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aphoticConniver
2013-02-08, 12:16 PM
Howdy forums! I'm making a Sorcerer, level 16, and I was wondering, what are the key spells to have on his list? He is a metamagic specialist with plenty of MM feats, and I have most of the Prismatic line already on the list, as I'm basing his character on a magician and Prismatic spells seem the flashiest.

Also, I already have him geared out, but what are some suggestions for gear? I don't play arcane casters often, so I don't know if just stat boosts are going to cut it.

And finally, I don't want to break the game in half. Just bend it a little.

Rektro
2013-02-08, 12:18 PM
Howdy forums! I'm making a Sorcerer, level 16, and I was wondering, what are the key spells to have on his list? He is a metamagic specialist with plenty of MM feats, and I have most of the Prismatic line already on the list, as I'm basing his character on a magician and Prismatic spells seem the flashiest.

Also, I already have him geared out, but what are some suggestions for gear? I don't play arcane casters often, so I don't know if just stat boosts are going to cut it.

And finally, I don't want to break the game in half. Just bend it a little.

Any chance we can get the stats of your characters?

Ability scores more or less. Any gear you're starting with as well?

Bearlock
2013-02-08, 12:53 PM
I'm sure that people will be along shortly to both refute and back me up on this, but Shadow Evocation spells can come in pretty handy for a sorcerer, with one spell you can mimic an entire schools worth of spells.

aphoticConniver
2013-02-08, 12:54 PM
His stats are (including level bonuses):
11 STR
14 CON
14 DEX
14 WIS
14 INT
22 CHA

I currently have him equipped with:

Cloak of CHA +6
Gloves of DEX +6
Bracers of Armor +8
Hat of Disguise
Ring of Protection +5
Ring of Evasion
Vest of Resistance +5
Amulet of Natural Armor +3

But, like I said, I'm probably doing this all wrong.

Rektro
2013-02-08, 01:02 PM
His stats are (including level bonuses):
11 STR
14 CON
14 DEX
14 WIS
14 INT
22 CHA

I currently have him equipped with:

Cloak of CHA +6
Gloves of DEX +6
Bracers of Armor +8
Hat of Disguise
Ring of Protection +5
Ring of Evasion
Vest of Resistance +5
Amulet of Natural Armor +3

But, like I said, I'm probably doing this all wrong.

The equipment list is bland but your sorcerer powers should be doing a lot of the work. are you looking for more blasty? or crowd controlling? You mentioned a magician base but I'm not too sure what that means.

Krobar
2013-02-08, 01:04 PM
I am a big fan of the following 3 spells:

Adoration of the Frightful (3rd level)
Aura of Terror (6th level)
Imperious Glare (6th level).



I also like Whirling Blade (2nd level) with the Arcane Strike feat, if you can find a way to squeeze that in there.

aphoticConniver
2013-02-08, 01:09 PM
The equipment list is bland but your sorcerer powers should be doing a lot of the work. are you looking for more blasty? or crowd controlling? You mentioned a magician base but I'm not too sure what that means.

Well, our current part is a rogue, a spirit shaman, a warblade, and a cleric, all of 16th level. I usually use the Fire Storm and Frostfell spells with my Shaman as crowd control, so I think a blaster would be appropriate.

And by magician, I mean he's more obsessed with looks than function. He likes flashy, over the top, "Wow!" factor spells. But it also means he needs a bit of misdirection, to accommodate for, say, Illusions and such.

Rektro
2013-02-08, 01:22 PM
Well, our current part is a rogue, a spirit shaman, a warblade, and a cleric, all of 16th level. I usually use the Fire Storm and Frostfell spells with my Shaman as crowd control, so I think a blaster would be appropriate.

And by magician, I mean he's more obsessed with looks than function. He likes flashy, over the top, "Wow!" factor spells. But it also means he needs a bit of misdirection, to accommodate for, say, Illusions and such.

I'll see what I can come up with in regards to blasty spells.

You may want to take a look at a sorcerer's handbook, google usually helps with that one. I'll post again in a couple minutes with a few ideas.

