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Bullet06320
2015-09-23, 03:55 AM
as originally posted on the WOTC boards by Krusk on June 29, 2014
http://community.wizards.com/forum/previous-editions-character-optimization/threads/4105491

Google it. Ill wait.

I couldn't find a sorcerer's handbook anywhere. I saw some stuff about specific prestige classes using sorcerer as a base, and some stuff about specific sorcerer builds, but nothing about sorcerers.

So I wrote one. I hope people find it helpful. I could post it elsewhere, but I post here mostly. If someone wants to port it go at it. It would be even better if someone ported it, and formatted it to look pretty. I won't.

The purpose of a Sorcerer.
When someone says “I want to play a caster” they almost invariably mean a sorcerer. They don’t mean “I want to sort through book after book, to have the perfect spell for a situation” and they don’t mean “I want to bargin with demons, or trap souls”. What they mean is “I want to do magic stuff, and probably throw fireballs”. This is the sorcerer. With Charisma as your primary stat, you are all style over substance, and your mechanics will back this up.

If you want true ultimate power, go study in the library with the nerds. If you want flashy big effects for little effort the sorcerer is where it’s at. You will focus on your innate ability to be awesome.

Occasionally the authors of DND books try to add something about “its because your mom banged a dragon and now you are magic”. You can keep that theme if you want, but I think most people generally try to ignore it and instead focus on "I throw magic spells around". You will see this pop up as you read anything specificlly written for sorcerers.

Stats
You want Charisma. This is #1 by a longshot. Con and dex are nice, int isn’t bad. Wis helps saves, and I guess strength is a stat.
Charisma >>>> Con = Dex > Int = Wis >>> Str.

Charisma is what you increase at the expense to everything else. Con and dex its your call. If you want to do some blasting, I recommend dex higher, but if not, throw it in con. If you want skills go with int, but be warned most can be replaced by spells. Int is also nice if you take the metamagic variant listed below. If you don’t care about skills go with wisdom. We are talking an 12 or a 10 choice here most of the time, and its not a big deal either way. You dump strength.

Age – A note about age. As you get older in DND land, you get sexier. Or something. I dunno, lots of gilfs I guess. Anyway, start as old as your DM will let you. Especially if you can find a way to not pay the consequences (like a dragonwrought kobold or some kind of zombie).


Human is still always the winner. You can go with something cute your DM will throw out when you show up if you want, like a venerable dragonwraught kobold, but this guide won’t really go into that. Anything with a charisma boost is also nice, but sorcerer’s are pretty feat starved. Anything with a LA is generally out. I don’t care how cool it looks. Also, a con penalty is probably a deal breaker. You’ve already got a D4, don’t push it.

Core
Human – Always awesome.
Gnome – small size, con boost, and some weird SLAs are handy.
Halfling – small size, save bonus, and a dex boost is not a bad trade.

Expanded
Environmental human/gnome/Halfling – If you can find one that moves a dump stat to str for “something” its probably a better choice. So long as no cha penalty.
Lesser Aasimar – PGTF - If you can get it go at it, only stat bonuses one of which is charisma.
Cansin, Lesser – PGTF – ditto.
D’hin’ni, lesser – PGTF – This book really liked sorcerers.
Strongheart Halfling – FRCS – Always worth pointing out. Best of both worlds for humans and halflings.
Primordial Giant (Template) - Secrets of Xen'drik – If you can swing it, go at it. The flavor is ridiculous, but you get awesome SLAs and stat boosts.

Anyway, sorcerer’s don’t get a lot of love in the race dept. Its generally “Some kind of gnome, halfling, or human”.

Races From Other Sources that your DM won't allow
Aasimar, Lesser [WotC web] (different from PGtF)
White Dragonspawn [DLCS-222] +0 LA, +2 DEX, +2 CON, +7 NA, low-light, darkvision, claw-claw-bite, breath weapon, wings, etc.
Magic-Blooded Template [Dragon #306, p64] +0 LA, -2 WIS, +2 CHA, etc.
Elf, Star [UE-9] -2 CON, +2 CHA, low-light, etc.
Kobold, Dragonwrought [Rotd-39,100] +0 LA, -4 STR, +2 DEX, -2 CON, +3 INT, +3 WIS, +3 CHA; dragonwrought kobolds do not suffer age penalties, so be venerable

Class Features

This is normally the part in a handbook where the author outlines all your class features. Take a look at the chart in the PHB. Yup, you get 2 features stapled onto the worst chassis possible. Bad HD, Bad skills, bad saves, even the art is bad. Yo Dawg, I heard you like belts? Or maybe that’s a crazy bondage girdle? Whatever it is, just know that like all sorcerers as soon as you turn 18 you are out of here and never coming back. You’re going to join a prestige class and then we will see.

