ShneekeyTheLost
2009-01-21, 07:03 PM
It has been the topic of many a discussion, particularly of late, as to a Sorcerer's choice of which magics he may innately know, and which he must rely on devices to cover.
It is a truth that a Sorcerer's power is determined by the wisdom of his spell choices. A well prepared Sorcerer can be every bit as much 'batman' as a Wizard can, and with somewhat better tactical flexability. However, a Sorcerer who is poor in his choices can often times find himself unable to contribute meaningfully to his comrades.
So, here is a treatise on my opinion as to the usefulness of the various choices available to all Sorcerers. There may be advanced sources available to you, however as not all of these advanced sources may be available to every sorcerer, I shall leave that to another to compile and complete.
In brief, these are the criteria you must use when determining your spells known:
1) It must be something you fully expect to use on a daily basis. If it's not something you foresee yourself casting at least this frequently, wand or scroll it.
2) It must be something that your party cannot already accomplish easily. Spells such as Knock fall into this heading. It is better done with a skilled scoundrel and his handy tool kit.
3) It must be something which retains use throughout your career. For example, the humble Magic Missile is constant, never-fail damage, which is always handy for that final blow that absolutely must land. Grease is another good example of a low level spell that retains use throughout your career. Sleep is an example of a spell whose worth rapidly fades to nonexistance.
4) It is handy of the spell is versatile. You have a limited Spells Known list, so it behooves you to choose those spells which are useful in multiple situations. For example, Fireball is a fine spell for dealing damage to crowds, but that's about all it can do. Haste grants an extra attack on a full attack, and will almost certainly out-damage Fireball in any combat, plus providing defensive bonuses to your allies.
5) Get spells that target different weaknesses. This is, ultimately, why Blasting is considered a poor choice to specialize in, because everything targets Reflex saves. Against nimble opponents, you find yourself worthless. Pick up a variety of effects that target a variety of weaknesses. For example, a solid line-up of assault spells would be: Baleful Polymorph, Resilient Sphere, Enervation, and Feeblemind. You have one spell that targets each defense: Fort, Ref, AC, and Will. Each are crippling or removing from combat.
6) Battlefield Control is key. Few classes can do Battlefield Control as well as you can. You must be careful to avoid specializing too heavily and losing flexibility, but there are some spells which can negate entire encounters, properly placed. Such examples would be Stinking Cloud, Slow, and Wall of Force. Stinking Cloud is also a Fort Save or Screwed effect, which few want to get into, so it works double duty. Slow is a rare Will save that is not mind-affecting. Wall of Force limits their maneuverability, literally putting their back against a wall.
With these in mind, here are my viewpoints on the various spells. Keep in mind, these are simply my opinions, others may feel differently.
1st level spells
Abjur
* Alarm: Situational and not worth it as a spell known
* Endure Elements: Also not worth a spell known
* Hold Portal: Doesn't keep it from being knocked in.
* Protection from Chaos/Evil/Good/Law: Not a bad choice, if you know every single opponent is going to be a specific alignment. Otherwise, just let the Cleric pick this up.
* Shield: Even at Rounds/Level, negating magic missiles and +4 Shield bonus to AC is worth it.
Conj
* Grease: No SR. This spell is useful throughout your career. Worth it.
* Mage Armor: Handy at low levels, not so much once you can afford better.
* Mount: Not really worth it, since you also need the Ride skill to use it
* Obscuring Mist: Not as handy as it looks
* Summon Monster I: Useful for speed bumps and trapspringing
* Unseen Servant: Handy utility spell
Div
* Comprehend Languages: Probably not worth it
* Detect Secret Doors: This is what we have elves for
* Detect Undead: This is what we have eyeballs for
* Identify M: Worst spell to have as Known. Scroll it if you must.
* True Strike: Eats up an action, but sometimes worth it
Ench
* Charm Person: Only affects Humanoids, so use wanes as you find nastier encounters
* Hypnotism: Not really powerful enough to be worth it
* Sleep: Extremely powerful low level. Extremely useless after about 4th level.
Evoc
* Burning Hands: Range is too small, beware friendly fire
* Floating Disk: Most. Worthless. Spell. Ever. Handy Haversack has better cargo capacity.
* Magic Missile: Never Fail Damage. Sometimes, you just feel like hitting something.
* Shocking Grasp: Decent damage, but do you really want to get close to something when you've got a d4 HD?
Illus
* Color Spray: Useful for longer than Sleep... sort of
* Disguise Self: Handy utility, but see next level
* Magic Aura: Fun trick, but not for you. Leave this to Bards and Wizards
* Silent Image: Power only limited by your creativity
* Ventriloquism: Not too useful, generally.
Necro
* Cause Fear: See also: Sleep.
* Chill Touch: See also: Shocking Grasp, only without the damage potential.
* Ray of Enfeeblement: Not a bad choice. I guess. Single-target debuff without save.
Trans
* Animate Rope: This is a toy. Let the Wizards play with toys, you have better things to do.
* Enlarge Person: Handy buff for your tank.
* Erase: See also: Animate Rope
* Expeditious Retreat: Get out of Trouble Quickly. Your first of such.
* Feather Fall: If you're using this frequently enough to be worth a Spell Known, get the Ring.
* Jump: See also: Feather Fall
* Magic Weapon: Greater version is much better, this... not so much
* Reduce Person: It's a cool toy, maybe situationally useful for your scout-type.
2nd level spells
Abjur
* Arcane Lock M: At $25 a pop, not worth it as Known. See Rope Trick instead.
* Obscure Object: Extremely situationally useful. Scroll it, don't learn it.
* Protection from Arrows: Not worth it.
* Resist Energy: Can be handy if you know you're going to be facing a lot of various energy types ahead of time.
Conj
* Acid Arrow: No Save, No SR. Acid damage is also rare to find. If you're going to get a Blaster this level, this is one of two to get.
* Fog Cloud: Better than Obscuring Mist, but still not good enough.
* Glitterdust: Extremely useful throughout your career
* Summon Monster II: One of these is handy to have. More than one is redundant.
* Summon Swarm: Requires concentration to maintain. Not worth it.
* Web: No SR, and even with save, it is still battlefield control. Very handy spell to have.
Div
* Detect Thoughts: This is a toy. You have better things to do with your spells known. Give the Rogue an amulet, if necessary.
* Locate Object: Scroll it... maybe... I guess. But it's so rarely worth it that you might as well not bother..
* See Invisibility: Glitterdust is better, but sometimes you need to see it to dust it.
Ench
* Daze Monster: By now, few things are under 6HD, so not worth it.
* Hideous Laughter: Will Save or screwed. But also requires a touch.
* Touch of Idiocy: Stat Damage, but again, requires a touch.
Evoc
* Continual Flame M: No. Buy an Everburning Torch, if you feel so inclined.
* Darkness: Again with the Concealment. Again with the 'not worth it'
* Flaming Sphere: 'Great Balls of Fire' jokes aside, not worth it.
* Gust of Wind: Protection from Arrows larger brother. Only pick up if you're actually having problems with archers.
