Zonugal
2013-09-13, 09:31 PM
Sorcerer Spell Selection
A helpful guide to a hard process
Picking out spells for a Sorcerer is tough. Is a certain spell versatile enough? Is it practical and powerful and precise? Is it fun? A lot goes into your spell selection and thus the intent, and hope, of this guide is to provide a sample walk-through highlighting ideal spell selections. This guide will build on an example Sorcerer constructed to be powerful, practical and versatile while still attempting to be reasonable & fair to the game they occupy.
This guide will be presented around each new level and the new choices available to a Sorcerer. While spells will be taken from across the different supplements in D&D 3.5 a revised list will be provided that stays within the core books. If you have any ideas, critiques or recommendations regarding the spells chosen (and why they were) I would love to hear them. With that said let’s start!
This is Raphael Darkbolt and he is burdened with greatness. He has immense power flowing through his veins for his ancestors were not of mortal blood. With a snap of his fingers and a few mystic words he can alter the very bindings of reality. But just like a butcher with his knives, Raphael is only as capable as the spells he knows. Fleeing nobility and the restraints of lordship Raphael made his life as an adventurer. He joined a group of pirates from the northern seas and rode the waves through tragedy, horror and fear.
1st-level: 4 0-level & 2 1st
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5 pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Silent Image: Creates a minor illusion of your design.
The beginning of Raphael Darkbolt’s career in magic begins with picking up some essential cantrips. As a magic user you need Detect Magic & Read Magic like a carpenter needs his hammer & nails. After that you grab Prestidigitation as it is an incredibly versatile spell which allows you flex your imagination. Much like Mage Hand, which you also select, you have some comfortable power to use in creative ways. Mage Hand can let you grab a suspicious key while behind some protection while Prestidigitation keeps your wine tasting cool & superb. Looking at 1st-level spells Raphael needs two spells which will last him through this first level and his second. These are dangerous times when one good swing of a sword could end his entire future. Silent Image is chosen as it is, undoubtedly, the most powerful 1st-level spell in the game. He can hide behind illusionary walls, create a monster to scare away some orcs, or a thousand more ideas. A character can’t even roll to save against it unless they interact with the illusion, which is tremendous. Following that Mr. Darkbolt grabs Color Spray as not only does it provide some offensive power but scales very well for the rest of his career. It is also a non-lethal spell which means he can be heroic while defending himself. So at this level crafty, clever and cunning are how Raphael survives. He uses a crossbow when in battle and runs if any opponent would get any where near melee combat with him. But don’t worry, things will get better!
2nd-level: 1 0-level
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Silent Image: Creates a minor illusion of your design.
Raphael only gets one 0-level spell and picks up Ghost Sound to compliment his already creative uses of Silent Image. He can now imitate a lion’s roar or a group of guards talking or a band of singers howling a nice tune. More versatility, more power, more hit points saved.
3rd-level: 1 1st
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Mage Armor: Gives subject +4 armor bonus.
Silent Image: Creates a minor illusion of your design.
Third level and you finally get to add some much needed defenses. Mage Armor is the equivalent to a chain shirt but with no weight, no armor class penalty, is good against incorporeal foes and can be invisible. Also it has a duration of hour/level which means you are can pop it up for three hours (and longer down the road). At this point Raphael needs some higher protection and while there are a lot of great 1st-level spells this one jumps up out of necessity. He can also cast this on an ally which is always nice.
4th-level: 1 0-level 1 1st 1 2nd 1 swap
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
4th-level arrives and with it a bunch of new spells! Message is a great pick from 0-level and basically gives Raphael the magical equivalent to a walky talky. Communication is important especially when in dungeons, tombs, jungles, ect… Protection from Evil is another defensive spell which is a good buff for any fight. When you compare it to something like Shield it has the same duration and while Shield has a +4 to ac (as opposed to just +2) PoE has a greater effect. And sometimes you can’t have your warrior being mind controlled, so there is that… Finally 2nd-level spells open up and some tough choices are here. 2nd-level is probably my favorite level, there are just so many great spells at this point in a Sorcerer’s career. But following the defensive path Raphael selects Resist Energy as it has a good duration and offers versatility in buffing against a foe or situation. You’ll encounter energy damage, that is just going to happen but with Resist Energy you have the ability to at least negate it on some level. It also advances as Raphael grows stronger which is a great feature in any spell. At this level Raphael can swap out a spell but doesn’t really need to as all his spells are still useful & relevant.