As for flashy, did you ever pick up blinding color surge?

Karoht
2013-02-08, 01:42 PM
Level 16 Sorcerer eh?

Gear suggestion:
Get a Ring of Spell Battle. At 12K it is a complete bargain.
Third Eye Clarity-Removes Daze and Stun and a few other not nice effects as an Immediate action. 3K. Totally worth it as far as panic buttons go.

Spell suggestions:
Arcane Fusion-Cast two spells as one standard action, there is a Greater version as well.
Celerity-Immediate Action, gain a standard action that happens right now. Downside? Dazed afterwards. Check out that Third Eye Clarity for a quick solution to that problem.

Most Conjuration spells ignore Spell Resistance, and some can even bipass Anti-Magic Fields which makes them nice.
Extraordinary Spell Aim (Feat) + Antimagic Field is awesome. Stand in an Anti-Magic Field, cast your Orb of Fire spells out of it, which also bipasses other Anti-Magic Fields

I'm a huge fan of Obscuring Snow + Snowsight. A Wand of Snowsight is cheap. Obscuring Snow is like Sleetstorm except that it is centered on you and moves with you. You can use it as cover, you can stop other casters or archers who need line of sight to cast with. Sleetstorm works as well, it isn't centered on you so that does make it somewhat easier to work with. Very useful defensive combo.

Get a few Scrolls of Meld into Stone (you have a good Charisma, UMD is a Charisma based skill, go nuts) and the spell Project Image.
You create an Image which you can transfer your consciousness to and from as a free action, and you can cast spells from it's position as though you were standing there yourself. Cast Project Image, maybe make it invisible as well. Cast Meld into Stone to meld into a stone block. Your Image runs around casting spells for you, you're safe in the stone. Just don't let people SEE you meld into the stone.

Spuddles
2013-02-08, 02:16 PM
Did you roll or point buy those stats? If it's point buy, you should probably bump that charisma up to 16 or even 18. There is no need for you to have more than 8 str or wisdom.

Nerveskitter from spell compendium gives you +5 initiative.

Glitterdust gets you a save-or-lose and a way to show invisible things/hiding creatures. The penalty to hide checks is super useful at high level.

Grease is good for controlling things that can't fly, helping things escape grapples if they dont have freedom of movement (you should buy a ring of that, by the way), and disarming opponents.

The two above spells get a ton of mileage out of shape spell metamagic.

Wings of Cover (races of the dragon) is a great way to immediately avoid a single nasty attack once per round.

Assay Spell Resistance (spell compendium) is absolutely necessary at this level.

Ray of Stupidity (spell compendium), especially combined with empower spell, can one shot all animals, most magical beasts, and some giants, monstrous humanoids, and humanoids. With split ray and empower, you are doing an average of 10 int damage a turn. Not a lot will last very long vs that.

Summon Monster 6, I believe, gets you a devil that has ice wall at will. Very handy for choking the battlefield.

Use summon monster six to get access to lower level summoned monsters that have unique or useful abilities/spells. Mephits come with a lot of stuff, albeit rather low level. You can save a second and third level spell by using mephits to cast wind wall and gust of wind. Neither are save based, so it doesn't matter that they are coming from CR2 monsters. Storm elementals (monster manual 3) have decet blasting capabilities, esp. because they're Su. They will also have 16 rounds to blast unless targeted by the enemy.

You should have teleport or the greater variety.

Limited Wish can let you fill any holes that your current spell list is lacking. That would be my first 8th level spell known. Use it to mimic psychic reformation (expanded psionics handbook) to repick all your spells, skills, and feats.

At least one wall spell would be useful if you decide not to use a summoned devil. Force is pretty good.

Get teleport and fly.

Shrink Item is incredibly useful.

Magic Missile is still pretty good, especially empowered and vs incorporeal undead.

If you have a familiar, mental pinnacle is pretty much the best spell to cast on it. It gives your familiar the ability to manifest a few psion powers.