* Scorching Ray: This does more up-front damage, Acid Arrow ignores SR, and does Acid Damge. Choose one, but not both
* Shatter: It's a handy spell, but your friends may get upset about loosing treasure.
Illus
* Blur: See Mirror Image instead, which is in every way superior.
* Hypnotic Pattern: Still not worth it.
* Invisibility: Good to put on the scout for scouting unseen and giving him one full round of sneak attacks.
* Magic Mouth M: This is a toy. You have better things to do
* Minor Image: Use is only limited by your imagination.
* Mirror Image: Most useful defensive spell in Core.
* Misdirection: And how often are you going to get someone using Divination on you?
* Phantom Trap M: Material Component + Toy = Phail.
Necro
* Blindness/Deafness: Fort Save or Screwed, and probably the first good one you get.
* Command Undead: Let the Cleric get this.
* False Life: even at high levels, 20hp isn't very useful compared to Mirror Image.
* Ghoul Touch: Touch AND Fort Save. Too many chances for this to fail, and too risky if it does.
* Scare: See also: Daze Monster.
* Spectral Hand: If you're wanting to use a lot of low-level touch spells, this might be handy. If you're not wanting to limit yourself to a touch spell caster, then probably not worth the extra action to cast
Trans
* Alter Self: As spells go, this is Gouda.
* Bear’s Endurance: The only one of these spells that is worth it, maybe. Probably better to let someone else get it, though.
* Bull’s Strength: Doesn't stack with item bonuses, not worth it.
* Cat’s Grace: See also: Bull's Strength.
* Darkvision: Doesn't let you see in magical darkness, so not worth it.
* Eagle’s Splendor: See also: Bull's Strength.
* Fox’s Cunning: See also: Bull's Strength.
* Knock: Wand it, if you don't have a skillmonkey in the party, and are constantly running into doors that you cannot break down. Otherwise, let the skillmonkey have his fun too.
* Levitate: Not very useful, see Fly next level.
* Owl’s Wisdom: See also: Bull's Strength.
* Pyrotechnics: Only situationally cool. You need more than situationally to be worth it.
* Rope Trick: Grab this. At 8th level and beyond, this is an immunity to being ambushed at night.
* Spider Climb: let the rogue pick up a wand of this, if he wants it so bad.
* Whispering Wind: Toy.
3rd level spells
Abjur
* Dispel Magic: Very useful. Upgrade to Greater when you get a chance
* Explosive Runes: Toy.
* Magic Circle against Chaos/Evil/Good/Law: See also: Protection from <alignment>.
* Nondetection M: At $50 a pop, not worth your time.
* Protection from Energy: Resist Energy is probably better for you.
Conj
* Phantom Steed: It has some use, but generally not seen as a good one.
* Sepia Snake Sigil M: Toy with Material component. Pass.
* Sleet Storm: No Save, No SR. This is Grease's bigger brother
* Stinking Cloud: Extremely useful Fort Save or Loose Battlefield Control.
* Summon Monster III: See Summon Monster II.
Div
* Arcane Sight: If it wasn't a duration of only minutes/level, it might have been worth it.
* Clairaudience/Clairvoyance: Let the skillmonkey earn his keep.
* Tongues: See also: Comprehend Languages.
Ench
* Deep Slumber: Anything under 10HD is probably a mook, and not worth this.
* Heroism: Beware stacking problems. Morale bonuses are fairly easy to come by.
* Hold Person: Cleric gets this a level sooner.
* Rage: No thanks.
* Suggestion: Very handy out of combat.
Evoc
* Daylight: Let the Cleric grab this one, you won't use it often enough to justify it.
* Fireball: Blasting is not the best choice, but it's a staple for a reason.
* Lightning Bolt: See above.
* Tiny Hut: For those with cheese allergy and didn't grab Rope Trick.
* Wind Wall: Protection from Arrows' bigger brother.
Illus
* Displacement: why bother when you have Mirror Image?
* Illusory Script M: Material component and Toy. Pass
* Invisibility Sphere: Not as handy as you might think. Can YOU stand being that close to the unwashed Barbarian?
* Major Image: If you like Illusions, this one is gold. If you don't, it's a lead weight.
Necro
* Gentle Repose: And how often will you need to preserve a body?
* Halt Undead: Let the Cleric deal with Undead.
* Ray of Exhaustion: Good way to make a charging Barbarian slow down.
* Vampiric Touch: Not as useful as one might think.
Trans
* Blink: Worse than Mirror Image, AND gives YOU a miss chance as well? Pass.
* Flame Arrow: Okay if you're wanting to back up a whole army of archers.
* Fly: Mobility FTW.
* Gaseous Form: Nerfs Somatic and Verbal components. Not worth it.
* Haste: Probably the best party buff around.
* Keen Edge: or just get Keen weapon, or Improved Critical...
* Magic Weapon, Greater: Potent spell. Talk with your Cleric about who is going to handle this before you make your choice.
* Secret Page: Toy.
* Shrink Item: Not generally all that useful, but occasionally handy. Probably better to Scroll it, unless you really are wanting to use it daily.
* Slow: A very rare Will save that is NOT a Mind Affecting ability.
* Water Breathing: Unless you're in an underwater campaign, not useful enough. Scroll it, maybe, but don't learn it.
4th level spells:
Abjur
* Dimensional Anchor: How often do you run up against teleporting things?
* Fire Trap M: Material Component, and absolute CRAP for damage.
* Globe of Invulnerability, Lesser: And how often do you run up against low-level casters?
* Remove Curse: Let the Cleric handle this.
* Stoneskin M: At $250 a pop, waaaay too expensive to have as a spell known.
Conj
* Black Tentacles: No SR, No Save, although he gets a grapple check. Fun at Anime conventions.
* Dimension Door: Get out of trouble free.
* Minor Creation: Toy.
* Secure Shelter: Tiny Hut probably is enough, if Rope Trick was too cheesy for you, but if you're still wanting something for camping, go ahead and grab it.
* Solid Fog: No Save. No SR. You just suck. This spell is a cornerstone staple for Battlefield Control
* Summon Monster IV: See previous Summon Monster entries.
Div
* Arcane Eye: Or, you could just let the Skillmonkey earn his keep
* Detect Scrying: And how often will someone be trying to scry you?
* Locate Creature: Situationally useful. Scroll it, don't learn it
* Scrying F: If that's what you want to do, go for it.
Ench
* Charm Monster: Charming isn't really that powerful, wait for Dominate.
* Confusion: Will Save or Loose, although it's Mind Affecting.
* Crushing Despair: A Save Debuff with a Will Save or negate. If his save was low enough you could land it, why would you need to cast it?
* Geas, Lesser: Toy.
Evoc
* Fire Shield: And how often is something going to be chunking fire/cold at you?
* Ice Storm: Come on, fireball has better damage than this.
* Resilient Sphere: Ref Save or Loose. Also handy for protecting fallen allies, or yourself.
* Shout: Friendly Fire Isn't.
