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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).

Zonugal
2013-09-13, 09:34 PM
Sorcerer Spell Selection
Part Two

11th-level: 1 2nd 1 3rd 1 4th 1 5th
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.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
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.
Teleport: Instantly transports you as far as 100 miles/level.

Gaining a 2nd, 3rd, 4th & 5th-level spell makes this level a major milestone for Raphael (and any other Sorcerer who has made it this far). Invisibility is a long over looked spell and while it may seem a bit late in his career to finally pick it up it’s still pretty useful. In these later levels it’ll loose its luster what with near everyone having a way to see invisibility but even then it still has some great utility in be able to sneak around guards or even throw it on at the beginning of a fight & start summoning monsters. At this point Haste is picked up as the 3rd-level selection for how useful a buff it is to anyone in the party (more-so for warriors though). If you have already picked it up though as a result of following a core-only spell-list then Sleet Storm: Hampers vision and mobility, is a fine replacement spell which offers some battlefield control in targeting mobility and sight (which is big when facing off against enemy spell-casters). Friendly Fire is a super-powerful spell at 4th-level granting near immunity to ranged attacks against you either as an immediate action or at round/level (which means it can be persisted, I said super-powerful for a reason…). In a point in Raphael’s career where he’s made some enemies of other spell-casters this spell is a necessity. For a core-substitution he picks up Otiluke’s Resilient Sphere: Force globe protects but traps one subject. For a minute/level an eleven foot diameter either protects or traps. It has a lot of great utility in blocking passage ways or keeping the BBEG out of a fight for even maybe one round or giving Raphael some time to put up appropriate buffs while surrounded by a horde of demons. I feel like Resilient Sphere is a better version of Wall of Force a whole level earlier, so it’s a spell to be grabbed. And finally with the 5th-level spell Raphael adds Teleport because walking is for chumps. The ability to immediately forego the dangers of travel or escape a total party kill can’t be overstated. It radically alters the way your allies & you approach adventuring, and is a vital step in being a master of space & time!

12th-level: 1 6th 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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
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.
Teleport: Instantly transports you as far as 100 miles/level.
6th-level
Contingency: Sets trigger condition for another spell.

With only one spell gained this level it isn’t exactly an exciting time for Raphael Darkbolt but he does gain access to 6th-level spells and selects the ever-useful Contingency. He may not be casting it every day (what with its day/level duration) but by setting it to him possibly being injured and a casting of something like Otiluke’s Resilient Sphere, or Teleport when he gets to a higher level he can offer himself some form of insurance against being destroyed in one round. Also at this level your Sorcerer should be able to afford some Bracers of Armor (+4 or +5), so at this point you can swap out Mage Armor for another defensive spell, Shield. It has a shorter duration but it provides a nice shield bonus (+4) while also negating Magic Missile attacks.

13th-level: 1 4th 1 5th 1 6th
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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Teleport: Instantly transports you as far as 100 miles/level.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.

At 13th-level Mr. Darkbolt picks up Otiluke’s Resilient Sphere for its many excellent strengths (as detailed earlier). Should he have selected it at 11th-level as a result of being a core-only Sorcerer he decides to snag Dimension Door: Teleports you short distance. It won’t equal the distance of teleport but it’s a very nice spell to have during combat or should your environment start to give away. As mentioned back at 10th-level being able to not rely on magic items is a personal preference of this author and thus Overland Flight finally gets picked up as its duration of hour/level truly is great. If already on Raphael’s spell-list as a result of being limited to core-only look at Wall of Stone: Creates a stone wall that can be shaped. This author will make an assumption in saying that most adventures into the deadly dark and such are primarily around stone (dungeons & all…) so being able to throw up a permanent item granting total cover isn’t something to shy away from. The last spell added at this level is Kyristans Malevolent Tentalces from Shining South. A bit obscure but this is basically Evard’s Black Tentacles on crack, which makes it a very good battlefield control spell. If enemy casters were scared of the standard, black tentacles they are going to be terrified of this one. If staying within core take a look at Greater Dispel Magic: As dispel magic but +20 on check. It isn’t flashy but it’s a nice upgrade to a spell which you’ll likely been using up to this point (and in the higher levels you’ll need this one).