5th-level: 1 1st 1 2nd
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Raphael has just jumped up another level, all thanks to Alter Self. He can now physically adapt to a situation which is awesome. Need to breath water? Need some natural armor? Need a quick disguise? Alter Self is an amazing tool which is always going to be useful through out his entire career. It is also a great buff! In addition to it he also snagged Grease for some superb battlefield control. Not only does it allow him to alter the environment but it also has some utility-based applications. I won’t go into the details of how you can use grease but there are plenty!
6th-level: 1 0-level 1 3rd 1 swap
0-level
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
3rd-level
Dispel Magic: Cancels magical spells & effects.
Getting the jump on an enemy is a big part of any fight and with a failed will save that gives you party enough time to perform a coup de grace. But the big hitter this level is 3rd-level spells. The one that most people will recommend is Fly which is a great spell but I think you can’t use it to the best of your ability at this level. The duration is low at 1 minute per caster level and while it provides great mobility you’ll only be able to use it a few times a day. My suggestion would be to try to get it as an item like a cape, you should be able to fly all the time. Flying should be a passive activity. Now with that said I feel Dispel Magic is a strong choice. It gives Raphael some utility should he come across a magical trap or if he needs to strip a buff off of a villain. It isn’t flashy or super amazing but it is an essential spell a spellcaster should possess.
7th-level: 1 1st 1 2nd 1 3rd
0-level
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
3rd-level
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
This is an awesome level for Sorcerers and for Raphael Darkbolt as well. He adds some incredible versatility with Summon Monster III which offers him some nice options. By summoning a Celestial Hippogriff you basically grant yourself a fly speed of 100 ft. (average) for rounds/level (which isn’t beating Fly but offers mobility in addition to a summoned monster for a fight). Small Elementals can act as trap-springers and monsters like Hell Hounds, Huge Fiendish Monstrous Centipedes & many more offer some unique allies to immediately bring into a fight. For your newest 1st-level spell Obscuring Mist is a classic that Raphael has been missing out on. It grants some solid battlefield control with a nice duration. Concealment is nice and as a 1st-level spell it isn’t too expensive to throw out during combat. Finally at 2nd-level Raphael adds Ray of Stupidity which is a great spell for shutting down most magical creatures & animals. It won’t do much good against a large variety of foes but its ability to end combat against two types makes it really attractive. To keep the list in core merely substitute Ray of Stupidity with Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). A fairly standard ray attack it scales fairly well for where Raphael is in his career but it is fire damage (which isn’t the greatest…) so it won’t stay super relevant later on.
8th-level: 1 0-level 1 4th 1 swap
0-level
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
3rd-level
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Wings of Flurry(RoDr): Your wings of force can attack all foes within 30ft.
It’s around now that attractive 0-level spells begin to fade and you are left with slim pickings. With that said there are still some that are nice, such as Caltrops. A low-level battlefield control spell isn’t too bad. For a core-substitution Resistance: Subject gains +1 resistance bonus on all saves is nice when an ally really needs to pass a save against a disease, poison, curse, ect… Now the big hitter for this level though is 4th-level spells. This is where magic really begins to take off and the gap between spell-casters & everyone else starts to increase. While there are a lot of attractive options the Sorcerer-only Wings of Flurry is a tremendous choice. Attacking all opponents in a 30 ft. radius, dealing force damage at 1d6 damage/level (uncapped) and only requiring a reflex save (for half) means this is a spell Raphael is going to use throughout his entire career. For a core-substitute Evard’s Black Tentacles: Tentacles grapple all within a 15ft. spread. It’s a great battlefield control spell that will continue to work well but does carry the negatives of possibly hurting your own teammates.
9th-level: 1 2nd 1 3rd 1 4th
0-level
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Wings of Cover (RotD): Grant cover against a specific attack.
3rd-level
Disobedience (CS): Subject is shielded from mind control.
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Wings of Flurry(RoDr): Your wings of force can attack all foes within 30ft.
Polymorph: Gives one willing subject a new form.