* Wall of Fire: Damage is lousy.
* Wall of Ice: Nah, wait a level for Wall of Stone or Force, if you're really wanting a wall
Illus
* Hallucinatory Terrain: I haven't seen much use in it, but YMMV, Illusions are one of those things that either rock hard or suck ass.
* Illusory Wall: See above.
* Invisibility, Greater: Handy for the party rogue.
* Phantasmal Killer: Will save AND Fort save or die. Your first true death spell, but either of the saves negates. Not worth it
* Rainbow Pattern: Not really worth it, you've got better tricks.
* Shadow Conjuration: I know, it looks pretty, but it's really not. It grants SR to the spells that normally don't allow it, and adds a Will Save component.
Necro
* Animate Dead M: Friends don't let Sorcerers learn spells with expensive material components.
* Bestow Curse: You've got too many good choices this level, let the Cleric do this.
* Contagion: By the time it gets around to doing anything, the encounter is long over.
* Enervation: One of the most effective RTA spells in the game.
* Fear: Will Save or Loose. Beware Friendly Fire.
Trans
* Enlarge Person, Mass: Nah, you've got too many other good things to do.
* Mnemonic Enhancer F: Wizard only.
* Polymorph: If you're not allergic to cheese, this is excellent.
* Reduce Person, Mass: See above on Mass Enlarge Person.
* Stone Shape: Depends on how frequent you plan on doing this.
5th level spells
5th-Level Sorcerer/Wizard Spells
Abjur
* Break Enchantment: Let the Cleric handle this. Scroll it, don't learn it.
* Dismissal: Depends on how frequent Outsiders with weak Will saves are going to be showing up.
* Mage’s Private Sanctum: Depends on how often you are getting scried on in your sleep.
Conj
* Cloudkill: Even on a save, it still does Con damage. Combine with a way to immobilize, and this is a No Save You're Dead unless it's immune to poison
* Mage’s Faithful Hound: You've got better ways of preventing being attacked at lower levels.
* Major Creation: As minor creation, plus wasting a higher level slot.
* Planar Binding, Lesser: Depends on if you want to cheese it.
* Secret Chest F: Generally only used for Wizards and their spellbooks.
* Summon Monster V: See previous Summon Monster entries.
* Teleport: Extremely handy mobility spell. Party Transportation in a can. Port n Pwn. Lots of uses here. Upgrade to greater that doesn't have a chance of hosing you when you get the chance.
* Wall of Stone: Good battlefield control and some utility as well.
Div
* Contact Other Plane: Lets you play 20 questions with an extraplanar entity.
* Prying Eyes: Still not worth it, let the Skillmonkey do his job
* Telepathic Bond: Don't learn it, get it cast on the party instead.
Ench
* Dominate Person: And how often do you run into Humanoids with weak Will saves?
* Feeblemind: Will Save or Screwed. And Arcane Casters get a -4 on the save. Very good counter-caster spell
* Hold Monster: Another single target Will Save or Screwed.
* Mind Fog: If only it didn't allow a Will save. So if you need to reduce the will save, you need to cast it, only it won't land because you need to reduce the will save.
* Symbol of Sleep M: Friends don't let Sorcerers learn spells with extremely expensive material components.
Evoc
* Cone of Cold: If you absolutely, positively, must have a Ref/Half blast spell, this is a decent choice.
* Interposing Hand: Toy.
* Sending: Scroll it, don't learn it.
* Wall of Force: Battlefield Control.
Illus
* Dream: Toy.
* False Vision M: Situationally Useful *AND* expensive material component. Scroll it, don't learn it.
* Mirage Arcana: As hallucinatory terrain, plus higher level.
* Nightmare: Toy.
* Persistent Image: As major image, but no concentration required.
* Seeming: Extremely situational.
* Shadow Evocation: So now, in addition to Ref/Half, it now has Will/half as well.
Necro
* Blight: And how often will you fight plants?
* Magic Jar F: Toy
* Symbol of Pain M: Expensive Material Component
* Waves of Fatigue: Not worth it for this level, you've got many other ways of slowing them down.
Trans
* Animal Growth: Let the tree-hugging Druid buff his own dang pet.
* Baleful Polymorph: Fort Save or Loose.
* Fabricate: Need a Craft check to do anything with it. Pass.
* Overland Flight: 24 hr Flight.
* Passwall: If you can't batter it down by now, you've got bigger problems. Disintegrate would be better for this.
* Telekinesis: Versatile and flexible spell.
* Transmute Mud to Rock: Toy.
* Transmute Rock to Mud: Toy.
Univ
* Permanency X: Remember what I said about expensive material components? Yea, well spending XP is even worse.
6th level spells:
Abjur
* Antimagic Field: Very rarely ever worth it.
* Dispel Magic, Greater: Upgrade to the 3rd level version.
* Globe of Invulnerability: As lesser globe of invulnerability, plus eating up a 6th level slot.
* Guards and Wards: Toy.
* Repulsion: You've got better things to do.
Conj
* Acid Fog: Solid Fog + 5d6 Acid Damage.
* Planar Binding: As lesser planar binding, but up to 12 HD.
* Summon Monster VI: See previous Summon Monster entries.
* Wall of Iron M: Unless you want to do infinite gold cheese, avoid it.
Div
* Analyze Dweomer F: Let someone else do this.
* Legend Lore M F: Material AND Focus. Not worth it for you. Let the Wizard or Bard grab it
* True Seeing M: If only it wasn't so expensive to cast...
Ench
* Geas/Quest: Toy.
* Heroism, Greater: See entry on Heroism.
* Suggestion, Mass: Let the Bard do this instead.
* Symbol of Persuasion M: Friends don't let Sorcerers learn expensive spells.
Evoc
* Chain Lightning: Blastermancy.
* Contingency F: No, don't get this. Trust me, you've got a better way to do this.
* Forceful Hand: Ultimately, just another pretty toy.
* Freezing Sphere: Slightly more useful Blastermancy.
Illus
* Mislead: Okay, not too bad, but really... you've got better things to do.
* Permanent Image: If Illusions are your thang.
* Programmed Image M: Warning: Material Component makes this too expensive to learn. Scroll it, if that's what you want.
* Shadow Walk: You already have Teleport, why bother?
* Veil: Just another toy.
Necro
* Circle of Death M: Too expensive, and really, not all that good by now, considering how many HD your opponents are going to have by the time you can get this.
* Create Undead M: Too expensive, and you'd be better off with Summon Monster.
* Eyebite: Fort save or Loose
* Symbol of Fear M: Too expensive to pick up.
* Undeath to Death M: See Circle of Death.
Trans
* Bear’s Endurance, Mass: Doesn't stack with items.
* Bull’s Strength, Mass: Doesn't stack with items.
* Cat’s Grace, Mass: Doesn't stack with items.
* Control Water: Situationally handy. Scroll this.
* Disintegrate: Extremely useful for a variety of opponents that are otherwise very tough.
* Eagle’s Splendor, Mass: Doesn't stack with items.
