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Morph Bark
2010-07-08, 08:09 AM
I am trying to create a Sorcerer character, but the party he is in will also have a Wizard, so I want him to have spells only he can use. I know there are only a few spells that are sorcerer-only... so which are they exactly?

EDIT: Sources would be appreciated.

Snake-Aes
2010-07-08, 08:16 AM
There are? I never saw any "Sorcerer Spell List", only "Sorcerer/Wizard Spell List"

AtwasAwamps
2010-07-08, 08:17 AM
Wings of Flurry and Wings of Cover come to mind.

Optimystik
2010-07-08, 08:18 AM
Look in any source book with "Dragon" on the cover for sorcerer-only goodies. (Yes, this includes Dragon Compendium.)

Eldariel
2010-07-08, 08:18 AM
Best ones are in Races of the Dragon (Wings of X) and Complete Mage (Arcane Fusion). Then Dragonblood empowers some spells like Arcane Spellsurge so worth taking a look at those too.

lesser_minion
2010-07-08, 08:27 AM
Wings of cover is very nice. It gives you total cover against one attack, and you can potentially grant it to your allies as well.

Better, it's an immediate action casting, works against basically anything that can be considered an attack, and you can also extend the benefit to your allies if you're dragonblooded.

It doesn't interrupt, however -- the opponent has the opportunity to change his mind.

Wings of Flurry is an above-average direct damage spell (d6/caster level force damage to any number of targets, +1 caster level if dragonblooded). It's reflex half, but it also dazes opponents who fail their saves. Whether that's worth it is up to you, I guess.

Morph Bark
2010-07-08, 08:30 AM
So Wings of Something are in RotD, a'ight.

Sources for any others mentioned might be nice too. I got access to a ton of 3.5 books.

lesser_minion
2010-07-08, 08:34 AM
Arcane Fusion, in Complete Mage, as mentioned.

It is pretty nice -- even without cheese, it's a cheap way to get true strike onto a ray spell, and that's only the start of it.

Optimystik
2010-07-08, 08:39 AM
The Mailman Guide (http://community.wizards.com/go/thread/view/75882/19868534/The_Mailman_A_Direct_Damage_Sorcerer) and the Sorcerer's Handbook (http://brilliantgameologists.com/boards/index.php?topic=2180.0) tend to emphasize sorcerer-only goodies.

Kobolds and Spellscales also get Sorcerer-only stuff, though if you take the former, remember to increase your DR vs. thrown books. (i.e. not DR/bludgeoning)

Cyrion
2010-07-08, 09:49 AM
Is the wizard in the party a specialist or focused specialist? If so, you could emphasize one or more of his banned schools in your spell choice. You may suffer from a strict optimization standpoint, but if you're more interested in the complementary build you'll have fun.

Prodan
2010-07-08, 09:52 AM
Ruin Delver's Fortune is something the Wizard won't have much of.

Morph Bark
2010-07-08, 09:55 AM
The wizard is a generalist, in fact. He said he would only specialize if there was another wizard that would specialize in the schools he'd block.

Where is Ruin Delver's Fortune from?

Also, spells that Sorcerers cast at a higher CL than wizards would be nice too. I only know of a few from the Draconomicon (Draconic Might, Dragon Breath, Dragonskin, Flight of the Dragon and Voice of the Dragon).

Cyrion
2010-07-08, 09:58 AM
So talk to the wizard about specializing and you'll cover what he'll lose. I've seen that strategy work very effectively. As you go, you may want to look into getting some well-planned runestaves to broaden your spell selection.

Private-Prinny
2010-07-08, 10:00 AM
Where is Ruin Delver's Fortune from?

Spell Compendium. It's an immediate action that gives you the choice between some temporary HP or Charisma to a save + a secondary effect i.e. Cha->Ref + Evasion.