I'm sure that people will be along shortly to both refute and back me up on this, but Shadow Evocation spells can come in pretty handy for a sorcerer, with one spell you can mimic an entire schools worth of spells.

The useful spells from evocation arguably won't work with shadow evocation, like wind wall and gust of wind. You can get those effects via summon monster, however.

ericgrau
2013-02-08, 02:19 PM
Google lists of good sor/wiz spells and pick those. Since you're starting at level 16, focus on 6th-8th level spells and maybe some 5ths. For 1st-5th level spells load them up with hour/level buffs instead to get up 24 hours, and some 10 min/level spells which you extend and cast multiple times. Or only keep those up ~8 hours. (Lesser) extend rods or maybe the feat may be helpful. Other between combat spells are great too, especially spammable ones like invisibility.


Flashy/magiciany but useful core spell examples:
5: wall of force****, persistent image***, fabricate, overland flight,
6: Chain lightning, contingency (the more spectacular the save-your-butt, the better), forceful hand*, mislead**, permanent image, programmed image***, disintegrate (for undead's poor fort save, and objects such as walls)
7: forcecage (buy several material components, you're rich enough to spam it most fights, don't worry about losing money), grasping hand*, project image**, reverse gravity, limited wish, greater teleport
8: prismatic wall****, ~maze, ~irresistible dance, *clenched fist, scintillating pattern
*, **, ***,****: redundant. I wouldn't get more than 1 of each.

It seems like evocations and illusions are your best bet. You could check spell compendium for some more. You might want to grab related feats and maybe be a gnome. Load up on a few hundred gp of powdered jade for some of the illusions, but they are pretty cheap. And ya, every single useful evocation I found without exception sucks royally with shadow evocation. Shadow conjuration might have some cool utility uses for a magician, even though it still isn't powerful.

On a lot of my characters I like to carry a hundred different wondrous items and those may be great for a magician. You might crack open the magic item compendium and look at items sorted by price for everything at 10,000 gp and below. Marvelous pigments are one of my favorites for example. Any mundane thing you paint becomes reality.

aphoticConniver
2013-02-08, 02:37 PM
Did you roll or point buy those stats? If it's point buy, you should probably bump that charisma up to 16 or even 18. There is no need for you to have more than 8 str or wisdom.

Nerveskitter from spell compendium gives you +5 initiative.

Glitterdust gets you a save-or-lose and a way to show invisible things/hiding creatures. The penalty to hide checks is super useful at high level.

Grease is good for controlling things that can't fly, helping things escape grapples if they dont have freedom of movement (you should buy a ring of that, by the way), and disarming opponents.

The two above spells get a ton of mileage out of shape spell metamagic.

Wings of Cover (races of the dragon) is a great way to immediately avoid a single nasty attack once per round.

Assay Spell Resistance (spell compendium) is absolutely necessary at this level.

Ray of Stupidity (spell compendium), especially combined with empower spell, can one shot all animals, most magical beasts, and some giants, monstrous humanoids, and humanoids. With split ray and empower, you are doing an average of 10 int damage a turn. Not a lot will last very long vs that.

Summon Monster 6, I believe, gets you a devil that has ice wall at will. Very handy for choking the battlefield.

Use summon monster six to get access to lower level summoned monsters that have unique or useful abilities/spells. Mephits come with a lot of stuff, albeit rather low level. You can save a second and third level spell by using mephits to cast wind wall and gust of wind. Neither are save based, so it doesn't matter that they are coming from CR2 monsters. Storm elementals (monster manual 3) have decet blasting capabilities, esp. because they're Su. They will also have 16 rounds to blast unless targeted by the enemy.

You should have teleport or the greater variety.

Limited Wish can let you fill any holes that your current spell list is lacking. That would be my first 8th level spell known. Use it to mimic psychic reformation (expanded psionics handbook) to repick all your spells, skills, and feats.

At least one wall spell would be useful if you decide not to use a summoned devil. Force is pretty good.

Get teleport and fly.

Shrink Item is incredibly useful.

