Seward
2022-06-13, 02:19 PM
What is a Wordomancer? Probably a sorcerer, maybe a wizard with a restricted spellbook. Possibly a Divine Caster with Rune domain who only prays for these spells (and preferably the ability to cast from the domain spontaneously rather than the usual cure/inflict/summon nature ally type options).
Here's my criteria.
Edit - this category now belongs to Terse the Sorcerer, below. Eliminated from the remaining spell list.
0. Spells cast with a single word. Must be verbal only, must either be swift action/immediate action or specified in the text to be a single word (as in the Power Word spells, or the Command spell). Eschew materials and still spell opened this list up some, and artistic license taken on spells where text didn't say if it was one word or many.
1. Spells that involve writing. Erase, Explosive Runes, Sepia Spell Sigil, the Symbol line. Somatic and material components are explicitly the act of writing the spell.
2. Might accept anything else with writing in the flavor if not on a surface. I dunno, you inscribe glowing runes in the air and XXX happens.
What's out there, by level? Have narrowed focus to sor/wiz, as the character doing this will be a geometer. If scribed via scribe scroll or created on a spellglyph by the Geometer, he can cast anything in his spell book. Prepared as a slot normally, it has to be something from the below list. Staying away from Exalted spells, or their opposite.
bold = Provided by Geometer.
Arcane Disciple Pact Domain
Dragon Magazine Source
Below spells should be taken on level up in priority to any others.
L0 Arcane Mark, Amanuensis, Chalkboard
L1 Dispel Ward, Hidden Ward, Erase
L2 Create Magic Tattoo, Ghoul Glyph, False Life
L3 Glyph of Warding, Magic Circle Vs Alignment (inward directed trap version only), Explosive Runes, Illusory Script, Invoke the Cerulean Sign, Sepia Snake Sigil, Secret Page, Sign of Sealing
L4 <nope, none here yet>
L5 Evacuation Rune, Symbol of Spell Loss, Symbol of Pain, Symbol of Sleep, Stalwart Pact
L6 Greater Glyph of Warding, Greater Sign of Sealing, Symbol of Fear, Arrow of Bone, Zealot Pact
L7 Drawmij's Instant Summons, Symbol of Stunning, Symbol of Weakness, Renewal Pact
L8 Symbol of Death, Symbol of Insanity, Transcribe Symbol, Death Pact
L9 Refuge, Teleportation Circle
================
This person only speaks in phrases of 1-2 words and if spellcasting, those actions use up words. Where possible one of those words will be a single syllable word (swift action). Raven familiar handles normal speech interactions. Maybe takes something like drow sign language as one of his languages to communicate directly in a pinch.
Human (or any variant/race with an extra starting feat)
Sorcerer1-20, add Prc's to taste if point buy is high enough to have the skill points
Skills: Spellcraft to 12 ranks, Concentration maxxed. If you have extra skill points, buying UMD cross class is fine (regardless of how the item is activated, he'd do it with a word)
14 dex, 14 con, 16+ charisma, int to taste, some str might be desirable (I'll carry a tower shield and light armor with 0ACP routinely, never casting a spell with a somatic component, slinging tower shield if swimming, jumping, balancing or similar - if str is low enough that a tower shield is heavy load, consider dropping dex to 12 cause heavy load won't let you go higher than +1 dex)
Feats:
R>Eschew Materials
L1> Still spell
L3> Heighten Spell
L5 Domain Sorcerer (swap 1 spell from each spell level from spell known with a domain's spells usable 1/day at each level, get domain power)
Domination Domain (Living Greyhawk assigned this to all the "Art and beauty" type deities, but the nastier official ones work too)
L6> Metamagic School Focus Enchantment
L9> Rapid Metamagic
L12> Quicken spell
L15> Arcane mastery
L18> Maximize Spell
Spells (in order). Those in italics require using Still Spell to function. I prefer spells that have instant or have fixed behavior after casting, such as Light, and that's reflected in the choices.
Underlined spells come from the Domination domain.
Cantrips: L1: Light, Flare mending, daze; L2 Detect Poison L4Arcane Mark L6 Daze L8 Sonic Snap L10 Open/Close
Some cantrips are precursors to better spells known, taken more for that purpose than actual use (mage hand->unseen servant and Suggestion prepare the ground for Dominate Person, Sonic Snap> shout/shatter disrupt undead, open/close>Knock). Until metamagic school focus arrives at level 6 and burning a use for Daze, the only cantrips he can really cast with cantrip slots are Flare and Light. Expect Light to be used often. Most early cantrips are done assuming a non-adventuring day (eg, mending, arcane mark).