Saph
2010-07-08, 10:03 AM
Here's my shortlist of good only-for-Sorcerer or better-for-Sorcerer spells:


Spell Compendium: Dragonskin (3rd), Ruin Delver's Fortune (4th)

Races of the Dragon: Wings of Swift Flying (1st), Wings of Cover (2nd), Wings of Flurry (4th)

Dragon Magic: Arcane Spellsurge (7th)

Complete Mage: Arcane Fusion (5th), Greater Arcane Fusion (8th)


Also bear in mind that Sorcerers get much more mileage than Wizards do out of feats that give them SLAs, such as the Fey Heritage line. This is because the DC of SLAs is typically based off Charisma.

Optimystik
2010-07-08, 10:12 AM
Also bear in mind that Sorcerers get much more mileage than Wizards do out of feats that give them SLAs, such as the Fey Heritage line. This is because the DC of SLAs is typically based off Charisma.

It's a double-whammy in fact, because an SLA is one less spell they have to spend a slot on.

If only they got more feats :smallsigh:

Morph Bark
2010-07-08, 10:15 AM
So talk to the wizard about specializing and you'll cover what he'll lose. I've seen that strategy work very effectively. As you go, you may want to look into getting some well-planned runestaves to broaden your spell selection.

The wizard is extremely adamant on being a generalist as he doesn't like to limit his options. Even if he would, he would likely ban the "bad" schools like everyone else and then my sorcerer would be stuck with needing to cover those. Do not want.


Here's my shortlist [...]

Also bear in mind that Sorcerers get much more mileage than Wizards do out of feats that give them SLAs, such as the Fey Heritage line. This is because the DC of SLAs is typically based off Charisma.

Thanks for the small list, it helps.

I intended on doing so, perhaps add a Bloodline feat from Dragon Compendium considering the spells I'd lose out on I likely might not even use (since the wizard would use them instead). Reserve feats might come in to, since I'd need to have cast all spells of a certain level before losing the ability to use the Reserve feat.

Cha-boosting spells would also be incredibly good... I only know of Eagle's Splendour and Draconic Might off the top of my head though.

Prodan
2010-07-08, 10:16 AM
The wizard is extremely adamant on being a generalist as he doesn't like to limit his options. Even if he would, he would likely ban the "bad" schools like everyone else and then my sorcerer would be stuck with needing to cover those. Do not want.

If challenged to make an Evocation/Enchantment specialist sorcerer, I could probably come up with something halfway decent.

Saph
2010-07-08, 10:22 AM
Cha-boosting spells would also be incredibly good... I only know of Eagle's Splendour and Draconic Might off the top of my head though.

The best one I know is Nixie's Grace from the Spell Compendium. +8 Charisma, lasts 10 min/level, and gives a bunch of other nice bonuses as well.

Great buff for a Sorcerer, but unfortunately it's Bard-only, so you'll need some shenanigans to get it onto your spell list.

lesser_minion
2010-07-08, 10:24 AM
Several of the good evocations are sorcerer-only, and good ones that don't either become completely non-functional or take something of a nerf when mimicked using illusions are actually very rare.

As for enchantments, they aren't completely useless. People avoid them because a lot of them lose their bite when faced with some fairly trivial spells, but they're still decent when used well.

paddyfool
2010-07-08, 10:28 AM
The wizard is extremely adamant on being a generalist as he doesn't like to limit his options. Even if he would, he would likely ban the "bad" schools like everyone else and then my sorcerer would be stuck with needing to cover those. Do not want.


He may think he is, but you should still be able to work around his preferred role well enough... work out what he enjoys doing best, and avoid it. e.g. if he likes big area effect spells, maybe focus on orbs and/or rays yourself. Maybe also avoid learning any spells that seem to be his favourites, except for a few staples, such as "fly".

An alternative, however, if things really don't seem to be working out, might be the Psion...

Morph Bark
2010-07-08, 10:31 AM
Several of the good evocations are sorcerer-only, and good ones that don't either become completely non-functional or take something of a nerf when mimicked using illusions are actually very rare.

I don't think any evocation spells at all have actually been named so far in this thread. Care elaborate?


If challenged to make an Evocation/Enchantment specialist sorcerer, I could probably come up with something halfway decent.