You do get 2 good features. Arcane spells of the sorcerer/wizard list (which is better than 99% of the rest of the classes in the game) and a familiar. Familiars are polarizing, some love them some see them as a huge liability and hate them. My stance? For a level 1-3 game buy a toad. Any other situation you are trading them. (Wizards can keep them if they do cool stuff, but you aren’t a wizard).


Like races, the sorcerer gets no love here either. Seriously, the list is so small I’ll list them all.

Aquatic Sorcerer – Storm - This is really just a familiar trade. You probably won’t benefit from this, because you will probably trade yours via that thing Ill mention in a minute.

Battle Sorcerer - UA – This is a staple for gish builds, but you aren’t a gish. You are a sorcerer. You probably shouldn’t take this.

Divine companion – CC - Why would you want to be a healer?

Dragonblood Sorcerer - Races of Dragon – Gives up your familiar, so you won’t pick it. Could be kind of cool otherwise for some neat stuff from the 4th level ability. If you have a weird build requiring SLAs (Something with an expensive component you want for free perhapse), go at it. If not, ignore.

Drakken Familiar – Dragon Magic– Give up your familiar for a crappy familiar. Bad trade, but also not a thing you can do.

Domain Access - CC - This is actually decent for expanding your spell list. You should consider this if you can dumpster dive for a cool domain. Tempest points out that it mandates your spell selection. So be very careful before taking it and ensure you actually want all those spells.

Dwarf Sorcerer – Races of Stone - Honestly, there is no reason to take this. Even if you find an obscure dwarf race that doesn’t have a cha penalty.

Frostfell familiar - Frostburn – See aquatic.

Metamagic Specialist – PHB2 – This is the one you are taking. It lets you use metamagic without sucking. Unless you can convince your DM to house rule it for you to work that way anyway. That’s a hard sell, so you take this. No familiar, but 3+Int mod/day you can use metamagic. Decent reason to pump int too if you take this one.

Planar Sorcerer – Planar HBK – This is cool I guess, but it comes online starting at 5th level. And you won’t be around for anything past this. Give up a spell to make your spells half force damage. This is nice in 1 situation. You need to deal direct damage, and the only spell you have available deals damage they are immune to. If they are resistant, it does nothing. 30 fire damage vs resist 5 fire is 25 fire damage. 15 force and 15 fire vs resist 5 fire is you guessed it. 25 damage.

Raptoran Sorcerer – ROW – You aren’t a raptoran. Don’t lie. Level 1 lets you add some spells to your spells known which is cool. At the expense of your familiar. So you probably won’t take this.

Spell Shield - Dungeonscape – This could be neat in a gish build but you aren’t a gish.

Stalwart Sorcerer – CM – I love that they know right off the bat sorcerers are used for Gishes all the time. A few levels of this into paladin makes for a decent start before you prestige class. But that’s a handbook of its own.

Wastland Familiar – Sandstorm – See aquatic. The lizard is cool though. Shoots blood from its eyes. Not in a helpful way or anything. But cool enough to mention.

Wilderness companion – UA – If you are a gish who somehow hasn’t given up your familiar, you can get a giant bear. This is worth it if you somehow did this.

That’s it. Its not a list of “the good ones” or “The common ones”. This is it. Half of them replace your familiar with a new familiar, and the other half replace it with something dumb. Generally you take Metamagic Specialist, and the rest aren’t worth reading.

Familiars

I won’t spend time on these, because you probably won’t have one. If you do, for levels 1-3 get a toad. Once you have enough HP to survive a random stray arrow, get something else. Doesn’t really matter what. If you spend a feat on improved familiar (don’t do this, you are feat starved, and you should give it up) you can get something cool like an imp or mephit.

Multiclassing

Don’t. Unless attempting to gish, then pick a paladin of the appropriate alignment and move on.


There are 4 billion prestige classes for you. Good news is, most of them suck. Rule of thumb – You will not give up caster levels if you don’t get something awesome. Even then, you really only give up 1. You are already a level behind wizards. Don’t get worse.

