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Super-Sorcerer Spell Selection

If you could choose from ANY (Wiz, Cleric, Druid) spell list as a sorcerer, which ones would you choose?

You get 5 spells to choose for each level, except 8 and 9 in which you get 4.

Comments

  • OlvynChuruOlvynChuru Member Posts: 3,075
    edited November 2018
    Here's my list. Spells include IWD spells but use BG2:EE versions whenever possible.

    Level 1:
    * Nahal's Reckless Dweomer
    * Identify
    * Armor of Faith
    * Sanctuary
    * Remove Fear

    Level 2:
    * Mirror Image
    * Web
    * Melf's Acid Arrow
    * Hold Person
    * Silence, 15' Radius

    Level 3:
    * Animate Dead
    * Call Lightning
    * Skull Trap
    * Slow
    * Remove Magic

    Level 4:
    * Stoneskin
    * Emotion, Hope
    * Emotion, Courage
    * Mordenkainen's Force Missiles
    * Protection from Evil, 10' Radius

    Level 5:
    * Iron Skins
    * Insect Plague
    * True Seeing
    * Spell Immunity
    * Lower Resistance

    Level 6:
    * Protection from Magical Weapons
    * Improved Haste
    * Mislead
    * Contingency
    * Aerial Servant

    Level 7:
    * Greater Elemental Summoning
    * Implosion
    * Project Image
    * Improved Chaos Shield
    * Mordenkainen's Sword

    Level 8:
    * Spell Trigger
    * Simulacrum
    * Abi-Dalzim's Horrid Wilting
    * Mind Blank

    Level 9:
    * Chain Contingency
    * Summon Planetar
    * Dragon's Breath
    * Wish
  • QuickbladeQuickblade Member Posts: 957
    Why both Iron Skin and Stone skin? They're functionally identical and overlap.
  • OlvynChuruOlvynChuru Member Posts: 3,075

    Why both Iron Skin and Stone skin? They're functionally identical and overlap.

    They are at two different spell levels. Being able to cast both means that the character could start casting Iron Skins when they run out of Stoneskins.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Mostly I'd still pick mage spells. I'd only take a few druid and cleric options:

    1. Remove Fear, Command
    2. Slow Poison
    3. Animate Dead
    4. Call Woodland Beings, Death Ward
    5. Chaotic Commands, Insect Plague
    6.
    7. Nature's Beauty, Greater Restoration
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited November 2018
    Here are my choices!

    Level 1:
    ✓Remove Fear
    ✓Sanctuary
    ✓Shield
    ✓Armor of Faith (fits in beautifully with Protection from Energy)
    ✓Nahal's Reckless Dweomer

    Level 2:
    ✓Melf's Acid Arrow (great for spell interruption, and continuous no-save acid damage)
    ✓Mirror Image
    ✓Horror
    ✓Web
    ✓Silence 15' radius (-5 penalty to save)

    (I've not taken Vocalise since you can get it from the Amulet of Power.)

    Level 3:
    ✓Skull Trap
    ✓Dispel Magic
    ✓Haste
    ✓Slow
    ✓Animate Dead

    Level 4:
    ✓Stoneskin
    ✓Mordenkainen's Force Missiles (from IWD)
    ✓Improved Invisibility
    ✓Greater Malison
    ✓Protection From Evil 10' Radius

    (Free Action is nice but it can be easily gained from a number of items. Same for Negative Plane Protection.)

    Level 5:
    ✓Insect Plague
    ✓Breach
    ✓Chaotic Commands
    ✓Spell Immunity
    ✓Lower Resistance

    Level 6:
    ✓Protection From Magical Weapons
    ✓Improved Haste
    ✓Harm
    ✓True Seeing
    ✓Fire Seeds (+6 weapons)

    Level 7:
    ✓Mordenkainen's Sword (BG2 version)
    ✓Project Image
    ✓Spell Sequencer
    ✓Nature's Beauty
    ✓Spell Turning

    Level 8:
    ✓Abi Dalzim's Horrid Wilting (BG2 version)
    ✓Simulacrum
    ✓Spell Trigger
    ✓Protection From Energy

    Level 9:
    ✓Black Blade of Disaster (Improved Haste + BBoD + Time Stop = Speed-kill most enemies)
    ✓Time Stop (Anyone tried Time Stop + Harm?)
    ✓Spellstrike
    ✓Wish

    (I've not taken Spell Trap since you can get its improved version from Staff of the Magi.)


    [Note that I've not added any HLA spells to the list since the number of HLA spells you can take is not limited by the maximum 5 spells per level that a Sorcerer can take. So basically, any HLAs taken from any of the classes (Mage, Cleric or Druid) will add to the list above.]

    EDIT: By the way, it would be great if this kind of class was actually playable! Anyone interested in making a Super-Sorcerer? ;)
    Post edited by Rik_Kirtaniya on
  • dac0152dac0152 Member Posts: 54
    Wouldn't be too hard to make. You'd just have to convert the Druid/Cleric spells you plan on taking into Wizard versions with DLTCEP or NI.
  • dac0152dac0152 Member Posts: 54
    edited November 2018
    Here are my spell picks, assuming a full trilogy play-through and not including HLAs.

    Level 1:
    Sanctuary
    Remove Fear
    Chromatic Orb
    Magic Missile
    Spook

    Level 2:
    Mirror Image
    Web
    Glitterdust
    Alicorn Lance (x3 in a Spell Sequencer for -6 to AC)
    Blur

    Level 3:
    Animate Dead
    Holy Smite
    Skull Trap
    Haste
    Slow

    Level 4:
    Stoneskin
    Greater Malison
    Protection from Evil 10'
    Improved Invisibility
    Emotion: Hopelessness

    Level 5:
    Breach
    Insect Plague
    Chaotic Commands
    Spell Immunity
    True Seeing

    Level 6:
    Improved Haste
    PfMW
    Pierce Magic
    Fire Seeds
    Wondrous Recall

    Level 7:
    Nature's Beauty
    Project Image
    Ruby Ray
    Spell Sequencer
    Mord Sword

    Level 8:
    Abi Dalzim's Horrid Wilting
    Simulacrum
    Protection from Energy
    Spell Trigger

    Level 9:
    Chain Contingency
    Time Stop
    Wish
    Shapechange
    Post edited by dac0152 on
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I'd not thought about Sanctuary, Protection from Evil 10' Radius, and Harm! Those are definitely worth taking at the right levels. A priest's level 5 True Seeing would be another good choice.
  • lunarlunar Member Posts: 3,460
    Druidic sorcerer (or geomantic sorcerer?) kit mod used to play with this idea. It becomes very powerful.
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