Heh, be my guest. I could always use a back-up character, or use the build in case I acquire a cohort. Just use as little divination/conjuration/transmutation, focusing on the "weak" schools, I dare ya. :smallamused:

lesser_minion
2010-07-08, 10:31 AM
I don't think any evocation spells at all have actually been named so far in this thread. Care elaborate?

Every Wings of X spell is an Evocation [force]. Even Wings of Cover.

Prodan
2010-07-08, 10:32 AM
Heh, be my guest. I could always use a back-up character, or use the build in case I acquire a cohort. Just use as little divination/conjuration/transmutation, focusing on the "weak" schools, I dare ya. :smallamused:

What level?

Saph
2010-07-08, 10:33 AM
Heh, be my guest. I could always use a back-up character, or use the build in case I acquire a cohort. Just use as little divination/conjuration/transmutation, focusing on the "weak" schools, I dare ya. :smallamused:

You'd be surprised how many enemies you can kill by spamming Scorching Ray, Wings of Cover, and Wings of Flurry over and over again. :smallamused:

Morph Bark
2010-07-08, 10:34 AM
Every Wings of X spell is an Evocation [force].

My bad, due to their theme I assumed them to be Transmutation spells.


He may think he is, but you should still be able to work around his preferred role well enough... work out what he enjoys doing best, and avoid it. e.g. if he likes big area effect spells, maybe focus on orbs and/or rays yourself. Maybe also avoid learning any spells that seem to be his favourites, except for a few staples, such as "fly".

An alternative, however, if things really don't seem to be working out, might be the Psion...

Thing is, the player has played most "magic" systems and divine casters, but not arcane yet. He hasn't picked any favourite spells or the like and tends to change things up quite often. It seems he always wants to be like a Swiss Army knife except you can change what tools are part of it.

Morph Bark
2010-07-08, 10:36 AM
What level?

Level 6 would be nice, 10-14 even better, though if you could provide a build up to level 18 or 20, that'd be... I don't even know, something like that extremely long word invented by Mary Poppins but cried out to rock music.

Prodan
2010-07-08, 10:55 AM
Level 6 would be nice, 10-14 even better, though if you could provide a build up to level 18 or 20, that'd be... I don't even know, something like that extremely long word invented by Mary Poppins but cried out to rock music.

Sorcerer5/Mindbender1/Mage of the Arcane Order 10/Fatespinner 4

Feats:
1: Arcane Preparation, Able Learner
3: Fell Drain Spell
6: Co-Operative Metamagic
8: Violate Spell
9: Mindsight
12: Empower Spell
13: Quicken Spell
15: Spell Penetration
18: Greater Spell Penetration

You get two bonus metamagic feats from being a Mage of the Arcane Order at around character level 8 and 13, iirc.

Skill tricks: Swift Concentration

At level 6, you select the following:

0: Sonic Snap
1: Magic Missile, Charm Person, True Casting, , True Strike
2: Shatter, Wings of Cover
3: Great Thunderclap

At level 10, you select

0: Sonic Snap
1: Magic Missile, Charm Person, True Casting, Power Word Pain
2: Shatter, Wings of Cover,
3: Great Thunderclap, Dispel Magic, Manyjaws
4: Wings of Flurry, Ruin Delver's Fortune
5: Wall of Force

At level 12, you add Explosive Runes (3rd), Defenestrating Sphere (4th), and Arcane Fusion (5th)

Note that the blasting spells get very nasty when combined with Fell Drain Spell, since you can hand out negative levels like candy on Halloween.

Violate Spell makes it very hard for the enemy to heal, since they have to go to a consecrated or hallowed area in order to recover from the Vile damage you give them.

Keld Denar
2010-07-08, 11:15 AM
Yea, I just taught a fledgeling Sorcerer the virtue of Fell Draining (and since he was Dragonblooded, Easy MM: Fell Draining). Fell Draining Sonic Snap is a 1st level spell, and Fell Draining...Fireball is a 4th level spell. Arcane Fusion gives you a 1st and 4th level spell at the same time. BOOM! Negative levels.