Core

Archmage – This is actually a solid choice forever. Its feat heavy, and this can be painful, but the high arcana is nice. It’s a solid end to your career if you’ve got nothing else in mind. In core, every arcane guy takes this.

Loremaster – If you can get into it before archmage in core go at it. Again, not a lot of options. It gives random bonuses to arbitrary things, but it’s better than sorcerer. It’s also got some divination abilities that might be helpful.

Expanded – I will only include the ones worth considering. Sorcerers actually get tons of love here which almost makes up for the crappy class.

Note* I’m not combing through the various FR and eberron books for prestige classes. They tend to be at the extreme ends of the balance scale with planar shepard or incantrix on one end, and the Yathrinshee on the other. Either you shouldn’t play them, or your DM shouldn’t let you. Plus those books are harder to find, and poorly organized. If you want to post an addendum at the end with ratings from those books feel free.

Abjurant Champion – Cmage – If you are a gish this is the class for you. If not, it actually works decently for high level sorcerers who have nothing better to do.

Arachnomancer – DOTUD – It costs a feat to get into, but a single level gives some expanded spell options to add to your spells known, and some arbitrary spider bonuses. At most you take 4 levels of this, and lose a CL at 2, but gain spidershape, which lets you turn into a small, medium, or large spider. That’s pretty handy.

Earth Dreamer – ROS – This actually isn’t hard to get into either. Its got 5 levels that are better than sorcerer, and some of the abilities could be handy. You’ve got fake commune, fake tremor sense, See through rocks, talk to badgers, and then just earth glide.

Elemental Savant – CARC – I’d generally recommend bailing after 4 levels, but it can be nice if you do a lot of blasting and don’t want to always be using metamagic.

Fatespinner – CARC – This is super easy to get into, and I generally use it for “filler levels” if I don’t have anything good to take. Its 5th level ability is actually worth the loss of caster levels. Its other abilities aren’t bad. Its all about rerolling stuff, or adding +/- 1 or more to stuff like saving throws.

FiendBlooded – Heroes of Horror – Instead of a dragon, your mom banged a demon. Its 2 feats to get into, but the first 9 levels are solid. Arbitrary buffs to random things. Charisma stat boosts. Free spells to your spells known. This isn’t a bad choice. Level 10 is debatable. It gives boosts to stats you don’t care about, immunity to poison and DR vs magic but no casting.

Fleshwarper – LOM – If you want to figure out how grafting works, this can be fun. If you want to graft stuff to stuff do this. If not, don’t.

Frostmage – Frostburn – This is actually what you should play if you want to be a cold elemental savant. Full casting, easy to get into, arbitrary cold bonuses and the ability to to bypass cold immunity if needed. (which is better than making all your spells cold). Plus it adds some free spells to your spells known.

Initiate of the Sevenfold Veil – CARC – Feat heavy, but worth it. This class can seriously end games if your DM is inexperienced. If your DM is decent, its just very good. Its about making walls out of the different prismatic colors and their effects. If you don’t know where you want to go as a sorcerer, you should consider this.

Malconvoker – Cscoun – You give up a CL at first level, but this is probably the best summoner prestige class. Anything evil you summon gets buffs, and eventually your summon monsters produce extra monsters. Also you get bonuses to binding things.

Mindbender – CARC – A single level is great and easy to get into. It gives telepathy, which is really handy. The other levels suck.

Paragnostic Apostle – CC – Hard to meet skill requirements, but worth it to get into if you can. Gives some random bonuses to random things. That seems to be the theme for how a lot of arcane prestige classes were built. See if there is anything on the list you want and go for it.

Rainbow Servant – Cdiv – Actually really really good and easy to get into. Remember text trumps table, and this is a full casting class. You get rainbow wings from the flying rainbow snake gods which is fun. You also get to expand your spells known to include the good domain, air domain, law domain, and all cleric spells. That’s ridiculously good and if your DM lets you, you should probably do this for “Real ultimate power”. Spontaneously cast any cleric spell printed lets you laugh at the favored soul. It also lets you into divine only prestige classes, and is really its own build.