Level1: L1: Power Word Pain, Power Word Fatigue, L3 feather fall, L5 Command, L7 wave blessing
The Word: "Pain" "Tired" "Land", "<specific command>", "Float"
"Always works" spells are pretty good, although he has a weakness vs Undead. Feather fall and wave blessing do the same thing - save party members from landing in a hostile environment. All the "many word" spells come from his domain, I think they are hard for him without divine help. The domain spells are all a bit different from his usual stuff.
Level2: L4: Baleful Transposition, L5 Enthrall, l7 Blindness/Deafness, L9 Shatter, L11 Knock
The Word: "Swap", "Enthrall", "Blind" or "Deaf", "Shatter", "Unlock"
Enthrall involves breath control and saying "Enthraaaaaaaaall" for the duration. He is already used to metamagic-extending words for a full 6 seconds, by level 5 presumably this spell empowers him to keep saying the word for as long as he concentrates. Note that until level 9 this takes 2 full rounds to cast, and unless using metamagic school focus, takes a L3 slot, so he can't use it till level 6. Blind/Deaf at level 7 is a twofer - Blindness is an extension of long forgotten Flare, but that effect always came easy to him, and Deaf is a precursor to sonic snap>Shout/Shatter.
Level3: L6: Suggestion L7 Tongues L9 Halt L11 Halt Undead
The Word: "<one word suggestion>", "Linguist", "Halt", "Dead"
Suggestions are a halfway bridge to "greater command". He still has to give 1 word commands but they last hour/level or until "complete". Typical is "Flee, Disrobe (for a heavy armor enemy), Cooperate, Confess....find a 1 word thing that's reasonably open ended on when it "finishes" and you're good to go. Halt is my first swift action offensive spell, in line taking rapid metamagic and with Domination becoming my best single target stopper a level earlier, and leads to Halt Undead 2 levels later as it plus the "object interacting" spells like shatter and shout give him insight into how to freeze an object-creature like undead in its tracts. It is hard to translate to undead (as still spell bumps it to a L4 slot and it's a std action instead of swift).
Tongues is the precursor to dominate person, a proto-telepathic thing expressed as words, making the recipient able to get meaning from any words it hears and anybody they speak with grasp the meaning behind whatever is said. It also makes dominate spells much better just like any other spell either language dependent (either in description or in giving orders after)
Level4: L8 Dominate Person L9 Shout > L14 Flight of the Dragon L11 Assay Resistance L13 Ruin Delver's Fortune
The Word: "Slave", "Shout"> "Wings", "Boost", "Tough" (fort) "Quick" (reflex) "Firm" (will) "Hard" (temp hp)
Not much to say here. Shout because I have no direct damage before this and it's always good to have something to finish off nearly dead enemies or perhaps swarms. Also it is the level I take "Shatter". Assay Resistance because SR is getting to be a real problem with all those otherwise automatic power word spells . Ruin Delver's Fortune because it is a top tier spell that has single-word in its flavor description.
Level5: L10 Greater Command L11 Teleport L13 Cacaphonic Burst L15 Telepathic Bond
The Word: "[command]", "Teleport", "Thunderclap", "Mindlink"
L11 Benign Transposition transitions to its big brother teleport, L13 get real offense for the first time, paving way to swap out Shout at level 14, L15 finally learn to communicate with allies the way I do with dominated creatures.
Level6: L12 Geas/Quest, L13 Power Word Nauseate, L15 Probe Thoughts
The Word: "Geas", "Puke", "Exhausted", "Mindprobe"
Geas is a spell that works better if you first establish either dominate or later Telepathic bond. Without the telepathic instructions, Terse is limited to one-word "Geases" basically a Suggestion spell that lasts a lot longer but is more voluntary (you can accept injury/fatigue to ignore). Power words get better, Probe thoughts goes with Telepathic bond.
Level 7: L14Mass Suggestion, L15 Power Word Blind, L17 Waves of Exhaustion
The Word: "[one word suggestion", "Sightless", "Exhausted"
Waves of exhaustion is a much more effective power word fatigue, but also a much higher level spell. Power word fatigue still has a range advantage and can be quickened so it stays (as quickened power word fatigue+power word fatigue = exhausted - fatigue effects stack unless text says it does not). Blindness/Deafness remains as it can either be quickened, or heightened vs higher hitpoint targets.