* Flesh to Stone: Fort Save or effectively Dead.
* Fox’s Cunning, Mass: Doesn't stack with items.
* Mage’s Lucubration: Wizard only. Plus, sounds too kinky
* Move Earth: Toy.
* Owl’s Wisdom, Mass: Doesn't stack with items
* Stone to Flesh: Let the Cleric deal with this
* Transformation M: You screw over your casting to be able to be half as effective as the tank in physical combat. Next.
7th level spells
Abjur
* Banishment: How often are you running into Outsiders with poor Will saves?
* Sequester: Toy.
* Spell Turning: Only worth it if you plan on getting into a lot of mage duels.
Conj
* Instant Summons M: No. Wizards use it for their backup spellbooks, but worthless to you
* Mage’s Magnificent Mansion F: Rope Trick's bigger, more luxurious brother.
* Phase Door: Why bother? Disintegrate works just as well
* Plane Shift F: Depends on how much plane-hopping you plan on doing.
* Summon Monster VII: See previous Summon Monster entries.
* Teleport, Greater: Probably the most useful party transportation spell around.
* Teleport Object: As teleport, but with more suck and phail.
Div
* Arcane Sight, Greater: As arcane sight, with the same problem.
* Scrying, Greater: As scrying, but higher level.
* Vision M X: As legend lore, but more expensive and strenuous.
Ench
* Hold Person, Mass: And how many humanoids are you really finding these days?
* Insanity: Will Save or Loose, as long as it's not immune
* Power Word Blind: No save, but mind-affecting.
* Symbol of Stunning M: Too expensive.
Evoc
* Delayed Blast Fireball: Blastomancy, but possibly handy when paired with Time Stop.
* Forcecage M: At $1,500 a pop, not worth it, but see next level.
* Grasping Hand: Toy.
* Mage’s Sword F: By now, you have better things to do.
* Prismatic Spray: Lots of fun, watch for friendly fire.
Illus
* Invisibility, Mass: By now, probably not worth it.
* Project Image: Why spend an action to fool them when you can spend and action to destroy them?
* Shadow Conjuration, Greater: Now we're talking. Any Conjuration spell you didn't pick up? This is them.
* Simulacrum M X: Toy.
Necro
* Control Undead: Let the Cleric grab this one.
* Finger of Death: Fort Save or Die. Too bad it's a touch spell
* Symbol of Weakness M: As with the other Symbols, too expensive to learn.
* Waves of Exhaustion: Gee... I don't think I've seen a spell so underwhelming since Knock. Pass.
Trans
* Control Weather: Let the Cleric/Druid take care of this.
* Ethereal Jaunt: Probably not worth a spell known, unless you've got a lot of Ethereal stuff going on.
* Reverse Gravity: No Save, No SR. Handy for juggling, can be used in combo with some other stuff to be very obnoxious.
* Statue: Toy.
Univ
* Limited Wish X: At 300 xp a pop, do you really want to be casting this enough to be worth having it as a spell known? Keep a scroll or two, but don't learn it
8th level spells:
Abjur
* Dimensional Lock: Handy when playing with big outsiders that can Teleport at will.
* Mind Blank: Remember all those Will Save or Loose spells that I've been talking about are so good if your opponent isn't immune to mind-affecting? Yea, this makes you immune to them.
* Prismatic Wall: Battlefield Control with interesting effects.
* Protection from Spells M F: Material AND Focus. Pass
Conj
* Incendiary Cloud: Acid Fog is better. More damage, of a less likely to be resisted flavor, without a save, and also slows opponents.
* Maze: Will Save or Gone.
* Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
* Summon Monster VIII: See previous Summon Monster Entries.
* Trap the Soul M F: Seriously, 1k/hd? Too expensive.
Div
* Discern Location: Toy.
* Moment of Prescience: when you absolutely, positively, desperately need to make that check...
* Prying Eyes, Greater: Now THIS one is worth it. True Sight without material components!
Ench
* Antipathy: By now, you have better ways of battlefield control.
* Binding M: Material component.
* Charm Monster, Mass: As charm monster, but sucking an 8th level spell.
* Demand: Toy
* Irresistible Dance: Would be better if it wasn't a Touch spell.
* Power Word Stun: Stuns creature with 150 hp or less.
* Symbol of Insanity M: See previous Symbol Of x spells.
* Sympathy F: Toy.
Evoc
* Clenched Fist: Toy.
* Polar Ray: Decent single-target damage, but Disintegrate is probably better.
* Shout, Greater: too much potential for friendly fire.
* Sunburst: See above.
* Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. Very handy upgrade
Illus
* Scintillating Pattern: Probably not worth it for you.
* Screen: Really, how often are you being Scried, anyways?
* Shadow Evocation, Greater: Definately worth it. This is Contingency + Forcecage + Force Wall + any other Evocation spell you want to cast.
Necro
* Clone M F: Scroll it, don't learn it.
* Create Greater Undead M: Summon Monster is more powerful, and doesn't have spell components.
* Horrid Wilting: Friendly Fire Isn't.
* Symbol of Death M: It's a Symbol, too expensive for your blood.
Trans
* Iron Body: You've got better defenses by now.
* Polymorph Any Object: If you can stand the Cheese, one of the most powerful spells in the game.
* Temporal Stasis M: Expensive Material Components make Sorcerers cry.
9th level spells:
Abjur
* Freedom: And just how frequently will you run into Imprisonment?.
* Imprisonment: Will Save or Gone.
* Mage’s Disjunction: Dispels magic, destroys loot...
* Prismatic Sphere: Come on, TRY and hit me, I dare ya...
Conj
* Gate X: Unless you plan on abusing this with infinite chains, the xp cost is too great to be worth it.
* Refuge M: Expensive Material Components make Sorcerers cry.
* Summon Monster IX: See previous Summon Monster spells.
* Teleportation Circle M: Material Components Ahoy! Just use Greater Teleport.
Div
* Foresight: Ironically, you won't know you need to cast the spell until it's already too late to cast it.
Ench
* Dominate Monster: As dominate person, but any creature.
* Hold Monster, Mass: As hold monster, but all within 30 ft.
* Power Word Kill: How often will you really need to do this? If it has under 100 hps, odds are your meat shield is about to grind it up.
Evoc
* Crushing Hand: Toy.
* Meteor Swarm: Blastomancy.
Illus
* Shades: As shadow conjuration, but up to 8th level and 80% real.
* Weird: By now, most things will have either a good Fort, or a good Will, or be Immune to death or mind-affecting, or multiple of the above.
Necro
* Astral Projection M: How often do you really want to go to the Astral Plane?
* Energy Drain: Empowered Ray of Enervation is better and only 6th level.
* Soul Bind F: How frequently do you really see this being useful?
* Wail of the Banshee: Kills one creature/level.
Trans
* Etherealness: Unless you plan on a lot of plane-hopping, probably not worth it.
* Shapechange F: Ultimate in Cheese Smack-o-Mancy.
* Time Stop: If you can't set up a Win in 1d4+1 rounds, you need to go play something else.