With new selections from 2nd, 3rd and 4th level this is an exciting step in Raphael’s advancement in bending reality to his will. Wings of Cover is a phenomenal 2nd-level spell that provides instant, total cover against one attack be it a melee, ranged, spell or power. Akin to an emergency button it’s a swift action and can save your skin when you start getting targeted with some intense spells. For a core-substitution look at Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8), a classic defensive spell which is always recommended. While Mirror Image is useful in many applications Wings of Cover edges out as more useful as a result of being a swift action & total cover. In the 3rd-level slot is Disobedience, a spell that isn’t super exciting but immunity to mind control for hours/level is the type of insurance a spellcaster needs to start providing for themselves. Not only does it grant protection but informs the target of who is trying to enact control & thus the ability to counter back with some deception of their own. For a core-substitute try out Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves. A solid buff that is always going to be useful when used on the warrior in the party (or near anyone else). Finally for the 4th-level spell selection Raphael goes a bit cheesy and gets Polymorph. In the CharOp community it has a reputation for being broken and such but Raphael is fighting vampires, demons and dragons as his day job; he is going to use every advantage he can find. Polymorph is basically Alter Self on crack so the possibilities should be fairly obvious but it’s a phenomenal spell for buffing, disguising, mobility, ect…
10th-level: 1 0-level 1 5th 1 swap
0-level
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
Stick (SpC): Glues an object 5 pounds or less to another to another object.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Wings of Cover (RotD): Grant cover against a specific attack.
3rd-level
Disobedience (CS): Subject is shielded from mind control.
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Polymorph: Gives one willing subject a new form.
Wings of Flurry(RoDr): Your wings of force can attack all foes within 30ft.
5th-level
Arcane Fusion (CM): Cast two spells you know without expending additional slots.
Raphael’s last 0-level spell and he is digging at the bottom of the barrel. From Spell Compendium he grabs Stick which offers him some utility in the form of miniscule battlefield control. The primary trick he uses with the spell though is sticking a weapon in its sheath or container (I’d wager around 75% of weapons weigh 5 pounds or less). For a core-substitute try out Open/Close: Opens or closes small or light things, the purposes of opening doors which may be trapped (because man is that a thing that happens a lot). Unlocking 5th-level spells Raphael immediately selects Arcane Fusion. A Sorcerer only spell that allows him to cast a 1st-level & 4th-level (or lower) spell in one standard action, it is very good. Action economy is a crucial part of DnD and the higher up you progress the more important it is to be able to do more than your opponent in the same amount of time. For a core-substitute Raphael has a lot of awesome choices but ultimately post-pones picking up Teleport (as he’ll do that next level) in exchange for Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. I had mentioned a while back regarding my thoughts on the 3rd-level spell Fly and while I hold true to those at this point in Raphael’s career dropping a spell slot for hours/level of flight is pretty useful (and means he is finally not reliant on magic items for three dimensional mobility).
A helpful guide to a hard process
Picking out spells for a Sorcerer is tough. Is a certain spell versatile enough? Is it practical and powerful and precise? Is it fun? A lot goes into your spell selection and thus the intent, and hope, of this guide is to provide a sample walk-through highlighting ideal spell selections. This guide will build on an example Sorcerer constructed to be powerful, practical and versatile while still attempting to be reasonable & fair to the game they occupy.
This guide will be presented around each new level and the new choices available to a Sorcerer. While spells will be taken from across the different supplements in D&D 3.5 a revised list will be provided that stays within the core books. If you have any ideas, critiques or recommendations regarding the spells chosen (and why they were) I would love to hear them. With that said let’s start!
This is Raphael Darkbolt and he is burdened with greatness. He has immense power flowing through his veins for his ancestors were not of mortal blood. With a snap of his fingers and a few mystic words he can alter the very bindings of reality. But just like a butcher with his knives, Raphael is only as capable as the spells he knows. Fleeing nobility and the restraints of lordship Raphael made his life as an adventurer. He joined a group of pirates from the northern seas and rode the waves through tragedy, horror and fear.
1st-level: 4 0-level & 2 1st
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5 pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Silent Image: Creates a minor illusion of your design.
The beginning of Raphael Darkbolt’s career in magic begins with picking up some essential cantrips. As a magic user you need Detect Magic & Read Magic like a carpenter needs his hammer & nails. After that you grab Prestidigitation as it is an incredibly versatile spell which allows you flex your imagination. Much like Mage Hand, which you also select, you have some comfortable power to use in creative ways. Mage Hand can let you grab a suspicious key while behind some protection while Prestidigitation keeps your wine tasting cool & superb. Looking at 1st-level spells Raphael needs two spells which will last him through this first level and his second. These are dangerous times when one good swing of a sword could end his entire future. Silent Image is chosen as it is, undoubtedly, the most powerful 1st-level spell in the game. He can hide behind illusionary walls, create a monster to scare away some orcs, or a thousand more ideas. A character can’t even roll to save against it unless they interact with the illusion, which is tremendous. Following that Mr. Darkbolt grabs Color Spray as not only does it provide some offensive power but scales very well for the rest of his career. It is also a non-lethal spell which means he can be heroic while defending himself. So at this level crafty, clever and cunning are how Raphael survives. He uses a crossbow when in battle and runs if any opponent would get any where near melee combat with him. But don’t worry, things will get better!