Sandshaper – Sandstorm – This class is at most 7 levels long. The important ability happens at first level. You get a big expansion to your spells know list. You also get the ability to sculpt sand into random things. That second one isn’t the real seller, but you might use it. Level 2-7 give arbitrary sand powers you might think are neat, but nothing amazing. Turn into a sand cloud. Regenerate out of sand. Stuff like that. Oh, and you can make animals out of sand and command them to go do stuff. Like eagles out of sand to send scouting, or scorpions out of sand to go poison people. So really, level 1 gives the awesome thing, and the others just give neat effects. Level 8 doesn’t give anything and 9 costs a second caster level, and isn’t worth taking. 10 lets you spontaneously cast resurrection on yourself if you are buried in sand and haven’t been dead for more than 100 years. This might be one of my favorite classes, so I’ll cut it off here instead of going on.

Sea Witch – Storm – This class is shockingly easy to get into. But you get what you pay for. Some its powers don’t work if people move more than a mile from a large body of water. Level 4+ you start dropping caster levels, so its probably not worth taking past 3. The only reason to consider it at all is how easy it is to get into. Level 2 lets you make whirlpools. So if you are playing a pirate game this could be a contender.

Shadowcraft Mage – ROW – If you are a gnome, you should take this. It reduces the cost of illusion metamagic, and is generally considered awesome. Its really good for a gnome who specializes in illusions. Which kind of sounds redundant.

Spellsword – Cwar – A single level is awesome for Gishes. Otherwise this is worthless. Basically it gives +1BAB and +1 Casting without being hard to get into. It also gives you 10% spell failure ignore-ability.

Tainted Scholar – Heroes of Horror – This class abuses the broken taint mechanic to be even more broken. If you can do it, do it. But it means your DM has to figure out how to use taint, and not realize it’s a stupid power boost to casters, and then actually decide to use it. It probably won’t happen.

War Weaver - Heroes of Battle - Decent prestige class. If you are really into buffing look into it, as it will stretch your spell slots. Not that sorcerers have a problem with this. It also loses a CL at 1st which kind of sucks. Still, if you like buffing this is a really solid choice.

Wayfarer Guide – CARC – A single level is easy to get into, and worth considering if you teleport a lot. You don’t want more than 1 level though.

Wild Mage – CARC – This is easy to get into, level 1 is awesome, and levels 2-10 are better than sorcerer. Level 1 gives wildmagic, which gives -3 to CL, but you get to add 1d6 to them. Take practiced spellcaster and its nothing but a net bonus to CL. The other levels do random dumb stuff you might use or might not.


Generally you want three types of feats. One type lets you get into prestige classes. One type lets you do blasting stuff in new ways. The third type ups your utility.

As always, take as many flaws as your DM lets you. Anything that makes you suck at melee is a good choice.

New Blasting Stuff Methods

City Magic – Cityscape – Infuse your fireballs with broken glass. Awesome, and it does what that variant class feature does, but is optional.

Deceptive Spell – Cityscape – Not bad, but probably not worth taking either. Make your spells come from somewhere other than you for a +1level.

Sculpt Spell – Cityscape – If your barbarian keeps complaining when you blow him up with fireballs take this. It raises the slot by a level, and otherwise isn’t worth it.

Empower Spell – Extra damage is by definition a good thing when blasting. +2 levels isn’t the end of the world for this benefit.

Maximize Spell – If you’ve got some way to reduce the cost, or are stacking with empower go at it. Otherwise ignore it.

Twin Spell – CARC - This is actually awesome. I’d consider this all the time.

Energy Substitution - CARC – Swap energy types on your spells. If you blast, you should consider this.

Quicken Spell – Lets you blast two spells for 1, good idea.

Sudden [insert metamagic] – CARC – Not generally worth it. They cost a million pre-req feats.

Rapid Metamagic – Probably better than swapping your familiar to be able to use metamagic, because its unlimited times per day, but you can’t do it until 9th level. That rules it out for a lot of games, or at least the start.

Arcane Thesis - This is a weird feat the intent is to reduce metamagic costs for your prime blasting spells. I looked at this, and couldn't read it in a way that isn't terrible. You always cast that spell at +2CL, even if no metamagic. If you do use metamagic, at minimum you are casting it at +3 levels. Then I realized you can cheese it with feats that add +0CL to the ability. +0 - 1 = -1 to the ECL and get some free metamagic, to a minimum of +2. Its an all or nothing choice.

Utility

Invisible Spell – Cityscape – This is awesome. The intent is for you to use this on fireballs, and I guess you could. I’d use it on a horde of summoned triceratops or something. Doesn’t even increase your spells level.

Summon Elemental – CM – Always have a free little buddy around? Seems pretty handy.