Magic Missile is still pretty good, especially empowered and vs incorporeal undead.

If you have a familiar, mental pinnacle is pretty much the best spell to cast on it. It gives your familiar the ability to manifest a few psion powers.



The useful spells from evocation arguably won't work with shadow evocation, like wind wall and gust of wind. You can get those effects via summon monster, however.

To clarify, because I realize know I didn't say it correctly, the stats posted were without the items. And they were rolled.

Karoht
2013-02-08, 03:16 PM
Orb of Force
Melf's Unicorn Arrow
Both excellent spells which use Force, so there is very little that they don't work on.

aphoticConniver
2013-02-08, 03:20 PM
Alright, so here's what I have so far:

0
Arcane Mark
Light
Detect Magic
Prestidigitation
Mage Hand
Ghost Sound
Slash Tongue
Mending
Open/Close

1
Grease
Ray of Stupidity
Magic Missile

2
Glitterdust
Blinding Color Surge

3
Fireball
Melf's Unicorn Horn

4
Assay Resistance
Celerity

5
Arcane Fusion
Persistent Image
Fabricate
Prismatic Ray

6
Disintegrate
Chain Lightning

7
Grasping Hand
Prismatic Spray

8
Prismatic Wall

There a couple of kickers to what I can choose beyond this. The DM and the group have an agreement never to use flight in battle. For traveling, however, is fine. I'd also like to stay away from summoning things, as it tends to aggravate not just the DM, but the entire group.

Keeping that in mind, any other suggestions?

Thattaman
2013-02-08, 03:25 PM
For gear I'd suggest to any sorcerer that is under lvl 20 to get the robes of arcane heritage. It's only 16,000 and it will give you the lvl 20 ability at lvl sixteen which is eternally useful.

Ifni
2013-02-08, 03:57 PM
You don't have Teleport on that list. Get it, seriously.

Which metamagic feats do you have?

Note that the limiting factor in most high-level battles is action economy, although Arcane Fusion will help with this. I would not bother with Grease - it's a nice spell at low levels, but at L16, you have better things to do with your actions (yes, even your swift actions, they're precious too!) Your L1-3 spells known, at this point, should probably be playing one of the following roles:
-Fuel for heavy boosting with metamagic (Melf's Unicorn Arrow, Ray of Stupidity)
-Buffs where it's convenient to be able to cast them over and over again / on the entire party (e.g. See Invisibility, possibly False Life, Phantom Steed)
-Utility that stays valuable even at high levels and doesn't depend heavily on saving throws for its main function (Glitterdust, Benign Transposition, etc)
-Inclusion in Arcane Fusion (not so familiar with this one as it has not usually been available to my sorcerers)

If you don't have a good answer to "when would this spell be a better choice for my action than anything else on my list" (and "when I'm out of all higher-level spells" doesn't count, this situation should be very rare), then unless that spell is a long-lasting buff or handy utility, as a general rule it does not belong on your list, as a L16 sorcerer.

I would not bother with Chain Lightning. Moonbow from the Spell Compendium is generally a better zapping spell, if you just want damage. If you want AoE, I wouldn't spend a L6 slot on it, you're usually better off metamagicking lower-level spells - but as far as high-level AoE damage spells go, Radiant Assault is flashy and quite good (because it's an AoE daze effect), but I can't remember exactly how it stacks up against Wings of Flurry, which is much lower-level.

Karoht
2013-02-08, 04:00 PM
For gear I'd suggest to any sorcerer that is under lvl 20 to get the robes of arcane heritage. It's only 16,000 and it will give you the lvl 20 ability at lvl sixteen which is eternally useful.He's refering to Bloodline Abilities (Pathfinder) and yes, reaching that capstone much earlier than normal is pretty awesome. It's also great if you still want to reach a certain Bloodline Ability but plan on going into a prestige class. Now you can reach that ability 4 levels earlier, making it possible to do both.

aphoticConniver
2013-02-08, 04:41 PM
I currently have, for MM feats:

Still Spell
Silent Spell
Heighten Spell
Energy Substitution (Electric)
Born of Three Thunders
Fell Weaken
Nonlethal Substitution (Electric)

Any and all of those are open and subject to change.