14th-level: 1 7th 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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.

At 14th-level Raphael can finally nab 7th-level spells, which in this author’s opinion aren’t too glamorous but offer some upgrades to classic spells. Picking up Greater Teleport affords Raphael even better maneuverability around his world. And while it still doesn’t allow him access to planar travel, as PlaneShift would, I believe your standard inner-planar teleportation is going to be used more often then planar travel. As Raphael picks up Greater Teleport he doesn’t really need Teleport anymore so he swaps out Teleport for Wall of Stone: Creates a stone wall that can be shaped; a permanent effect which creates total cover, which offers some great battlefield control. In addition to the combat applications it also allows a Sorcerer some down-time utility in the construction of buildings or fortifications. If your Sorcerer already has Wall of Stone (perhaps they picked it up at the earlier level) then Mirage Arcana: As hallucinatory terrain, plus structures, can be a fun spell to nab. This author isn’t a huge fan of illusions (and thus why so few of them appear during Raphael’s career) but this spell has some applications. The first is the ability to shape a battlefield into a more desirable form. Your enemies will still have to fail their will saves but being able to take a flat plain and add fortifications, hills, pits and towers is nothing to scoff at. The second use of such a spell is being able to construct a small town for your adventuring party at the end of a day. They’ll have to buy into the illusion (and thus fail their own saves) but you can construct each member their own private cottage in addition to a security fence, towers and any other luxuries.

15th-level: 1 5th 1 6th 1 7th
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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
Shalantha’s Delicate Disk (Lost Empires of Faerun): Conjures disk that can store a single spell of up to 5th level and release it when broken.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Summon Monster VII: Calls extraplanar creature to fight for you.

You gain a bunch of spells this level and to be honest there aren’t a lot of options except for your 6th-level slot, which comes with a lot of nice options. Going for a more obscure selection Shalantha’s Delicate Disk allows your Sorcerer to cast a 5th-level spell into a fragile disk for later use. It’s a permanent effect which means your Sorcerer can stockpile spells for a later use. While it’s restricted to 5th-level & lower spells the fact that you can prepare these at the end of the day gives your mage a lot of versatility & preparation for down the road. You could give the party’s warrior a couple disks full of buffs and have him smash them when separate from you. It’ll save you actions and in general is just really cool. For a core substitute try out Greater Heroism: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. It isn’t super amazing at an initial look but as a buff it covers a wide-range of effects, lasts for minutes/level and offers immunity to fear. The +4 to attack rolls, saves & skill checks may seem small but you have to remember that is the equivalent of slapping on four more levels to a character. For your 5th-level slot Cloudkill is a classic battlefield control spell which allows you to wreck some serious damage on your enemies. It does have the problem of affecting your allies as well so this is certainly a spell you throw down at the beginning of a fight, but it’ll do its job well if applied correctly. And finally for 7th-level there weren’t a great deal of spells that shined brightly as must haves so for Raphael this author picked Summon Monster VII. When left with no clear winner a summon monster spell is always a solid investment. Summon Monster VII allows Raphael to bring a Huge Elemental for combat purposes, an Aphoral/Bone Devil/Djinni (all which have excellent spell-like abilities, like a limited Planeshift with the Djinni), 1d3 Mephits (and that’s any Mephit, which means he gains access to a lot of spell-like abilities through them) or 1d4+1 Hound Archon or Bearded Devil (which are nice summons for a battle). That’s a lot of power & versatility from one spell.

16th-level: 1 8th 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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
Shalantha’s Delicate Disk (Lost Empires of Faerun): Conjures disk that can store a single spell of up to 5th level and release it when broken.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Summon Monster VII: Calls extraplanar creature to fight for you.
8th-level
Greater Arcane Fusion (CM): Cast two spells without expending additional slots.