Univ
* Wish X: As limited wish, but waaay too expensive in XP to cast it often enough to be worth a spell known.
It is a truth that a Sorcerer's power is determined by the wisdom of his spell choices. A well prepared Sorcerer can be every bit as much 'batman' as a Wizard can, and with somewhat better tactical flexability. However, a Sorcerer who is poor in his choices can often times find himself unable to contribute meaningfully to his comrades.
So, here is a treatise on my opinion as to the usefulness of the various choices available to all Sorcerers. There may be advanced sources available to you, however as not all of these advanced sources may be available to every sorcerer, I shall leave that to another to compile and complete.
In brief, these are the criteria you must use when determining your spells known:
1) It must be something you fully expect to use on a daily basis. If it's not something you foresee yourself casting at least this frequently, wand or scroll it.
2) It must be something that your party cannot already accomplish easily. Spells such as Knock fall into this heading. It is better done with a skilled scoundrel and his handy tool kit.
3) It must be something which retains use throughout your career. For example, the humble Magic Missile is constant, never-fail damage, which is always handy for that final blow that absolutely must land. Grease is another good example of a low level spell that retains use throughout your career. Sleep is an example of a spell whose worth rapidly fades to nonexistance.
4) It is handy of the spell is versatile. You have a limited Spells Known list, so it behooves you to choose those spells which are useful in multiple situations. For example, Fireball is a fine spell for dealing damage to crowds, but that's about all it can do. Haste grants an extra attack on a full attack, and will almost certainly out-damage Fireball in any combat, plus providing defensive bonuses to your allies.
5) Get spells that target different weaknesses. This is, ultimately, why Blasting is considered a poor choice to specialize in, because everything targets Reflex saves. Against nimble opponents, you find yourself worthless. Pick up a variety of effects that target a variety of weaknesses. For example, a solid line-up of assault spells would be: Baleful Polymorph, Resilient Sphere, Enervation, and Feeblemind. You have one spell that targets each defense: Fort, Ref, AC, and Will. Each are crippling or removing from combat.
6) Battlefield Control is key. Few classes can do Battlefield Control as well as you can. You must be careful to avoid specializing too heavily and losing flexibility, but there are some spells which can negate entire encounters, properly placed. Such examples would be Stinking Cloud, Slow, and Wall of Force. Stinking Cloud is also a Fort Save or Screwed effect, which few want to get into, so it works double duty. Slow is a rare Will save that is not mind-affecting. Wall of Force limits their maneuverability, literally putting their back against a wall.
With these in mind, here are my viewpoints on the various spells. Keep in mind, these are simply my opinions, others may feel differently.
1st level spells
Abjur
* Alarm: Situational and not worth it as a spell known
* Endure Elements: Also not worth a spell known
* Hold Portal: Doesn't keep it from being knocked in.
* Protection from Chaos/Evil/Good/Law: Not a bad choice, if you know every single opponent is going to be a specific alignment. Otherwise, just let the Cleric pick this up.
* Shield: Even at Rounds/Level, negating magic missiles and +4 Shield bonus to AC is worth it.
Conj
* Grease: No SR. This spell is useful throughout your career. Worth it.
* Mage Armor: Handy at low levels, not so much once you can afford better.
* Mount: Not really worth it, since you also need the Ride skill to use it
* Obscuring Mist: Not as handy as it looks
* Summon Monster I: Useful for speed bumps and trapspringing
* Unseen Servant: Handy utility spell
Div
* Comprehend Languages: Probably not worth it
* Detect Secret Doors: This is what we have elves for
* Detect Undead: This is what we have eyeballs for
* Identify M: Worst spell to have as Known. Scroll it if you must.
* True Strike: Eats up an action, but sometimes worth it
Ench
* Charm Person: Only affects Humanoids, so use wanes as you find nastier encounters
* Hypnotism: Not really powerful enough to be worth it
* Sleep: Extremely powerful low level. Extremely useless after about 4th level.
Evoc
* Burning Hands: Range is too small, beware friendly fire
* Floating Disk: Most. Worthless. Spell. Ever. Handy Haversack has better cargo capacity.
* Magic Missile: Never Fail Damage. Sometimes, you just feel like hitting something.
* Shocking Grasp: Decent damage, but do you really want to get close to something when you've got a d4 HD?
Illus
* Color Spray: Useful for longer than Sleep... sort of
* Disguise Self: Handy utility, but see next level
* Magic Aura: Fun trick, but not for you. Leave this to Bards and Wizards
* Silent Image: Power only limited by your creativity
* Ventriloquism: Not too useful, generally.
Necro
* Cause Fear: See also: Sleep.
* Chill Touch: See also: Shocking Grasp, only without the damage potential.
* Ray of Enfeeblement: Not a bad choice. I guess. Single-target debuff without save.
Trans
* Animate Rope: This is a toy. Let the Wizards play with toys, you have better things to do.
* Enlarge Person: Handy buff for your tank.
* Erase: See also: Animate Rope
* Expeditious Retreat: Get out of Trouble Quickly. Your first of such.
* Feather Fall: If you're using this frequently enough to be worth a Spell Known, get the Ring.
* Jump: See also: Feather Fall
* Magic Weapon: Greater version is much better, this... not so much
* Reduce Person: It's a cool toy, maybe situationally useful for your scout-type.
2nd level spells
Abjur
* Arcane Lock M: At $25 a pop, not worth it as Known. See Rope Trick instead.
* Obscure Object: Extremely situationally useful. Scroll it, don't learn it.
* Protection from Arrows: Not worth it.
* Resist Energy: Can be handy if you know you're going to be facing a lot of various energy types ahead of time.
Conj
* Acid Arrow: No Save, No SR. Acid damage is also rare to find. If you're going to get a Blaster this level, this is one of two to get.
* Fog Cloud: Better than Obscuring Mist, but still not good enough.
* Glitterdust: Extremely useful throughout your career
* Summon Monster II: One of these is handy to have. More than one is redundant.
* Summon Swarm: Requires concentration to maintain. Not worth it.
* Web: No SR, and even with save, it is still battlefield control. Very handy spell to have.
Div
* Detect Thoughts: This is a toy. You have better things to do with your spells known. Give the Rogue an amulet, if necessary.
* Locate Object: Scroll it... maybe... I guess. But it's so rarely worth it that you might as well not bother..
* See Invisibility: Glitterdust is better, but sometimes you need to see it to dust it.
Ench
* Daze Monster: By now, few things are under 6HD, so not worth it.
* Hideous Laughter: Will Save or screwed. But also requires a touch.
* Touch of Idiocy: Stat Damage, but again, requires a touch.
Evoc
* Continual Flame M: No. Buy an Everburning Torch, if you feel so inclined.
* Darkness: Again with the Concealment. Again with the 'not worth it'
* Flaming Sphere: 'Great Balls of Fire' jokes aside, not worth it.
* Gust of Wind: Protection from Arrows larger brother. Only pick up if you're actually having problems with archers.