Spuddles
2013-02-08, 05:19 PM
Get Shape Spell, and if your DM isn't using flying in combat either, then Grease just went way up in usefulness.

An AoE lockdown effect, like Acid Fog (solid fog + acid damage) or Freezing Fog (Solid Fog, Cold Damage, and Grease, Frostburn) could be very useful. It can buy you a lot of time, divide and conquer the battlefield, etc. Combine with shapespell to get a little more utility out of it.

Get split ray and empower spell. Split ray is amazing because it's so cheap. Use it on Prismatic Ray and Ray of Stupidity and Disintegrate. Empower spell is a pretty great way of getting more damage. Though with 3 amazing rays and split ray, it is probably not necessary.

Improved Invisibility and True Sight (or an item of True Sight) should be on there. Improved Invis is awesome.

aphoticConniver
2013-02-08, 05:57 PM
Get Shape Spell, and if your DM isn't using flying in combat either, then Grease just went way up in usefulness.

An AoE lockdown effect, like Acid Fog (solid fog + acid damage) or Freezing Fog (Solid Fog, Cold Damage, and Grease, Frostburn) could be very useful. It can buy you a lot of time, divide and conquer the battlefield, etc. Combine with shapespell to get a little more utility out of it.

Get split ray and empower spell. Split ray is amazing because it's so cheap. Use it on Prismatic Ray and Ray of Stupidity and Disintegrate. Empower spell is a pretty great way of getting more damage. Though with 3 amazing rays and split ray, it is probably not necessary.

Improved Invisibility and True Sight (or an item of True Sight) should be on there. Improved Invis is awesome.

How much would, say, goggles of permanent True Sight cost?

ericgrau
2013-02-08, 06:00 PM
Even if you don't get all the other illusions, permanent image could be fun to spam between fights. For example on side passages. You drop down an illusory structure and forget about it, so you can get back to other things. At your level the 100 gp is insignificant. Pick up 5,000 gp in powdered jade and you'll pretty much never run out. Worst case scenario you can convert the jade back into money at no loss since it's a precious stone.

One trick is to drop a permanent image of a wall and a prismatic wall right behind it. As soon as your enemy tests the illusionary wall he's in trouble. You might make the wall image a wall of ice because those are destructible, or matching surrounding walls to make the natives suspicious enough to check it.

Another prismatic wall trick is to cast grasping hand and then put a prismatic hand behind your foes from your point of view. Then direct your grasping hand to bull rush foes away from you one by one. Quick bull rush rules: opposed strength check, if successful push foe 5 feet plus a number of feet equal to the amount you beat his check by (round down to the nearest 5).

Spuddles
2013-02-08, 07:27 PM
How much would, say, goggles of permanent True Sight cost?

I think they'd cost half as much as a gem of true sight, but your dm may want to price them at the am as the gem because even though it is slotless, it still occupies your hand.

Story
2013-02-08, 07:39 PM
I think there's an item called Hathran Mask for permanent True Seeing, but I have no idea what book it's from.

Shining Wrath
2013-02-08, 09:45 PM
For level 3 both Stinking Cloud and Slow have their place.

Biffoniacus_Furiou
2013-02-08, 10:15 PM
Ancestral Relic for a Runestaff (http://alt.giantitp.com/forums/showthread.php?t=267805#4).

Juntao112
2013-02-09, 02:34 AM
In addition to the standard sorcerer guide (http://www.minmaxboards.com/index.php?topic=487), Min/Max Boards also has 8 simple rules for selecting sorcerer spells (http://brilliantgameologists.com/boards/index.php?topic=7229).

ericgrau
2013-02-09, 03:10 AM
You'll never use all of your 50+ spells per day in combat. For levels 1-5 I would select spells like unseen servant, alarm, feather fall, invisibility, magic circle against evil, heroism, greater magic weapon, shrink item, dimension door, telekinesis, etc. Long durations, utility and swift/immediate spells basically. Anything that doesn't take a combat round. Spell compendium has a lot of good swift/immediate spells not on my list. For example nerveskitter is popular.