Obtain Familiar – CARC – get a familiar back

Improve Familiar – Get a cool familiar.

Firey Burst – Cmage – The poormans warlock. Spend a feat and be able to just blow stuff up all day. Can really extend the mileage of your spells at lower levels when you can just blast stuff for a little bit all day long. Its basically being able to fireball stuff at will at higher levels.

Heighten Spell - This is nice, as it makes your spells stay relavent longer with higher than normal DCs or effects.


Traditional

Human Sorcerer 5/ Mind Bender 1/ Paragnostic Apostle 2/Fatespinner 5/ Initiate of the 7fold Veil 7

H1 – Skill Focus Spellcraft
1 – Spell Focus Abjuration
3 – G. Spell Focus Abjuration
6 – Firey Burst
9 – Summon Elemental
12 – Quicken Spell
15 – Rapid Metamagic
18 – Empower Spell

Your skills are going to be all spoken for, but as a human with 12, minimum you should be fine. 28 PB can be Cha = 18, Con/Int = 12, Dex/Wis = 10, and Str = 8.

Gish

Paladin 2/Sorcerer 4/Spellsword 1/ Abjurant Champion 5/Eldritch Knight 8.
1 – Combat Casting
3 – Extra Smite
6 – Power Attack
9 – Quicken Spell
12 – Practiced Spellcaster
EK1 – Combat Reflexes
15 – Rapid Metamagic
18 – Force of Personality

BAB = 18, CL = 16 + 4 from Practiced spellcaster. Cast in some mithril light armor if you want. All martial weapons.

Thanks to sorcerer/paladin, you are adding your giant charisma to all your saves. Twice for will saves. You can also use the extra smites to add some hefty damage periodically at low levels when your BAB isn’t high enough to be in melee.

I laugh at your spells known Mr wizard and your spells per day mr warlock.

Sorcerer 5/ Fiend-Blooded 1 / Rainbow Servant 10 / Fiend-Blooded 4
H – Eschew Materials
1 – Blood calls to Blood
3 – Firey Burst
6 – Summon Elemental
9 – Dimensional Jaunt
12 – Magic Sensitive
15 – Sunlight Eyes
18 – Aquatic Breath



Sorcerers pick spells differently than wizards. Wizards say “This could be useful one day”. Sorcerers say “This will be useful forever.” As such, its important that they stay versatile and resist the temptation to take every spell with the word “Fire” in the name. Its generally best to pick at most, 1 damaging spell per level. Its also generally best to vary the elemental types of that damage.

Core spells you should consider. Note I’ve included a blasting spell at most levels. This does not mean it is a great spell at that level, but that it is the best blasting spell at that level. Sorcerers generally want 2-3 of them in total.

Level 0
Detect Magic
Light
Ghost Sound (This one has huge versatility)
Mage Hand (This one has huge versatility)
Open/Close
Prestidigitation (This one has huge versatility)
Arcane Mark

Level 1
Mount
Obscuring Mist
Comprehend Languages
Charm Person
Magic Missile
Disguise Self (This one has huge versatility)
Ray of Enfeeblement

Level 2
Scorching Ray
Shatter
Minor Image (This one has huge versatility)
Blindness/Deafness
Alter Self (This one has huge versatility)
Knock
Spider Climb

**Wings of Cover - People threw a fit when I didn't mention this. Its not core, but apparently its so "The ****" I need to add it anyway. Here is why. "Wings of Cover can be cast in response to a targeted spell (not just attacks, i.e. rays, but actual targeting) and it provides *total* cover, which interrupts line of effect. Blocking line of effect prevents such spells from taking effect, since you become an invalid target - the enemy spell fizzles just as suredly as it would have were it aimed at someone in another room. This becomes a 2nd level spell that completely cancels incoming targeted save-or-die effects, no rolls required, as only one of many possible uses. Dragonblood sorcerers can extend this to allies, for nasty multitarget save-or-dies. (It won't block certain AoEs, but that's only because Wings of Cover functions differently against area attacks.) It's not your first choice, but as levels increase, spell options open up, and rocket tag becomes more common, it becomes more and more useful. " I can agree with taking it as a late game level 2 spell. I wouldn't suggest you take it early game though.