* Scorching Ray: This does more up-front damage, Acid Arrow ignores SR, and does Acid Damge. Choose one, but not both
* Shatter: It's a handy spell, but your friends may get upset about loosing treasure.
Illus
* Blur: See Mirror Image instead, which is in every way superior.
* Hypnotic Pattern: Still not worth it.
* Invisibility: Good to put on the scout for scouting unseen and giving him one full round of sneak attacks.
* Magic Mouth M: This is a toy. You have better things to do
* Minor Image: Use is only limited by your imagination.
* Mirror Image: Most useful defensive spell in Core.
* Misdirection: And how often are you going to get someone using Divination on you?
* Phantom Trap M: Material Component + Toy = Phail.
Necro
* Blindness/Deafness: Fort Save or Screwed, and probably the first good one you get.
* Command Undead: Let the Cleric get this.
* False Life: even at high levels, 20hp isn't very useful compared to Mirror Image.
* Ghoul Touch: Touch AND Fort Save. Too many chances for this to fail, and too risky if it does.
* Scare: See also: Daze Monster.
* Spectral Hand: If you're wanting to use a lot of low-level touch spells, this might be handy. If you're not wanting to limit yourself to a touch spell caster, then probably not worth the extra action to cast
Trans
* Alter Self: As spells go, this is Gouda.
* Bear’s Endurance: The only one of these spells that is worth it, maybe. Probably better to let someone else get it, though.
* Bull’s Strength: Doesn't stack with item bonuses, not worth it.
* Cat’s Grace: See also: Bull's Strength.
* Darkvision: Doesn't let you see in magical darkness, so not worth it.
* Eagle’s Splendor: See also: Bull's Strength.
* Fox’s Cunning: See also: Bull's Strength.
* Knock: Wand it, if you don't have a skillmonkey in the party, and are constantly running into doors that you cannot break down. Otherwise, let the skillmonkey have his fun too.
* Levitate: Not very useful, see Fly next level.
* Owl’s Wisdom: See also: Bull's Strength.
* Pyrotechnics: Only situationally cool. You need more than situationally to be worth it.
* Rope Trick: Grab this. At 8th level and beyond, this is an immunity to being ambushed at night.
* Spider Climb: let the rogue pick up a wand of this, if he wants it so bad.
* Whispering Wind: Toy.
3rd level spells
Abjur
* Dispel Magic: Very useful. Upgrade to Greater when you get a chance
* Explosive Runes: Toy.
* Magic Circle against Chaos/Evil/Good/Law: See also: Protection from <alignment>.
* Nondetection M: At $50 a pop, not worth your time.
* Protection from Energy: Resist Energy is probably better for you.
Conj
* Phantom Steed: It has some use, but generally not seen as a good one.
* Sepia Snake Sigil M: Toy with Material component. Pass.
* Sleet Storm: No Save, No SR. This is Grease's bigger brother
* Stinking Cloud: Extremely useful Fort Save or Loose Battlefield Control.
* Summon Monster III: See Summon Monster II.
Div
* Arcane Sight: If it wasn't a duration of only minutes/level, it might have been worth it.
* Clairaudience/Clairvoyance: Let the skillmonkey earn his keep.
* Tongues: See also: Comprehend Languages.
Ench
* Deep Slumber: Anything under 10HD is probably a mook, and not worth this.
* Heroism: Beware stacking problems. Morale bonuses are fairly easy to come by.
* Hold Person: Cleric gets this a level sooner.
* Rage: No thanks.
* Suggestion: Very handy out of combat.
Evoc
* Daylight: Let the Cleric grab this one, you won't use it often enough to justify it.
* Fireball: Blasting is not the best choice, but it's a staple for a reason.
* Lightning Bolt: See above.
* Tiny Hut: For those with cheese allergy and didn't grab Rope Trick.
* Wind Wall: Protection from Arrows' bigger brother.
Illus
* Displacement: why bother when you have Mirror Image?
* Illusory Script M: Material component and Toy. Pass
* Invisibility Sphere: Not as handy as you might think. Can YOU stand being that close to the unwashed Barbarian?
* Major Image: If you like Illusions, this one is gold. If you don't, it's a lead weight.
Necro
* Gentle Repose: And how often will you need to preserve a body?
* Halt Undead: Let the Cleric deal with Undead.
* Ray of Exhaustion: Good way to make a charging Barbarian slow down.
* Vampiric Touch: Not as useful as one might think.
Trans
* Blink: Worse than Mirror Image, AND gives YOU a miss chance as well? Pass.
* Flame Arrow: Okay if you're wanting to back up a whole army of archers.
* Fly: Mobility FTW.
* Gaseous Form: Nerfs Somatic and Verbal components. Not worth it.
* Haste: Probably the best party buff around.
* Keen Edge: or just get Keen weapon, or Improved Critical...
* Magic Weapon, Greater: Potent spell. Talk with your Cleric about who is going to handle this before you make your choice.
* Secret Page: Toy.
* Shrink Item: Not generally all that useful, but occasionally handy. Probably better to Scroll it, unless you really are wanting to use it daily.
* Slow: A very rare Will save that is NOT a Mind Affecting ability.
* Water Breathing: Unless you're in an underwater campaign, not useful enough. Scroll it, maybe, but don't learn it.
4th level spells:
Abjur
* Dimensional Anchor: How often do you run up against teleporting things?
* Fire Trap M: Material Component, and absolute CRAP for damage.
* Globe of Invulnerability, Lesser: And how often do you run up against low-level casters?
* Remove Curse: Let the Cleric handle this.
* Stoneskin M: At $250 a pop, waaaay too expensive to have as a spell known.
Conj
* Black Tentacles: No SR, No Save, although he gets a grapple check. Fun at Anime conventions.
* Dimension Door: Get out of trouble free.
* Minor Creation: Toy.
* Secure Shelter: Tiny Hut probably is enough, if Rope Trick was too cheesy for you, but if you're still wanting something for camping, go ahead and grab it.
* Solid Fog: No Save. No SR. You just suck. This spell is a cornerstone staple for Battlefield Control
* Summon Monster IV: See previous Summon Monster entries.
Div
* Arcane Eye: Or, you could just let the Skillmonkey earn his keep
* Detect Scrying: And how often will someone be trying to scry you?
* Locate Creature: Situationally useful. Scroll it, don't learn it
* Scrying F: If that's what you want to do, go for it.
Ench
* Charm Monster: Charming isn't really that powerful, wait for Dominate.
* Confusion: Will Save or Loose, although it's Mind Affecting.
* Crushing Despair: A Save Debuff with a Will Save or negate. If his save was low enough you could land it, why would you need to cast it?
* Geas, Lesser: Toy.
Evoc
* Fire Shield: And how often is something going to be chunking fire/cold at you?
* Ice Storm: Come on, fireball has better damage than this.
* Resilient Sphere: Ref Save or Loose. Also handy for protecting fallen allies, or yourself.
* Shout: Friendly Fire Isn't.
* Wall of Fire: Damage is lousy.