At 8th-level Raphael picks up Greater Arcane Fusion and just like its little brother at 5th-level it is a great selection for the level. For a core-substitute Polymorph Any Object: Changes any subject into anything else, is a nice save-or-die spell which brings along with it the effects of Baleful Polymorph, Polymorph, Flesh to Stone, Stone to Flesh, Transmute Mud to Rock, Transmute Metal to Wood, and Transmute Rock to Mud. Seven spells in one, plus more!

17th-level: 1 7th 1 8th
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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
Shalantha’s Delicate Disk (Lost Empires of Faerun): Conjures disk that can store a single spell of up to 5th level and release it when broken.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Limited Wish: Alters reality—within spell limits.
Summon Monster VII: Calls extraplanar creature to fight for you.
8th-level
Greater Arcane Fusion (CM): Cast two spells without expending additional slots.
Mind Blank: Subject is immune to mental/emotional magic and scrying.

I disdain spells with xp costs but the 7th-level spell options for a Sorcerer aren’t very exciting so Raphael picks Limited Wish as an emergency button in some ways. 300 xp is rather low at this level and it’ll allow him to cast spells like Atonement, Break Enchantment, Commune, Contact Other Plane, Dismissal, Divine Power, Fabricate, Major Creation, Raise Dead, Plane Shift and more without having to dedicate slots to them (or learning them off of other spell-lists). Following that he picks up Mind Blank which offers him 24 hours of mental & emotional immunity (which is necessary for the level he’s playing at). He still has limited protection in the form of Disobedience, so come next level he swaps that out for Nondetection: Hides subject from divination, scrying, which provides Raphael some more protection against another school of magic.

18th-level: 1 9th 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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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
Dispel Magic: Cancels magical spells & effects.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Nondetection: Hides subject from divination, scrying.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
Shalantha’s Delicate Disk (Lost Empires of Faerun): Conjures disk that can store a single spell of up to 5th level and release it when broken.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Limited Wish: Alters reality—within spell limits.
Summon Monster VII: Calls extraplanar creature to fight for you.
8th-level
Greater Arcane Fusion (CM): Cast two spells without expending additional slots.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
9th-level
Time Stop: You act freely for 1d4+1 rounds.

At this level Raphael swaps out Disobedience for Nondetection, in accordance with picking up Mind Blank last level. He also grabs Time Stop as his first 9th-level spell which is just too good not to pick up. Time to react, time to summon, time to buff and any other good reason you can come up with when you have 2-5 rounds of free time. This is a must have and Raphael acts accordingly.

19th-level: 1 8th 1 9th
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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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
Dispel Magic: Cancels magical spells & effects.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Nondetection: Hides subject from divination, scrying.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
Shalantha’s Delicate Disk (Lost Empires of Faerun): Conjures disk that can store a single spell of up to 5th level and release it when broken.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Limited Wish: Alters reality—within spell limits.
Summon Monster VII: Calls extraplanar creature to fight for you.
8th-level
Greater Arcane Fusion (CM): Cast two spells without expending additional slots.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Polymorph Any Object: Changes any subject into anything else.
9th-level
Shapechange: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.

Polymorph Any Object is finally picked up for its incredible utility and sheer fun it brings to the table. If your Sorcerer already possesses it as they are a Core-only Sorcerer then a nice alternative is Moment of Prescience: You gain insight bonus on single attack roll, check, or save. A +19 (or +20 at next level) to an attack roll, check, save, ac or more is pretty useful and at an hour per caster level serves well as an emergency button during stressful times. For Raphael’s second 9th-level selection he goes with another heavy hitter, Shapechange. It is cheesy but also formidable, and at this level he’s facing lesser gods and beyond so he’ll take the extra assistance. Being able to gain access to the cleric’s spell-list is a very attractive feature of this spell as is turning yourself into a beast on the battlefield.