Level 3
Dispel Magic
Stinking Cloud
Tongues
Fireball or Lightning Bolt
Invisibility Sphere
Major Image (This one has huge versatility)
Fly
Haste
Magic Weapon Greater (your party will love you)
Summon Monster III

Level 4
Dimension Door
Scrying
Charm Monster
Wall of Fire
Invisibility Greater
Shadow Conjuration (This one has huge versatility)
Enervation
Polymorph (This one has huge versatility)
Stone Shape

Level 5
Cloudkill
Teleport
Wall of Stone
Dominate Person
Hold Monster
Cone of Cold
Wall of Force
Persistant Image (This one has huge versatility)
Shadow Evocation (This one has huge versatility)
Telekinesis

Level 6
Dispel Magic Greater
Summon Monster VI
True Seeing
Chain Lightning
Permanent Image (This one has huge versatility)
Disintergrate

Level 7
Plane Shift
Greater Scrying
Forcecage
Shadow Conjuration Greater (This one has huge versatility)
Finger of Death
Limited Wish (This one has huge versatility)

Level 8
Mind Blank
Polar Ray
Shadow Evocation Greater (This one has huge versatility)
Polymorph Any Object
(This is a great level for sorcerers to metamagic stuff into)

Level 9
Gate
Dominate Monster
Shades (This one has huge versatility)
Astral Projection
Energy Drain
Shapechange (This one has huge versatility)
Timestop
Wish (This one has huge versatility)

Bullet06320
2015-09-23, 04:04 AM
If it's a handbook, you should be explaining it like you are talking to a five year old.

I don't understand why you think quicken spell is a good idea for Sorcerers. A quicken spell is supposed to be a swift action, but all quickened spontaneous spells (barring certain ACFs or Feats) is a full-round action. Sort of defeats the purpose, don't cha' think?

"What are the spells only a sorcerer can cast? - None that don't suck."

Are you insane?

Wings of Flurry rocks on toast. NO upper limit on damage per level? 30' AoE UNTYPED damage? Comes with a free +1 to CL for Dragonblooded?

Maybe you should go read them...


1ST-LEVEL SORCERER SPELLS
Ghostly Tail: Your tail of force can be used to take advantage of an attack of opportunity.
Strength of the True Form: Polymorphed/shapechanged casters can use their new stats, or original stats, whichever is better.
Wings of Bounding: Get a +20 circumstance bonus on a Jump check.
Wings of Swift Flying: Increase your temporary fly speed by 30 ft.

2ND-LEVEL SORCERER SPELLS
Essence of the Dragon: Confer the dragon type on touched creature.
Magic of the Dragonheart: Enhance the benefits of your draconic feats.
Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.
Tail Slap: Attack a foe for 1 round/level and knock him back on the first round.
Wings of Cover: Grant cover against a specific attack.

3RD-LEVEL SORCERER SPELLS
Dragonblood Affinity: +2 bonus on all saves, checks, attacks, and damage rolls to one dragon or dragonblood/level.
Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.

4TH-LEVEL SORCERER SPELLS
Hoard Life: Store some of your life force for later healing.
Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks.
Tail Sweep: Your tail of force can attack a group of foes within 10 ft.
Wall of Scales: Create a barrier of dragon hide.
Wings of Flurry: Your wings of force can attack all foes within 30 ft.

5TH-LEVEL SORCERER SPELLS
Arcane Fusion: Cast two spells you know without expending additional slots.
Dragonblood Spell-Pact: Dragonblood creatures can swap known spells of the same level.
Manifest Dragon Heritage: Conjures a wyvern.
Undying Vigor of the Dragonlords: Heal yourself of 5d6 or more points of damage.

6TH-LEVEL SORCERER SPELLS
Dragoncall: Dragon compels 1 intelligent creature to come to his location.
Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft bonus to speed.

7TH-LEVEL SORCERER SPELLS
Aspect of the Platinum Dragon: Take the form of an aspect of Bahamut.
Summon Aspect of Bahamut: Summon an aspect of Bahamut.

8TH-LEVEL SORCERER SPELLS
Arcane Fusion, Greater: Cast two spells without expending additional slots.
Aspect of the Chromatic Dragon: Take the form of an aspect of Tiamat.
Manifest Dragon Heritage, Greater: Conjures a dragon turtle.


the rest of the thread delved into an argument, but this particular post seemed useful and relevant

Mystral
2015-09-23, 04:44 AM
Well, there is the good old mailman guide.

Bullet06320
2015-09-23, 04:56 AM
Well, there is the good old mailman guide.

true, there are other guides, maybe even better guides, and this is just one opinion, but I felt it was worth saving