* Wall of Ice: Nah, wait a level for Wall of Stone or Force, if you're really wanting a wall
Illus
* Hallucinatory Terrain: I haven't seen much use in it, but YMMV, Illusions are one of those things that either rock hard or suck ass.
* Illusory Wall: See above.
* Invisibility, Greater: Handy for the party rogue.
* Phantasmal Killer: Will save AND Fort save or die. Your first true death spell, but either of the saves negates. Not worth it
* Rainbow Pattern: Not really worth it, you've got better tricks.
* Shadow Conjuration: I know, it looks pretty, but it's really not. It grants SR to the spells that normally don't allow it, and adds a Will Save component.
Necro
* Animate Dead M: Friends don't let Sorcerers learn spells with expensive material components.
* Bestow Curse: You've got too many good choices this level, let the Cleric do this.
* Contagion: By the time it gets around to doing anything, the encounter is long over.
* Enervation: One of the most effective RTA spells in the game.
* Fear: Will Save or Loose. Beware Friendly Fire.
Trans
* Enlarge Person, Mass: Nah, you've got too many other good things to do.
* Mnemonic Enhancer F: Wizard only.
* Polymorph: If you're not allergic to cheese, this is excellent.
* Reduce Person, Mass: See above on Mass Enlarge Person.
* Stone Shape: Depends on how frequent you plan on doing this.
5th level spells
5th-Level Sorcerer/Wizard Spells
Abjur
* Break Enchantment: Let the Cleric handle this. Scroll it, don't learn it.
* Dismissal: Depends on how frequent Outsiders with weak Will saves are going to be showing up.
* Mage’s Private Sanctum: Depends on how often you are getting scried on in your sleep.
Conj
* Cloudkill: Even on a save, it still does Con damage. Combine with a way to immobilize, and this is a No Save You're Dead unless it's immune to poison
* Mage’s Faithful Hound: You've got better ways of preventing being attacked at lower levels.
* Major Creation: As minor creation, plus wasting a higher level slot.
* Planar Binding, Lesser: Depends on if you want to cheese it.
* Secret Chest F: Generally only used for Wizards and their spellbooks.
* Summon Monster V: See previous Summon Monster entries.
* Teleport: Extremely handy mobility spell. Party Transportation in a can. Port n Pwn. Lots of uses here. Upgrade to greater that doesn't have a chance of hosing you when you get the chance.
* Wall of Stone: Good battlefield control and some utility as well.
Div
* Contact Other Plane: Lets you play 20 questions with an extraplanar entity.
* Prying Eyes: Still not worth it, let the Skillmonkey do his job
* Telepathic Bond: Don't learn it, get it cast on the party instead.
Ench
* Dominate Person: And how often do you run into Humanoids with weak Will saves?
* Feeblemind: Will Save or Screwed. And Arcane Casters get a -4 on the save. Very good counter-caster spell
* Hold Monster: Another single target Will Save or Screwed.
* Mind Fog: If only it didn't allow a Will save. So if you need to reduce the will save, you need to cast it, only it won't land because you need to reduce the will save.
* Symbol of Sleep M: Friends don't let Sorcerers learn spells with extremely expensive material components.
Evoc
* Cone of Cold: If you absolutely, positively, must have a Ref/Half blast spell, this is a decent choice.
* Interposing Hand: Toy.
* Sending: Scroll it, don't learn it.
* Wall of Force: Battlefield Control.
Illus
* Dream: Toy.
* False Vision M: Situationally Useful *AND* expensive material component. Scroll it, don't learn it.
* Mirage Arcana: As hallucinatory terrain, plus higher level.
* Nightmare: Toy.
* Persistent Image: As major image, but no concentration required.
* Seeming: Extremely situational.
* Shadow Evocation: So now, in addition to Ref/Half, it now has Will/half as well.
Necro
* Blight: And how often will you fight plants?
* Magic Jar F: Toy
* Symbol of Pain M: Expensive Material Component
* Waves of Fatigue: Not worth it for this level, you've got many other ways of slowing them down.
Trans
* Animal Growth: Let the tree-hugging Druid buff his own dang pet.
* Baleful Polymorph: Fort Save or Loose.
* Fabricate: Need a Craft check to do anything with it. Pass.
* Overland Flight: 24 hr Flight.
* Passwall: If you can't batter it down by now, you've got bigger problems. Disintegrate would be better for this.
* Telekinesis: Versatile and flexible spell.
* Transmute Mud to Rock: Toy.
* Transmute Rock to Mud: Toy.
Univ
* Permanency X: Remember what I said about expensive material components? Yea, well spending XP is even worse.
6th level spells:
Abjur
* Antimagic Field: Very rarely ever worth it.
* Dispel Magic, Greater: Upgrade to the 3rd level version.
* Globe of Invulnerability: As lesser globe of invulnerability, plus eating up a 6th level slot.
* Guards and Wards: Toy.
* Repulsion: You've got better things to do.
Conj
* Acid Fog: Solid Fog + 5d6 Acid Damage.
* Planar Binding: As lesser planar binding, but up to 12 HD.
* Summon Monster VI: See previous Summon Monster entries.
* Wall of Iron M: Unless you want to do infinite gold cheese, avoid it.
Div
* Analyze Dweomer F: Let someone else do this.
* Legend Lore M F: Material AND Focus. Not worth it for you. Let the Wizard or Bard grab it
* True Seeing M: If only it wasn't so expensive to cast...
Ench
* Geas/Quest: Toy.
* Heroism, Greater: See entry on Heroism.
* Suggestion, Mass: Let the Bard do this instead.
* Symbol of Persuasion M: Friends don't let Sorcerers learn expensive spells.
Evoc
* Chain Lightning: Blastermancy.
* Contingency F: No, don't get this. Trust me, you've got a better way to do this.
* Forceful Hand: Ultimately, just another pretty toy.
* Freezing Sphere: Slightly more useful Blastermancy.
Illus
* Mislead: Okay, not too bad, but really... you've got better things to do.
* Permanent Image: If Illusions are your thang.
* Programmed Image M: Warning: Material Component makes this too expensive to learn. Scroll it, if that's what you want.
* Shadow Walk: You already have Teleport, why bother?
* Veil: Just another toy.
Necro
* Circle of Death M: Too expensive, and really, not all that good by now, considering how many HD your opponents are going to have by the time you can get this.
* Create Undead M: Too expensive, and you'd be better off with Summon Monster.
* Eyebite: Fort save or Loose
* Symbol of Fear M: Too expensive to pick up.
* Undeath to Death M: See Circle of Death.
Trans
* Bear’s Endurance, Mass: Doesn't stack with items.
* Bull’s Strength, Mass: Doesn't stack with items.
* Cat’s Grace, Mass: Doesn't stack with items.
* Control Water: Situationally handy. Scroll this.
* Disintegrate: Extremely useful for a variety of opponents that are otherwise very tough.
* Eagle’s Splendor, Mass: Doesn't stack with items.
* Flesh to Stone: Fort Save or effectively Dead.
* Fox’s Cunning, Mass: Doesn't stack with items.