Level 8: L16 True Domination, L17 Power word Stun, L19 Mindblank
"Thrall", "Stun", "Mindblank"
Mindblank is for all those jerks with spell reflection. By these levels Terse will have had bracers of arcane freedom for a long, long time, probably a half dozen in his haversack by now, so this will only burn a L8 slot.
Level 9: L18 Monstrous Thrall , Wail of the Banshee, Disjunction
"Pet", "Die", "Dispel"
If I want Power Word Kill, I cast maximized Cacophonic burst (90hp, reflex half) and it'll likely work better (immunity to sonic is very very rare, and any damage it does stacks with party damage). Or if they're close, and it is important they die right now maybe follow up with a quickened Shout. Wail of the Banshee is for all those jerks with evasion, or sometimes to get a larger area or a more sure kill on wizard types. Also for flavor. Disjunction because at level 20 it is a really good "screw you" to all those overbuffed Tier 1 characters with their big spell lists and permabuffs and crafting feats.
Needs to remain sorcerer till level 18 for the domain ACF to work without ambiguity. 18 isn't terrible, it is a BAB breakpoint and save breakpoint for all 3 saves. Fatespinner or Ruathar should be easy to get even with minimal intelligence. Wayfarer guide requires blowing 20 skill ranks on kn geography (Cross class) but is possible if you just really want enhanced capacity and range (just take 1st level). Spell Scion might work if you are into UA and Weapons of Legacy. If you swap out Maximize for something else a variety of other PRC options open up. If the GM rules you keep the domain spells even under PRCs you can exit early (and if he does not and lets you choose spells normally after exiting, the L16 and 18 choices are lackluster and level 11 or 12 both become an interesting point to PRC out)
If you have enough intelligence cross-class UMD is a good skill to take, it can let him use cheaper scrolls that aren't "command word spells" and of course branch out into other spell lists. His "word" for these is probably just "Activate" no matter what the item is.
Metamagic School Focus will tend to be used on domain slots which have a somatic component (about half of them) so that slots are used efficiently, especially if I am also trying to heighten an effect (say Enthrall or Dominate Person prior to L16 or Geas) for a harder saving throw. 3 uses per day should be plenty but are essential to use my top level domain spell if it has a somatic component so it's essential at L6.
This guy will be a debuff machine, with single target save spells used only when a no-save effect isn't available or an area-debuff effect isn't available. There are only a few utility buffs (baleful transposition, Tongues, feather fall, wave blessing, shatter, knock) until the pre-epic period where flight and teleport plus some telepathic effects appear). Expect him to invest in wands of whatever the party isn't getting from another caster (maybe haste or fly, probably glitterdust, certainly obscuring mist, maybe enlarge) and some scrolls of stuff he could cast but has not received on spell known yet and don't have saves. A staff isn't impossible someday. Beyond these command word consumables, he'll invest in the usual stuff - ring of protection, gloves dex, amulet of health, vest resistance, cloak of charisma, maybe a potion of barkskin or two for really hard fights. He'll enchant both his mithril chain shirt and his darkwood tower shield to +5 as well, using both nonproficient and not caring. Beyond the defensive items though, his WBL will be all about filling gaps in his spell list with command word items (consumables or possibly MIC-type command word slotted items, in slots he isn't using) The bracer slot isn't free, he'll have at least one and eventually several bracers of arcane freedom.
One odd bit of utility he'll have is heightened light, which will destroy any darkness field in the game from level 8+, and help out with most you encounter at lower levels. He has enough useful swift action spells that quicken is ok to push off till 12 (doing otherwise is hard on a sorcerer not using limited lower level fast-metamagic tricks than rapid metamagic). His still+heighten tendencies are enough to make him appreciate rapid metamagic at level 9 even without quicken.
L1-5 - unstoppable damage (if living) on badly wounded targets or fatigue timed to mess up charges, raging barbarians and the like is enough to carry Terse through baby levels, backed with L2 scrolls of "Word" spells from his future list (scrolls are verbal only), wands from the entire sor/wiz list. Level 1 itself will be awkward but at least his AC will be ok and he can do some minor utility by providing cover for actually decent ranged attackers, or maybe a flank. I might get some cantrip scrolls actually, for the ones that would blow a L1 spell slot if I cast them myself but might be useful in the very lowest levels, by L2 I should have a L1 wand to fall back on of some sort (what it is depends on party) but ideally good on stuff power words fail on. A wand of magic missiles CL5 will be a higher priority purchase as L5 approaches, as will my first set of Bracers of Arcane Freedom (otherwise known as cheaper, requires no hand but swift action burning+command word Rods of Greater Still Spell). Baleful Transposition is go-to utility vs all the stuff power words don't affect (mostly used on party members who go voluntarily, including the familiar. At level 5 he can muster a command spell and a heightened command spell to join his other tricks.