20th-level: 1 9th 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.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
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
Dispel Magic: Cancels magical spells & effects.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Nondetection: Hides subject from divination, scrying.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Friendly Fire (EoE): Redirect ranged attacks against another target within 30 feet.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
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.
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Kyristans Malevolent Tentacles (Shining South): Like Evard's black tentacles, but grappled creatures gain negative levels.
Shalantha’s Delicate Disk (Lost Empires of Faerun): Conjures disk that can store a single spell of up to 5th level and release it when broken.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Limited Wish: Alters reality—within spell limits.
Summon Monster VII: Calls extraplanar creature to fight for you.
8th-level
Greater Arcane Fusion (CM): Cast two spells without expending additional slots.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Polymorph Any Object: Changes any subject into anything else.
9th-level
Alamanther’s Return (MoF): Duplicate observed spell or spell-like ability.
Shapechange: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.

Raphael ends his spell selection with another obscure spell. Alamanster’s Return allows Raphael to cast any 8th-level spell, arcane or divine, that he has seen cast before. This opens a lot more versatility to him and with a cost of 1,000 xp (as opposed to Wish’s 5,000 xp cost) he can swing it to be able to bring out spells like Clone, Control Weather, Heal, Holy Word, Resurrection, True Creation and more. If you are going for a core-only list then Wish: As limited wish, but with fewer limits, is a solid selection. It costs more xp then Alamanster’s Return and restricts you to 6th-level spells outside of the Wizard/Sorcerer spell-list but it comes with some other nice features which all come together to act as an emergency button when needed.

Zonugal
2013-09-13, 09:35 PM
Sorcerer Spell Selection
Conclusions!

For comparisons sake a core-only spell-list would look something like this:
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.
Open/Close: Opens or closes small or light things
Prestidigitation: Performs minor tricks.
Read Magic: Reads scrolls and spellbooks.
Resistance: Subject gains +1 resistance bonus on all saves.
1st-level
Color Spray: Knocks unconscious, blinds, or stuns weak creatures.
Grease: Makes 10’ square or 1 object slippery.
Obscuring Mist: Fog surrounds you.
Protection from Evil: +2 bonus to AC & saves against evil, counters mind control & hedges out elementals & outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates a minor illusion of your design.
2nd-level
Alter Self: Assume the form of a similar creature.
Invisibility: Subject is invisible for 1 minute per level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Resist Energy: Ignores the first 10 (or more) points of damage per attack from a specified energy type.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3)
3rd-level
Dispel Magic: Cancels magical spells & effects.
Haste: One creature per level moves faster, +1 on attack rolls, AC, and reflex saves.
Nondetection: Hides subject from divination, scrying.
Summon Monster III: Summons an extraplanar creature to fight for you.
4th-level
Dimension Door: Teleports you short distance.
Evard’s Black Tentacles: Tentacles grapple all within a 15ft. spread.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Polymorph: Gives one willing subject a new form.
5th-level
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Mirage Arcana: As hallucinatory terrain, plus structures.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Wall of Stone: Creates a stone wall that can be shaped.
6th-level
Contingency: Sets trigger condition for another spell.
Greater Dispel Magic: As dispel magic but +20 on check.
Greater Heroism: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
7th-level
Greater Teleport: As Teleport, but no range limit and not off-target arrival.
Limited Wish: Alters reality—within spell limits.
Summon Monster VII: Calls extraplanar creature to fight for you.
8th-level
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Polymorph Any Object: Changes any subject into anything else
9th-level
Shapechange: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
Wish: As limited wish, but with fewer limits, is a solid selection.

Conclusion

So that marks Raphael Darkbolt’s spell-list. From a fearful beginner throwing around simple illusions to a master Sorcerer able to face off against terrifying challenges, Raphael is the collective power of the different spells he chose throughout his adventurous career. There may be spells in this walk-through that you disagree with and I openly invite you to offer any alternatives, constructive criticisms and, naturally, compliments. If you should take offense to a particular spell chosen from the walk-through above please make a case for your own suggestion in the context of having to choose that spell at that particular point in a Sorcerer’s career. I feel context gets over-looked a lot when putting together a Sorcerer’s spell-list in a theoretical discussion. But this walk-through was a fun little project I put together and I hope you enjoyed reading it.