Tack on a Circlet of Rapid Casting for another Fell Draining Sonic Snap, or a Fell Draining Magic Missile. 3 negative levels per round to a single target, 2 to a handful of targets.

Pretty much awesome.

monkey3
2010-07-08, 11:29 AM
Sorcerer5/Mindbender1/Mage of the Arcane Order 10/Fatespinner 4

Feats:
1: Arcane Preparation, Able Learner
3: Co-Operative Metamagic
...


Co-Operative Metamagic needs another metamagic as a pre-req. I like silent spell for those barroom scenarios when you have to be sneaky with your spells.

If you take the Hellborn race for your sorc, you won't need Mindbender any more since the race will give you telepathy at 15. The race also gives a +2 chr which is the main reason I like it. You loose the human bonus race (able learner) but then again you don't need it.

Prodan
2010-07-08, 11:42 AM
Co-Operative Metamagic needs another metamagic as a pre-req.

Then we should probably switch the order of the feats around a tad, like moving Fell Drain Spell into 3rd and Co-Operative Metamagic into 6th.

Rothen
2010-07-08, 11:52 AM
Co-Operative Metamagic needs another metamagic as a pre-req. I like silent spell for those barroom scenarios when you have to be sneaky with your spells.

If you're playing a human, I'd just drop Able Learner, replace it with Fell Drain, and enter MotAO at level 6.


If you take the Hellborn race for your sorc, you won't need Mindbender any more since the race will give you telepathy at 15. The race also gives a +2 chr which is the main reason I like it. You loose the human bonus race (able learner) but then again you don't need it.

Sorcerer5/Mindbender1 is superior in pretty much any way to Sorcerer6.
That's why you might as well take it.

Prodan
2010-07-08, 11:54 AM
If you're playing a human, I'd just drop Able Learner, replace it with Fell Drain, and enter MotAO at level 6.


Rothen, I'm really happy for you and gonna let you finish, but Mindbender is one of the greatest dips of all time.

Rothen
2010-07-08, 12:16 PM
Eh, Telepathy 100' is insanely useful, but note that the class has alignment restrictions. And the amount of problems Telepathy can really solve in the end is rather limited.

Mindbender is great because it's one of the few PrCs that sorcerers can easily get in to if they're not human and without losing Caster Levels. So if the alternative is Sorcerer6, go for it. But I don't consider it a must-have for every sorcerer.

I'd prefer to have my MotAO versatility as soon as possible; and maybe tack on a useful dip at high levels.

Oh, and you edited that post above mine. Make up your mind, will ya?

Edit: Have you considered a Mailman build? It's unlikely that your Wizard buddy will be able to emulate something like that.

Optimystik
2010-07-08, 12:21 PM
Eh, Telepathy 100' is insanely useful, but note that the class has alignment restrictions. And the amount of problems Telepathy can really solve in the end is rather limited.

It's primarily used to qualify for the Mindsight feat in Lords of Madness. Detect everyone with an Int score within 100 feet of you, makes it a bit hard for you to be jumped.


Edit: Have you considered a Mailman build? It's unlikely that your Wizard buddy will be able to emulate something like that.

Ninja'ed you by 25 posts :smallwink:

Prodan
2010-07-08, 12:22 PM
Eh, Telepathy 100' is insanely useful, but note that the class has alignment restrictions.
Violate Spell requires you to be evil anyways.

Keld Denar
2010-07-08, 12:50 PM
Mindsight is definitely not as useful with a 15' range as it is with a 100' range. 100' range gives you room to defend yourself, and in most cases is longer than charge range. By the time your Mindsight picks up something within 15', there is a good chance its WAY too late, and you are probably gonna get screwed HARD.

Morph Bark
2010-07-08, 04:07 PM
Hmmm, interesting build. I will be sure to use that as back-up for an Enchantment/Evocation Sorcerer. Unless it is also viable for a Sorcerer only using spells that are Sorcerer-only or are more beneficial for a Sorcerer than a Wizard due to increased caster level or running off Cha (or adding to Cha).