L6-10. The enchantment stuff is starting to seriously come online, as well as the vital Tongues spell, with a few branches in other directions (halt undead, sonic spells, blindness) to help out vs enchantment-immune critters. Wands that give options vs SR=no and immune-mind affecting critters are necessary (more likely buffs or cheaper battlefield control than attacks), although some sonic effects are starting to come on line that at least do power-word-pain level stuff to finish off bad guys or mess with objects.
L11-15 A variety of serious-status-inducing power words and AOE effects control this section, but a branch into telepathy for more than an empathic link or a domination-control-method comes on line at level 15, transposition advances to teleport at 14, plus Ruin Delver's fortune, an all purpose defensive "crap" button. Importantly Cacophonic Burst comes online at L14 (13 with bracers of arcane freedom) turning my direct damage into adequate from a sick joke, and Assay Resistance comes online at level 12, with arcane mastery at 15, giving me a way to punch through SR at cost of my swift action, L14 a long duration and quite fast fly comes online (by growing dragon wings with a command).
L16-20 AOEs and single target domain Dominates get better, power words and aoe disabling effects get better, with maximized cacophonic burst providing an adequate direct damage option. Mind Blank blocks basically everything he does that could be spell reflected and is also just generally useful, and at L20 Disjunction will be his most feared power, especially with arcane mastery to back it up.
Grey Elf. Elf wiz sub levels 1 and 3
Arcane disciple required by level 10. Pact Domain. L1 command, L2 shield other, L3 speak with dead, L4 divination, L9 gate
Destiny domain gives omen of peril, augury, delay death, stalwart pact, warp destiny, greater bestow curse, moment of prescience, choose destiny
Fate just adds mark of justice
mage arcane order after 5 levels geometer (L5 bonus cooperative spell?)
Alactritous cogitation
Arcane mastery, spell pen, greater spell pen
Here's my criteria.
Edit - this category now belongs to Terse the Sorcerer, below. Eliminated from the remaining spell list.
0. Spells cast with a single word. Must be verbal only, must either be swift action/immediate action or specified in the text to be a single word (as in the Power Word spells, or the Command spell). Eschew materials and still spell opened this list up some, and artistic license taken on spells where text didn't say if it was one word or many.
1. Spells that involve writing. Erase, Explosive Runes, Sepia Spell Sigil, the Symbol line. Somatic and material components are explicitly the act of writing the spell.
2. Might accept anything else with writing in the flavor if not on a surface. I dunno, you inscribe glowing runes in the air and XXX happens.
What's out there, by level? Have narrowed focus to sor/wiz, as the character doing this will be a geometer. If scribed via scribe scroll or created on a spellglyph by the Geometer, he can cast anything in his spell book. Prepared as a slot normally, it has to be something from the below list. Staying away from Exalted spells, or their opposite.
bold = Provided by Geometer.
Arcane Disciple Pact Domain
Dragon Magazine Source
Below spells should be taken on level up in priority to any others.
L0 Arcane Mark, Amanuensis, Chalkboard
L1 Dispel Ward, Hidden Ward, Erase
L2 Create Magic Tattoo, Ghoul Glyph, False Life
L3 Glyph of Warding, Magic Circle Vs Alignment (inward directed trap version only), Explosive Runes, Illusory Script, Invoke the Cerulean Sign, Sepia Snake Sigil, Secret Page, Sign of Sealing
L4 <nope, none here yet>
L5 Evacuation Rune, Symbol of Spell Loss, Symbol of Pain, Symbol of Sleep, Stalwart Pact
L6 Greater Glyph of Warding, Greater Sign of Sealing, Symbol of Fear, Arrow of Bone, Zealot Pact
L7 Drawmij's Instant Summons, Symbol of Stunning, Symbol of Weakness, Renewal Pact
L8 Symbol of Death, Symbol of Insanity, Transcribe Symbol, Death Pact
L9 Refuge, Teleportation Circle
================
This person only speaks in phrases of 1-2 words and if spellcasting, those actions use up words. Where possible one of those words will be a single syllable word (swift action). Raven familiar handles normal speech interactions. Maybe takes something like drow sign language as one of his languages to communicate directly in a pinch.