2nd-level: 1 0-level
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Silent Image: Creates a minor illusion of your design.
Raphael only gets one 0-level spell and picks up Ghost Sound to compliment his already creative uses of Silent Image. He can now imitate a lion’s roar or a group of guards talking or a band of singers howling a nice tune. More versatility, more power, more hit points saved.
3rd-level: 1 1st
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Mage Armor: Gives subject +4 armor bonus.
Silent Image: Creates a minor illusion of your design.
Third level and you finally get to add some much needed defenses. Mage Armor is the equivalent to a chain shirt but with no weight, no armor class penalty, is good against incorporeal foes and can be invisible. Also it has a duration of hour/level which means you are can pop it up for three hours (and longer down the road). At this point Raphael needs some higher protection and while there are a lot of great 1st-level spells this one jumps up out of necessity. He can also cast this on an ally which is always nice.
4th-level: 1 0-level 1 1st 1 2nd 1 swap
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
4th-level arrives and with it a bunch of new spells! Message is a great pick from 0-level and basically gives Raphael the magical equivalent to a walky talky. Communication is important especially when in dungeons, tombs, jungles, ect… Protection from Evil is another defensive spell which is a good buff for any fight. When you compare it to something like Shield it has the same duration and while Shield has a +4 to ac (as opposed to just +2) PoE has a greater effect. And sometimes you can’t have your warrior being mind controlled, so there is that… Finally 2nd-level spells open up and some tough choices are here. 2nd-level is probably my favorite level, there are just so many great spells at this point in a Sorcerer’s career. But following the defensive path Raphael selects Resist Energy as it has a good duration and offers versatility in buffing against a foe or situation. You’ll encounter energy damage, that is just going to happen but with Resist Energy you have the ability to at least negate it on some level. It also advances as Raphael grows stronger which is a great feature in any spell. At this level Raphael can swap out a spell but doesn’t really need to as all his spells are still useful & relevant.
5th-level: 1 1st 1 2nd
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Raphael has just jumped up another level, all thanks to Alter Self. He can now physically adapt to a situation which is awesome. Need to breath water? Need some natural armor? Need a quick disguise? Alter Self is an amazing tool which is always going to be useful through out his entire career. It is also a great buff! In addition to it he also snagged Grease for some superb battlefield control. Not only does it allow him to alter the environment but it also has some utility-based applications. I won’t go into the details of how you can use grease but there are plenty!
6th-level: 1 0-level 1 3rd 1 swap
0-level
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
3rd-level
Dispel Magic: Cancels magical spells & effects.
Getting the jump on an enemy is a big part of any fight and with a failed will save that gives you party enough time to perform a coup de grace. But the big hitter this level is 3rd-level spells. The one that most people will recommend is Fly which is a great spell but I think you can’t use it to the best of your ability at this level. The duration is low at 1 minute per caster level and while it provides great mobility you’ll only be able to use it a few times a day. My suggestion would be to try to get it as an item like a cape, you should be able to fly all the time. Flying should be a passive activity. Now with that said I feel Dispel Magic is a strong choice. It gives Raphael some utility should he come across a magical trap or if he needs to strip a buff off of a villain. It isn’t flashy or super amazing but it is an essential spell a spellcaster should possess.
7th-level: 1 1st 1 2nd 1 3rd
0-level
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
3rd-level
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
This is an awesome level for Sorcerers and for Raphael Darkbolt as well. He adds some incredible versatility with Summon Monster III which offers him some nice options. By summoning a Celestial Hippogriff you basically grant yourself a fly speed of 100 ft. (average) for rounds/level (which isn’t beating Fly but offers mobility in addition to a summoned monster for a fight). Small Elementals can act as trap-springers and monsters like Hell Hounds, Huge Fiendish Monstrous Centipedes & many more offer some unique allies to immediately bring into a fight. For your newest 1st-level spell Obscuring Mist is a classic that Raphael has been missing out on. It grants some solid battlefield control with a nice duration. Concealment is nice and as a 1st-level spell it isn’t too expensive to throw out during combat. Finally at 2nd-level Raphael adds Ray of Stupidity which is a great spell for shutting down most magical creatures & animals. It won’t do much good against a large variety of foes but its ability to end combat against two types makes it really attractive. To keep the list in core merely substitute Ray of Stupidity with Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). A fairly standard ray attack it scales fairly well for where Raphael is in his career but it is fire damage (which isn’t the greatest…) so it won’t stay super relevant later on.