With metamagic you can use some lower level spells known to burn higher level spells per day, but you still need something to burn away the lower level spells per day. At least 1 spell per level can do the job if you spam it, or maybe more than 1.

Varis
2013-02-09, 04:33 AM
Howdy forums! I'm making a Sorcerer, level 16, and I was wondering, what are the key spells to have on his list? He is a metamagic specialist with plenty of MM feats, and I have most of the Prismatic line already on the list, as I'm basing his character on a magician and Prismatic spells seem the flashiest.

Also, I already have him geared out, but what are some suggestions for gear? I don't play arcane casters often, so I don't know if just stat boosts are going to cut it.

And finally, I don't want to break the game in half. Just bend it a little.

Ok, I'll give you the full on, hard core list for death and destruction. The better you know those spells, the more effective you'll be.

extra recommendation, take the dragonblood sorcerer racial substitution level at 1st. (Races of the dragon p.107) to pick up UMD as a class skill if you're up to playing a silverbrow human or spending a feat (draconic heritage)on dragonblood.

dragonblood is KEY for a sorcerer

on to spells:

1st level spells
-true strike
-lesser orb of .....
-armor
-shield
-nerveskitter (lost action hurts at higher levels) / expeditious retreat


2nd level spells
-glitterdust/see invisibility
-invisibility
-combust
-wings of cover
-resist energy

3rd level spells
-haste / heart of water
-fly
-ray of dizziness
-primal instinct (dragon magic p. 72)

4th level spells
-assay spell resistance
-wings of flurry
-ray deflection
-ruin delvers fortune


5th level spells
-arcane fusion (comp.M)
-lightning leap (comp. M p.109)
-blink, greater
-draconic polymorph (draconomicon p. 79)

6th level spells
-true sight / heroism, greater (whichever you use more, scroll/item the other)
-greater dispel
-disintegrate

7th level spells
- arcane spellsurge (to make this work get invisible spells feat)
- avasculate
- energy absorbtion (Comp. M p. 103)

8th level spells
- greater arcane fusion (comp.m)
- polar ray
- wrathful castigation (sc p.243)

9th level spells
-foresight
-maw of chaos / deadly sunstroke / frostfell
-effulgent epuration (sc p.78)


also, up to you but for feats I recommend:

draconic heritage (if there is no other way)
invisible spell (easy way to make arcane spellsurge work)
twin spell + practical metamagic: Twin spell ( works great with arcane fusion)

Mato
2013-02-09, 05:41 PM
Items? If you can afford a Rod of Absorption buy it. It doubles up as protection from most forms of magic and lets you cast more times per day.

A runestaff lets you expand your effect list of spells known. So can a Dragonpact from Dragon Magic.

But as far as spells go.

Heroics (2nd): Free Fighter Feat which is good for picking up Improved Initiative but versatile enough you can always trade it in for something like Martial Study for some Concentration Checks as Saves Counters, or combined with a White Raven Crown access to White Raven Tactics which is a very useful way to spend a Swift Action. Because other people like to feel important too. Just try not to rub it in that their entire turn amounts to your measly Swift action.

Greater Shivering Touch (3rd): 3d6 Dexterity damage as a touch attack can reduce quite a few creatures to a helpless state, including Elder Red Dragons. You can Empower/Maximize it for even more. Remember, implied consent is a very real thing, ask your local EMS about it some time.

Friendly Fire (4th): In every way superior alternative to Friendly Fire but you have the option to cast as an immediate action by reducing it's duration. In the star wars world, it's like Han shooting first because Greedo killed him self.

Major Creation (5th): You never focus your entire list on a single aspect. Be it blasting, shape alterations, or crowd control. Major Creation is simply the goto spell for handling new construction. With this spell you can tackle problems like why isn't there an adamantine stronghold here or I'm sick of mining for diamonds please change my game mode.