Human (or any variant/race with an extra starting feat)
Sorcerer1-20, add Prc's to taste if point buy is high enough to have the skill points
Skills: Spellcraft to 12 ranks, Concentration maxxed. If you have extra skill points, buying UMD cross class is fine (regardless of how the item is activated, he'd do it with a word)
14 dex, 14 con, 16+ charisma, int to taste, some str might be desirable (I'll carry a tower shield and light armor with 0ACP routinely, never casting a spell with a somatic component, slinging tower shield if swimming, jumping, balancing or similar - if str is low enough that a tower shield is heavy load, consider dropping dex to 12 cause heavy load won't let you go higher than +1 dex)
Feats:
R>Eschew Materials
L1> Still spell
L3> Heighten Spell
L5 Domain Sorcerer (swap 1 spell from each spell level from spell known with a domain's spells usable 1/day at each level, get domain power)
Domination Domain (Living Greyhawk assigned this to all the "Art and beauty" type deities, but the nastier official ones work too)
L6> Metamagic School Focus Enchantment
L9> Rapid Metamagic
L12> Quicken spell
L15> Arcane mastery
L18> Maximize Spell
Spells (in order). Those in italics require using Still Spell to function. I prefer spells that have instant or have fixed behavior after casting, such as Light, and that's reflected in the choices.
Underlined spells come from the Domination domain.
Cantrips: L1: Light, Flare mending, daze; L2 Detect Poison L4Arcane Mark L6 Daze L8 Sonic Snap L10 Open/Close
Some cantrips are precursors to better spells known, taken more for that purpose than actual use (mage hand->unseen servant and Suggestion prepare the ground for Dominate Person, Sonic Snap> shout/shatter disrupt undead, open/close>Knock). Until metamagic school focus arrives at level 6 and burning a use for Daze, the only cantrips he can really cast with cantrip slots are Flare and Light. Expect Light to be used often. Most early cantrips are done assuming a non-adventuring day (eg, mending, arcane mark).
Level1: L1: Power Word Pain, Power Word Fatigue, L3 feather fall, L5 Command, L7 wave blessing
The Word: "Pain" "Tired" "Land", "<specific command>", "Float"
"Always works" spells are pretty good, although he has a weakness vs Undead. Feather fall and wave blessing do the same thing - save party members from landing in a hostile environment. All the "many word" spells come from his domain, I think they are hard for him without divine help. The domain spells are all a bit different from his usual stuff.
Level2: L4: Baleful Transposition, L5 Enthrall, l7 Blindness/Deafness, L9 Shatter, L11 Knock
The Word: "Swap", "Enthrall", "Blind" or "Deaf", "Shatter", "Unlock"
Enthrall involves breath control and saying "Enthraaaaaaaaall" for the duration. He is already used to metamagic-extending words for a full 6 seconds, by level 5 presumably this spell empowers him to keep saying the word for as long as he concentrates. Note that until level 9 this takes 2 full rounds to cast, and unless using metamagic school focus, takes a L3 slot, so he can't use it till level 6. Blind/Deaf at level 7 is a twofer - Blindness is an extension of long forgotten Flare, but that effect always came easy to him, and Deaf is a precursor to sonic snap>Shout/Shatter.
Level3: L6: Suggestion L7 Tongues L9 Halt L11 Halt Undead
The Word: "<one word suggestion>", "Linguist", "Halt", "Dead"
Suggestions are a halfway bridge to "greater command". He still has to give 1 word commands but they last hour/level or until "complete". Typical is "Flee, Disrobe (for a heavy armor enemy), Cooperate, Confess....find a 1 word thing that's reasonably open ended on when it "finishes" and you're good to go. Halt is my first swift action offensive spell, in line taking rapid metamagic and with Domination becoming my best single target stopper a level earlier, and leads to Halt Undead 2 levels later as it plus the "object interacting" spells like shatter and shout give him insight into how to freeze an object-creature like undead in its tracts. It is hard to translate to undead (as still spell bumps it to a L4 slot and it's a std action instead of swift).