8th-level: 1 0-level 1 4th 1 swap
0-level
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
3rd-level
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Wings of Flurry(RoDr): Your wings of force can attack all foes within 30ft.
It’s around now that attractive 0-level spells begin to fade and you are left with slim pickings. With that said there are still some that are nice, such as Caltrops. A low-level battlefield control spell isn’t too bad. For a core-substitution Resistance: Subject gains +1 resistance bonus on all saves is nice when an ally really needs to pass a save against a disease, poison, curse, ect… Now the big hitter for this level though is 4th-level spells. This is where magic really begins to take off and the gap between spell-casters & everyone else starts to increase. While there are a lot of attractive options the Sorcerer-only Wings of Flurry is a tremendous choice. Attacking all opponents in a 30 ft. radius, dealing force damage at 1d6 damage/level (uncapped) and only requiring a reflex save (for half) means this is a spell Raphael is going to use throughout his entire career. For a core-substitute Evard’s Black Tentacles: Tentacles grapple all within a 15ft. spread. It’s a great battlefield control spell that will continue to work well but does carry the negatives of possibly hurting your own teammates.
9th-level: 1 2nd 1 3rd 1 4th
0-level
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Wings of Cover (RotD): Grant cover against a specific attack.
3rd-level
Disobedience (CS): Subject is shielded from mind control.
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Wings of Flurry(RoDr): Your wings of force can attack all foes within 30ft.
Polymorph: Gives one willing subject a new form.
With new selections from 2nd, 3rd and 4th level this is an exciting step in Raphael’s advancement in bending reality to his will. Wings of Cover is a phenomenal 2nd-level spell that provides instant, total cover against one attack be it a melee, ranged, spell or power. Akin to an emergency button it’s a swift action and can save your skin when you start getting targeted with some intense spells. For a core-substitution look at Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8), a classic defensive spell which is always recommended. While Mirror Image is useful in many applications Wings of Cover edges out as more useful as a result of being a swift action & total cover. In the 3rd-level slot is Disobedience, a spell that isn’t super exciting but immunity to mind control for hours/level is the type of insurance a spellcaster needs to start providing for themselves. Not only does it grant protection but informs the target of who is trying to enact control & thus the ability to counter back with some deception of their own. For a core-substitute try out Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves. A solid buff that is always going to be useful when used on the warrior in the party (or near anyone else). Finally for the 4th-level spell selection Raphael goes a bit cheesy and gets Polymorph. In the CharOp community it has a reputation for being broken and such but Raphael is fighting vampires, demons and dragons as his day job; he is going to use every advantage he can find. Polymorph is basically Alter Self on crack so the possibilities should be fairly obvious but it’s a phenomenal spell for buffing, disguising, mobility, ect…
10th-level: 1 0-level 1 5th 1 swap
0-level
Caltrops (SpC): Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment Sounds.
Mage Hand: 5 pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
Stick (SpC): Glues an object 5 pounds or less to another to another object.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Ray of Stupidity (SpC): Victim takes 1d4+1 intelligence damage.
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Wings of Cover (RotD): Grant cover against a specific attack.
3rd-level
Disobedience (CS): Subject is shielded from mind control.
Dispel Magic: Cancels magical spells & effects.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Polymorph: Gives one willing subject a new form.
Wings of Flurry(RoDr): Your wings of force can attack all foes within 30ft.
5th-level
Arcane Fusion (CM): Cast two spells you know without expending additional slots.
Raphael’s last 0-level spell and he is digging at the bottom of the barrel. From Spell Compendium he grabs Stick which offers him some utility in the form of miniscule battlefield control. The primary trick he uses with the spell though is sticking a weapon in its sheath or container (I’d wager around 75% of weapons weigh 5 pounds or less). For a core-substitute try out Open/Close: Opens or closes small or light things, the purposes of opening doors which may be trapped (because man is that a thing that happens a lot). Unlocking 5th-level spells Raphael immediately selects Arcane Fusion. A Sorcerer only spell that allows him to cast a 1st-level & 4th-level (or lower) spell in one standard action, it is very good. Action economy is a crucial part of DnD and the higher up you progress the more important it is to be able to do more than your opponent in the same amount of time. For a core-substitute Raphael has a lot of awesome choices but ultimately post-pones picking up Teleport (as he’ll do that next level) in exchange for Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. I had mentioned a while back regarding my thoughts on the 3rd-level spell Fly and while I hold true to those at this point in Raphael’s career dropping a spell slot for hours/level of flight is pretty useful (and means he is finally not reliant on magic items for three dimensional mobility).