels 11/12+ and a few Rune Staves from MIC.

For a level 1 sorcerer in a short low level game I like going Battle Sorcerer with Color Spray or Sleep taking the Precocious Apprentice feat Scorching Ray to fuel the Reserve feat Fiery Burst. The PC gets D8, average BAB, No ASF in light armor, a nice hand held weapon proficiency and has a very small spell list to worry about. Beguiler probably a better choice at this level.

I like Ravens for familiars.

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Old 03-12-2008, 02:40 PM   Top  -  End  -  #27
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The spell appraisals were just to help the process a little and entertain.
And in that intention you have most definately succeeded. I applaud you sir, may you be know throughout the web as the snarky king of awesome death rain. Thanks for an entertaining read.
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Old 03-12-2008, 02:48 PM   Top  -  End  -  #28
ShneekeyTheLost
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Disagreed! At least, with regard to sorcerers. Spell slots are extremely valuable. A sorcerer who learns fireball and delayed blast fireball is, in my opinion, worse off than a sorcerer with empower who learns fireball something entirely different, like, say, forcecage.

The way I'm playing my current sorcerer is to use lowish slots for elemental damage - scorching ray, lightning bolt, orb of acid, cold, or force. Metamagic them up to higher damage. High slots get reserved for utility or save or die effects like dim door, baleful polymorph, forcecage. With enough metamagic (thank you, incantatrix) you should be able to get by with a single spell from each element, saving your precious slots for other effects. If you go the energy admixture route you might even be able to get away with one or two elemental damage spells and mix/sculpt accordingly.
And I would disagree with you completely.

I would get one damage spell from the lower level, my favorite is Lesser Sonic Orb, or perhaps Magic Missile. Then use Master of Elements later on to change it to whatever flavor you need.

Everything else is non-damaging effects.

Seriously, I get one or maybe two different blasters. I never get any of the Reflex Save spells, except perhaps DBF, which I use in tandem with Time Stop to make it marginally useful. Everything else is stuff like Stinking Cloud, Cloudkill, Solid Fog, Forcecage (or even better, just use Greater Shadow Evocation, there is both Forcecage *AND* Contingency, at no cost whatsoever), and the like.

Why bother with Fireball when I can get Slow, Haste, and Stinking Cloud? If there's casters against me, drop a Stinking Cloud to target their weak save, otherwise drop a Slow to screw over the opponent melee guys, and follow up with a Haste for my guys. I'll be way more effective using any of those methods than using a Fireball. Let the tanks do the damage, that's their job.

Why bother with Scorching Ray/Acid Arrow? At 2nd level, you've got a lot of 'must have' spells, including Mirror Image, Blindness/Deafness, and Rope Trick.

Even 1st level has Shield, which any decent Sorcerer should pick up, but at least you can afford both Magic Missiles and Lesser Sonic Orb here, since the only other one you really want is Feather Fall for pesky dispels on your overland flight later on.

IMO, the only excuse for Empower Spell is Enervation, because negative levels are all kinds of good fun and you don't get many other ways to apply them.
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Old 03-12-2008, 02:58 PM   Top  -  End  -  #29
mostlyharmful
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IMO, the only excuse for Empower Spell is Enervation, because negative levels are all kinds of good fun and you don't get many other ways to apply them.
Even then Chain and Split Ray are both better choices, in fact they're my two favorite metas, depending on what you use them for they can make you the king of Buffing or ungodly cheestastic, best of all they can both (albeit mostly chain) on buffs, debuffs, blasts and utility spells, in combat and out of it.
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A treasure destroying trap sounds like the work of someone who puts items in barrels or at the bottom of a death filled labyrinth.
Ah, you're starting to get it. Then you dig down and loot the remains. Give them bread and circusses and the proles wont rise against you. Give adventurers dungeons and trapped chests and they won't waste time looking for your home to kill your wife.
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Old 03-12-2008, 03:00 PM   Top  -  End  -  #30
ShneekeyTheLost
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Even then Chain and Split Ray are both better choices, in fact they're my two favorite metas, depending on what you use them for they can make you the king of Buffing or ungodly cheestastic, best of all they can both (albeit mostly chain) on buffs, debuffs, blasts and utility spells, in combat and out of it.
True, however neither of these are Core, which is what the discussion is about.

However, Empowered Twin Ray Enervation is a scary, scary thing.
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