Tongues is the precursor to dominate person, a proto-telepathic thing expressed as words, making the recipient able to get meaning from any words it hears and anybody they speak with grasp the meaning behind whatever is said. It also makes dominate spells much better just like any other spell either language dependent (either in description or in giving orders after)
Level4: L8 Dominate Person L9 Shout > L14 Flight of the Dragon L11 Assay Resistance L13 Ruin Delver's Fortune
The Word: "Slave", "Shout"> "Wings", "Boost", "Tough" (fort) "Quick" (reflex) "Firm" (will) "Hard" (temp hp)
Not much to say here. Shout because I have no direct damage before this and it's always good to have something to finish off nearly dead enemies or perhaps swarms. Also it is the level I take "Shatter". Assay Resistance because SR is getting to be a real problem with all those otherwise automatic power word spells . Ruin Delver's Fortune because it is a top tier spell that has single-word in its flavor description.
Level5: L10 Greater Command L11 Teleport L13 Cacaphonic Burst L15 Telepathic Bond
The Word: "[command]", "Teleport", "Thunderclap", "Mindlink"
L11 Benign Transposition transitions to its big brother teleport, L13 get real offense for the first time, paving way to swap out Shout at level 14, L15 finally learn to communicate with allies the way I do with dominated creatures.
Level6: L12 Geas/Quest, L13 Power Word Nauseate, L15 Probe Thoughts
The Word: "Geas", "Puke", "Exhausted", "Mindprobe"
Geas is a spell that works better if you first establish either dominate or later Telepathic bond. Without the telepathic instructions, Terse is limited to one-word "Geases" basically a Suggestion spell that lasts a lot longer but is more voluntary (you can accept injury/fatigue to ignore). Power words get better, Probe thoughts goes with Telepathic bond.
Level 7: L14Mass Suggestion, L15 Power Word Blind, L17 Waves of Exhaustion
The Word: "[one word suggestion", "Sightless", "Exhausted"
Waves of exhaustion is a much more effective power word fatigue, but also a much higher level spell. Power word fatigue still has a range advantage and can be quickened so it stays (as quickened power word fatigue+power word fatigue = exhausted - fatigue effects stack unless text says it does not). Blindness/Deafness remains as it can either be quickened, or heightened vs higher hitpoint targets.
Level 8: L16 True Domination, L17 Power word Stun, L19 Mindblank
"Thrall", "Stun", "Mindblank"
Mindblank is for all those jerks with spell reflection. By these levels Terse will have had bracers of arcane freedom for a long, long time, probably a half dozen in his haversack by now, so this will only burn a L8 slot.
Level 9: L18 Monstrous Thrall , Wail of the Banshee, Disjunction
"Pet", "Die", "Dispel"
If I want Power Word Kill, I cast maximized Cacophonic burst (90hp, reflex half) and it'll likely work better (immunity to sonic is very very rare, and any damage it does stacks with party damage). Or if they're close, and it is important they die right now maybe follow up with a quickened Shout. Wail of the Banshee is for all those jerks with evasion, or sometimes to get a larger area or a more sure kill on wizard types. Also for flavor. Disjunction because at level 20 it is a really good "screw you" to all those overbuffed Tier 1 characters with their big spell lists and permabuffs and crafting feats.
Needs to remain sorcerer till level 18 for the domain ACF to work without ambiguity. 18 isn't terrible, it is a BAB breakpoint and save breakpoint for all 3 saves. Fatespinner or Ruathar should be easy to get even with minimal intelligence. Wayfarer guide requires blowing 20 skill ranks on kn geography (Cross class) but is possible if you just really want enhanced capacity and range (just take 1st level). Spell Scion might work if you are into UA and Weapons of Legacy. If you swap out Maximize for something else a variety of other PRC options open up. If the GM rules you keep the domain spells even under PRCs you can exit early (and if he does not and lets you choose spells normally after exiting, the L16 and 18 choices are lackluster and level 11 or 12 both become an interesting point to PRC out)
If you have enough intelligence cross-class UMD is a good skill to take, it can let him use cheaper scrolls that aren't "command word spells" and of course branch out into other spell lists. His "word" for these is probably just "Activate" no matter what the item is.
Metamagic School Focus will tend to be used on domain slots which have a somatic component (about half of them) so that slots are used efficiently, especially if I am also trying to heighten an effect (say Enthrall or Dominate Person prior to L16 or Geas) for a harder saving throw. 3 uses per day should be plenty but are essential to use my top level domain spell if it has a somatic component so it's essential at L6.