* Mage’s Lucubration: Wizard only. Plus, sounds too kinky
* Move Earth: Toy.
* Owl’s Wisdom, Mass: Doesn't stack with items
* Stone to Flesh: Let the Cleric deal with this
* Transformation M: You screw over your casting to be able to be half as effective as the tank in physical combat. Next.
7th level spells
Abjur
* Banishment: How often are you running into Outsiders with poor Will saves?
* Sequester: Toy.
* Spell Turning: Only worth it if you plan on getting into a lot of mage duels.
Conj
* Instant Summons M: No. Wizards use it for their backup spellbooks, but worthless to you
* Mage’s Magnificent Mansion F: Rope Trick's bigger, more luxurious brother.
* Phase Door: Why bother? Disintegrate works just as well
* Plane Shift F: Depends on how much plane-hopping you plan on doing.
* Summon Monster VII: See previous Summon Monster entries.
* Teleport, Greater: Probably the most useful party transportation spell around.
* Teleport Object: As teleport, but with more suck and phail.
Div
* Arcane Sight, Greater: As arcane sight, with the same problem.
* Scrying, Greater: As scrying, but higher level.
* Vision M X: As legend lore, but more expensive and strenuous.
Ench
* Hold Person, Mass: And how many humanoids are you really finding these days?
* Insanity: Will Save or Loose, as long as it's not immune
* Power Word Blind: No save, but mind-affecting.
* Symbol of Stunning M: Too expensive.
Evoc
* Delayed Blast Fireball: Blastomancy, but possibly handy when paired with Time Stop.
* Forcecage M: At $1,500 a pop, not worth it, but see next level.
* Grasping Hand: Toy.
* Mage’s Sword F: By now, you have better things to do.
* Prismatic Spray: Lots of fun, watch for friendly fire.
Illus
* Invisibility, Mass: By now, probably not worth it.
* Project Image: Why spend an action to fool them when you can spend and action to destroy them?
* Shadow Conjuration, Greater: Now we're talking. Any Conjuration spell you didn't pick up? This is them.
* Simulacrum M X: Toy.
Necro
* Control Undead: Let the Cleric grab this one.
* Finger of Death: Fort Save or Die. Too bad it's a touch spell
* Symbol of Weakness M: As with the other Symbols, too expensive to learn.
* Waves of Exhaustion: Gee... I don't think I've seen a spell so underwhelming since Knock. Pass.
Trans
* Control Weather: Let the Cleric/Druid take care of this.
* Ethereal Jaunt: Probably not worth a spell known, unless you've got a lot of Ethereal stuff going on.
* Reverse Gravity: No Save, No SR. Handy for juggling, can be used in combo with some other stuff to be very obnoxious.
* Statue: Toy.
Univ
* Limited Wish X: At 300 xp a pop, do you really want to be casting this enough to be worth having it as a spell known? Keep a scroll or two, but don't learn it
8th level spells:
Abjur
* Dimensional Lock: Handy when playing with big outsiders that can Teleport at will.
* Mind Blank: Remember all those Will Save or Loose spells that I've been talking about are so good if your opponent isn't immune to mind-affecting? Yea, this makes you immune to them.
* Prismatic Wall: Battlefield Control with interesting effects.
* Protection from Spells M F: Material AND Focus. Pass
Conj
* Incendiary Cloud: Acid Fog is better. More damage, of a less likely to be resisted flavor, without a save, and also slows opponents.
* Maze: Will Save or Gone.
* Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
* Summon Monster VIII: See previous Summon Monster Entries.
* Trap the Soul M F: Seriously, 1k/hd? Too expensive.
Div
* Discern Location: Toy.
* Moment of Prescience: when you absolutely, positively, desperately need to make that check...
* Prying Eyes, Greater: Now THIS one is worth it. True Sight without material components!
Ench
* Antipathy: By now, you have better ways of battlefield control.
* Binding M: Material component.
* Charm Monster, Mass: As charm monster, but sucking an 8th level spell.
* Demand: Toy
* Irresistible Dance: Would be better if it wasn't a Touch spell.
* Power Word Stun: Stuns creature with 150 hp or less.
* Symbol of Insanity M: See previous Symbol Of x spells.
* Sympathy F: Toy.
Evoc
* Clenched Fist: Toy.
* Polar Ray: Decent single-target damage, but Disintegrate is probably better.
* Shout, Greater: too much potential for friendly fire.
* Sunburst: See above.
* Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. Very handy upgrade
Illus
* Scintillating Pattern: Probably not worth it for you.
* Screen: Really, how often are you being Scried, anyways?
* Shadow Evocation, Greater: Definately worth it. This is Contingency + Forcecage + Force Wall + any other Evocation spell you want to cast.
Necro
* Clone M F: Scroll it, don't learn it.
* Create Greater Undead M: Summon Monster is more powerful, and doesn't have spell components.
* Horrid Wilting: Friendly Fire Isn't.
* Symbol of Death M: It's a Symbol, too expensive for your blood.
Trans
* Iron Body: You've got better defenses by now.
* Polymorph Any Object: If you can stand the Cheese, one of the most powerful spells in the game.
* Temporal Stasis M: Expensive Material Components make Sorcerers cry.
9th level spells:
Abjur
* Freedom: And just how frequently will you run into Imprisonment?.
* Imprisonment: Will Save or Gone.
* Mage’s Disjunction: Dispels magic, destroys loot...
* Prismatic Sphere: Come on, TRY and hit me, I dare ya...
Conj
* Gate X: Unless you plan on abusing this with infinite chains, the xp cost is too great to be worth it.
* Refuge M: Expensive Material Components make Sorcerers cry.
* Summon Monster IX: See previous Summon Monster spells.
* Teleportation Circle M: Material Components Ahoy! Just use Greater Teleport.
Div
* Foresight: Ironically, you won't know you need to cast the spell until it's already too late to cast it.
Ench
* Dominate Monster: As dominate person, but any creature.
* Hold Monster, Mass: As hold monster, but all within 30 ft.
* Power Word Kill: How often will you really need to do this? If it has under 100 hps, odds are your meat shield is about to grind it up.
Evoc
* Crushing Hand: Toy.
* Meteor Swarm: Blastomancy.
Illus
* Shades: As shadow conjuration, but up to 8th level and 80% real.
* Weird: By now, most things will have either a good Fort, or a good Will, or be Immune to death or mind-affecting, or multiple of the above.
Necro
* Astral Projection M: How often do you really want to go to the Astral Plane?
* Energy Drain: Empowered Ray of Enervation is better and only 6th level.
* Soul Bind F: How frequently do you really see this being useful?
* Wail of the Banshee: Kills one creature/level.
Trans
* Etherealness: Unless you plan on a lot of plane-hopping, probably not worth it.
* Shapechange F: Ultimate in Cheese Smack-o-Mancy.
* Time Stop: If you can't set up a Win in 1d4+1 rounds, you need to go play something else.
Univ
* Wish X: As limited wish, but waaay too expensive in XP to cast it often enough to be worth a spell known.