GilesTheCleric
2013-09-13, 09:54 PM
Looks good; breaking down the process to a level-by-level analysis is quite helpful. I did notice that the majority of spells are from core, which benefits newer players and those with restricted book access. However, I would like to see which books you did or did not go through - there are many good spells hidden away in strange splatbooks; it seems a shame to ignore them in such a comprehensive guide as this.

Edit: also, a quick document design suggestion - both the levels and spell names are in bold, and at the same size. Perhaps you could change one or the other to make it easier to distinguish spells of different levels? Adding some whitespace wouldn't hurt, either.

ericgrau
2013-09-13, 09:58 PM
I think you should try playing out a sorc first throughout a long campaign. Some of these are great. But most aren't even playable, let alone good.

The 6th level sorcerer for example, the most critical level, has almost no attack spells besides color spray and grease. Monster HD forces color spray to be about as good as the cantrip daze (but for a couple more HD), and grease is only a situational debuff. This sorcerer is nearly useless in a fight.

I'll also leave this here just in case you haven't seen it: http://www.giantitp.com/forums/announcement.php?f=15&a=68 . And I won't say anything more since I couldn't get any info on the image so maybe you did consider such things.

Zonugal
2013-09-13, 10:11 PM
Looks good; breaking down the process to a level-by-level analysis is quite helpful. I did notice that the majority of spells are from core, which benefits newer players and those with restricted book access. However, I would like to see which books you did or did not go through - there are many good spells hidden away in strange splatbooks; it seems a shame to ignore them in such a comprehensive guide as this.

I generally went through pretty much every book...


Edit: also, a quick document design suggestion - both the levels and spell names are in bold, and at the same size. Perhaps you could change one or the other to make it easier to distinguish spells of different levels? Adding some whitespace wouldn't hurt, either.

I will update the text with this changes in mind sometime tomorrow.


I think you should try playing out a sorc first throughout a long campaign. Some of these are great. But most aren't even playable, let alone good.

The 6th level sorcerer for example, the most critical level, has almost no attack spells besides color spray and grease. Monster HD forces color spray to be about as good as the cantrip daze (but for a couple more HD), and grease is only a situational debuff. This sorcerer is nearly useless in a fight.

Oh my... What spells would you recommend in such a case?

ericgrau
2013-09-14, 10:36 AM
Oh my... What spells would you recommend in such a case?
That's quite an extensive topic. Someone could write a whole guide on it :smalltongue:.

Here's an example sorcerer that played out extremely well: http://www.giantitp.com/forums/showpost.php?p=11582455&postcount=10

I did make the mistake of not filling low level slots with more hour/level spells and utility to cast between combat. I had far more spells per day than I could use in combat. But the advantage is that means you get to see some low level combat spells on the list too. Another note is that it's missing web and haste even though they're superb combat spells because the party wizard had them. There may be a ton of other good combat spells too, heck there are 3-4 on the top of my head that I've used on other sorcs, but this is a full example that saw actual play.

If you do a google with site:www.giantitp.com or other D&D forums (enworld and wizards.com for example), you can find a lot of sor/wiz spells. Some are bad suggestions, but most are good. This is what I often suggest to posters making a sorc.

Con_Brio1993
2013-09-14, 10:45 AM
Armor Bonus never applies to Touch AC so I don't think Mage Armor increases your touch AC.

Fax Celestis
2013-09-14, 11:10 AM
Armor Bonus never applies to Touch AC so I don't think Mage Armor increases your touch AC.

Correct. But it does apply to incorporeal attacks.

Chronos
2013-09-14, 11:34 AM
You've also got some formatting weirdness, like at fourth level on, you know Protection from Evil and Silent Image twice each.