This guy will be a debuff machine, with single target save spells used only when a no-save effect isn't available or an area-debuff effect isn't available. There are only a few utility buffs (baleful transposition, Tongues, feather fall, wave blessing, shatter, knock) until the pre-epic period where flight and teleport plus some telepathic effects appear). Expect him to invest in wands of whatever the party isn't getting from another caster (maybe haste or fly, probably glitterdust, certainly obscuring mist, maybe enlarge) and some scrolls of stuff he could cast but has not received on spell known yet and don't have saves. A staff isn't impossible someday. Beyond these command word consumables, he'll invest in the usual stuff - ring of protection, gloves dex, amulet of health, vest resistance, cloak of charisma, maybe a potion of barkskin or two for really hard fights. He'll enchant both his mithril chain shirt and his darkwood tower shield to +5 as well, using both nonproficient and not caring. Beyond the defensive items though, his WBL will be all about filling gaps in his spell list with command word items (consumables or possibly MIC-type command word slotted items, in slots he isn't using) The bracer slot isn't free, he'll have at least one and eventually several bracers of arcane freedom.
One odd bit of utility he'll have is heightened light, which will destroy any darkness field in the game from level 8+, and help out with most you encounter at lower levels. He has enough useful swift action spells that quicken is ok to push off till 12 (doing otherwise is hard on a sorcerer not using limited lower level fast-metamagic tricks than rapid metamagic). His still+heighten tendencies are enough to make him appreciate rapid metamagic at level 9 even without quicken.
L1-5 - unstoppable damage (if living) on badly wounded targets or fatigue timed to mess up charges, raging barbarians and the like is enough to carry Terse through baby levels, backed with L2 scrolls of "Word" spells from his future list (scrolls are verbal only), wands from the entire sor/wiz list. Level 1 itself will be awkward but at least his AC will be ok and he can do some minor utility by providing cover for actually decent ranged attackers, or maybe a flank. I might get some cantrip scrolls actually, for the ones that would blow a L1 spell slot if I cast them myself but might be useful in the very lowest levels, by L2 I should have a L1 wand to fall back on of some sort (what it is depends on party) but ideally good on stuff power words fail on. A wand of magic missiles CL5 will be a higher priority purchase as L5 approaches, as will my first set of Bracers of Arcane Freedom (otherwise known as cheaper, requires no hand but swift action burning+command word Rods of Greater Still Spell). Baleful Transposition is go-to utility vs all the stuff power words don't affect (mostly used on party members who go voluntarily, including the familiar. At level 5 he can muster a command spell and a heightened command spell to join his other tricks.
L6-10. The enchantment stuff is starting to seriously come online, as well as the vital Tongues spell, with a few branches in other directions (halt undead, sonic spells, blindness) to help out vs enchantment-immune critters. Wands that give options vs SR=no and immune-mind affecting critters are necessary (more likely buffs or cheaper battlefield control than attacks), although some sonic effects are starting to come on line that at least do power-word-pain level stuff to finish off bad guys or mess with objects.
L11-15 A variety of serious-status-inducing power words and AOE effects control this section, but a branch into telepathy for more than an empathic link or a domination-control-method comes on line at level 15, transposition advances to teleport at 14, plus Ruin Delver's fortune, an all purpose defensive "crap" button. Importantly Cacophonic Burst comes online at L14 (13 with bracers of arcane freedom) turning my direct damage into adequate from a sick joke, and Assay Resistance comes online at level 12, with arcane mastery at 15, giving me a way to punch through SR at cost of my swift action, L14 a long duration and quite fast fly comes online (by growing dragon wings with a command).
L16-20 AOEs and single target domain Dominates get better, power words and aoe disabling effects get better, with maximized cacophonic burst providing an adequate direct damage option. Mind Blank blocks basically everything he does that could be spell reflected and is also just generally useful, and at L20 Disjunction will be his most feared power, especially with arcane mastery to back it up.
Grey Elf. Elf wiz sub levels 1 and 3
Arcane disciple required by level 10. Pact Domain. L1 command, L2 shield other, L3 speak with dead, L4 divination, L9 gate
Destiny domain gives omen of peril, augury, delay death, stalwart pact, warp destiny, greater bestow curse, moment of prescience, choose destiny
Fate just adds mark of justice
mage arcane order after 5 levels geometer (L5 bonus cooperative spell?)
Alactritous cogitation
Arcane mastery, spell pen, greater spell pen