Antimagic Field (6th): Ever laughed at a Balor for trying to spam Blasphemy for a quick total party kill? Well I have through I hate that Holy Word spell. So for it I use things like Spellguard Rings and Extraordinary Spell so I can produce an antimagic effect that robs monsters of all their wonderful supernatural abilities, spell-like abilities, and even direct spellcasting traits and magical gear. All while I can blast them with spells, and my party is immune too so they like it when I hug them. Until they check their pockets at least...

Greater Teleport (7th): Teleport is for people that like to walk around getting shot in the face. Try Greater Teleport, evolve today.

Unearthly Beauty (8th): Kind of requires Arcane Disciple but once you craft a Runestaff or something you can retrain the Feat out. Anyway, when someone looks at you they die from your good looks. Yeah, their free action kills them for you. You should probably try to avoid using this in towns and Spellguard your teammates through.

Shapechange (9th): The single greatest spell in D&D, allows you to turn into Cthulhu And with the above spell you're so sexy people fall in love. And to the ground. Dead. Awesome!

Raven777
2013-02-09, 07:07 PM
I'm just gonna leave this here (https://docs.google.com/document/d/17S3pYy0wk8uUTJ3RFaIDk5vz29WYmOXuhWiOKHO2E_M/edit?pli=1)...

EDIT : Never mind, I forgot the thread wan't about [PF]. Probably still got some valuable info, though.

avr
2013-02-09, 09:27 PM
Dimension Door is your get out of a grapple free card. Since you have the silent and still spell feats, Message is how to coordinate the party subtly.

You don't seem to have any personal defence spells. Pick at least a couple with decent durations.

DeadlyLuvdisc
2013-02-09, 11:53 PM
I made a Lv18 Sorcerer for a one-shot I played in. I knew the DM wouldn't allow anything cheesy, and we were restricted to Core only. This is what I choose and it did rather well.

Lv0 whatever
Lv1 Protection from Evil (protection from mental control)
Grease (can be useful even at high levels.)
Unseen Servant (for dragging rocks, flavor, etc...)
Magic Missile
Feather Fall (for activating Contingency with a free action.)

Lv2 Glitterdust (Find invisible foes. Blind stuff.)
Scorching Ray
Invisibility (defensive)
Mirror Image (defensive)
Rope Trick

Lv3 Explosive Runes
Stinking Cloud
Haste (I use it on my summons, refuse to buff party.)
Slow

Lv4 Dimension Door (defensive)
Resilient Sphere (defensive, often with Contingency)
Animate Dead (You can have a good sized entourage)
Enervation

Lv5 Teleport
Wall of Force
Overland Flight
Telekinesis (Violent Thrust: 15 greatswords at +9+Cha attack rolls. I flip a bag of holding inside out to dump them all on the ground.)

Lv6 Greater Dispel Magic (Sorcerers can use as needed, not as prepared)
Acid Fog (few things resist acid damage, disables and blocks line of sight.)
Disintegrate

Lv7 Spell Turning (Some pretty nasty targeted spells were shot my way.)
Delayed Blast Fireball (works well with timestop.)
Ethereal Jaunt

Lv8 Mind Blank (defensive)
Summon Monster VIII (Summoning is a reliable method of offense.)

Lv9 Time Stop (Duh)

I used Contingency scrolls because Shadow Evocation is cheesy.

We had to infiltrate the vault of an evil overlord's fortress and steal a priceless artifact or something. We had the option of going in the front or the back gate. The party was all like "let's break in the front door, they'll never expect it!" and I decided to go in the back alone anyway. They all died before reaching the vault while I killed the BBEG single handedly and took over his empire. His surviving minions just GAVE me the artifact. My friends got mad, but c'est la vie.

aphoticConniver
2013-02-13, 06:10 PM
Alright, so I have these for feats so far:

Split Ray
Sculpt Spell
Still Spell
Invisible Spell
Ocular Spell

And I have two feats left. Any suggestions?