And while Dispel Magic is definitely a handy tool to have available, it's purely reactive, not active. You can't choose when to use it; you use it if and only if an appropriate situation comes up. So I certainly wouldn't choose it as my first 3rd-level spell: My first spell of any level, I want to be something that I can use in almost every situation. Plus, Dispel Magic is also on every caster's list, and you very seldom need it cast multiple times per round, so if you have any other caster in the party who's not limited by spells known (such as a cleric), it's better to just leave it to them, and never take it yourself at all.

Also, you opted not to replace any spell at 4th level, but your Color Spray is getting really close to obsolescence by then.

Zonugal
2013-09-14, 04:50 PM
Also, you opted not to replace any spell at 4th level, but your Color Spray is getting really close to obsolescence by then.

So perhaps swap it out for something like Burning Hands, Hail of Stone, Horizikaul's Boom, Ice Dagger, Kelgore's Fire Bolt, Magic Missile, or Lesser Orb of ___?

NeoPhoenix0
2013-09-14, 04:56 PM
That might be a good level to get grease. Maybe put one of those at a latter level?

Edit:

*snip*grease is only a situational debuff.*snip*

You can use it in a vast majority of encounters. It can wreck encounters. It is far from situational. The main problem is the small area, but that isn't too much of a problem.

Also, I know zombies aren't exactly a threat, but it is hilarious watching zombies slip around on the ground.

Edit2: various uses include: causing most any land based creature you want to fall down, getting allies out of grapple, and various out of combat uses such as escaping from bindings or manacles.

Edit3: another important use is disarming creatures of an important item.

Runestar
2013-09-14, 07:50 PM
I think you should try playing out a sorc first throughout a long campaign. Some of these are great. But most aren't even playable, let alone good.

The 6th level sorcerer for example, the most critical level, has almost no attack spells besides color spray and grease. Monster HD forces color spray to be about as good as the cantrip daze (but for a couple more HD), and grease is only a situational debuff. This sorcerer is nearly useless in a fight.

I'll also leave this here just in case you haven't seen it: http://www.giantitp.com/forums/announcement.php?f=15&a=68 . And I won't say anything more since I couldn't get any info on the image so maybe you did consider such things.

The stunning component of colour spray has no HD limit, so said spell actually remains useful all the way to lv20, though at this point, the limitation is its low save DC.

Don't really agree with some of the spell choices, based on my own experiences. I actually went with haste as my 1st 3rd lv spell. I would also consider eventually picking up slow. It targets their will save (which is traditionally the weakest save for monsters), and you can't be immune to it. Combined with heighten spell (to improve its DC), it remains a very powerful debuff even at higher lvs, by limiting foes to 1 attack/round.:smallbiggrin:

Palanan
2013-09-14, 10:34 PM
Originally Posted by GilesTheCleric
Edit: also, a quick document design suggestion - both the levels and spell names are in bold, and at the same size. Perhaps you could change one or the other to make it easier to distinguish spells of different levels? Adding some whitespace wouldn't hurt, either.

Giles beat me to it here, and a couple others have mentioned it as well. It looks like you have the makings of an excellent resource here, but the formatting makes it extremely difficult to pick through. A careful and consistent use of spacing, font size and indentation would really improve its readability.

Spuddles
2013-09-15, 12:26 AM
Formatting is a little messy (maybe add colors/make spell level headers bigger?), but generally agree with your choices.

I would pick up Resist Energy much later as a second level spell and get ray of stupidity earlier.

ericgrau
2013-09-15, 02:21 AM
The stunning component of colour spray has no HD limit, so said spell actually remains useful all the way to lv20, though at this point, the limitation is its low save DC.
At 5 HD and more it's still basically daze monster, only with the HD cap lifted and a slightly different disable. A little more area, but less range. The main thing is that it's not useful enough to keep up at level 6. Not even heightened color spray. It's worse for the caster than it is for the target, because the caster doesn't get a save against wasting his turn casting it. But the main point in general is that the list lacks good combat spells on most levels and trying to use lower level ones instead hurts too much to tolerate.