Sorcerer Handbook

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The sorcerer's handbook




INDEX




Wizard's have their handbook, but sorcerer's don't and that's just dandy for everyone, since their so similar. That's where most people are wrong. Due to his peculiar casting mechanic, the sorcerer needs to be viewed from a different angle than his cousin the wizard. He still has the potential for massive power.

Main books reviewed in this handbook:
Races of Dragons
Player's Handbook
Dungeon Master's Guide
Spell Compendium
Magic Item Compendium
Player's Handbook II
Book of Exalted Deeds
Complete Mage
Complete Arcane
Complete Scoundrel



******WORK IN PROGRESS, ANY SUGGESTION IS APPRECIATED***********

The Class




Familiar: See Dictum Mortum’s nice familiar handbook for how to use these cuddly little things.
Spells: Discussed Lower
Bad BAB: You most probably won’t be fighting
+Will -Fort -Reflex : Nothing new here, pretty standard for most base arcane classes.


Spontaneous Casting
This is the main difference between the sorcerer and the wizard. Where wizard’s have an incredible versatility through their myriad of spell selection, sorcerer’s are limited to a few spells known, but they can really pour out those known spells. This is why you need to look at the class differently.

Spontaneous casting gives you durability, and is certainly easier to keep track of. For beginners who wish to play a spellcaster, spontaneous casting is the way to go, as it requires less research, less foresight, less prevision and less tracking on your sheet.

When choosing spells for spontaneous casting, you will need to look for spells that you know you can cast several times in a day. Spells that can do multiple things, damage spells with difficult to resist types, buff spells that affect only one target but that benefit the group, all of these are good with a sorcerer.

Speaking of sheets, here is a good one made by a friend, use it, share it, give it, but let the credit rest where it is: christian spent a lot of time on that one:

http://myfreefilehosting.com/f/47f5d3942c_0.18MB

Attributes



Str: Dump Stat, a 8 here is acceptable, but a 10 if you can manage it is always nice to carry things.
Dex: Useful for ray's, AC, reflex saves, and initiative, I'd go with at least a 12 in dexterity
Con: HP is always nice, 12-14 in here is sufficient
Int: Don't get negative, get a bit more if you want more skill points, i usually aim for 12, but if it's a harsh game for stats, 10 is acceptable.
Wis: Another dump stat, we want to be pretty, not wise.
Cha: Minimum 16, go for the 18, this is your casting stat, and so it defines you. Plus, charisma is your ''animal appeal'', that certain ''something'' that you have with people, making you both a spellcaster and a party face when you choose the sorcerer class.

Races



Will come later, AFB

Alternative Class Feature



Will come later AFB

Feats


Will come later, AFB

Skills/Skill Tricks


Will come later, AFB

Spells



A good review of spells has been made in other threads, so i will focus mainly on spells that provide appeal for multiple castings.

Level 0:
Detect Magic: Detecting magical traps? check, checking the power of ANY adventurer? Check ,basically this baby has so many uses he would need a thread by itself.
Dancing Lights: Like light, but x4
Light: You always need light, it has so many uses, from seeing, to testing that zone of darkness and finally spooking out the local peasant with your ''arcane mumbo jumbo''
Ghost Sound: Distracting, making music, impressing that serving girl your wooing, basically, you'll always find a way to use ghost sound.
Mage Hand: Move objects arround, in a limited way
Mending: Useful for stitching your clothes or other minor inconveniences
Prestigiditation: Clean yourself, give flavor to food, heat found, look mysterious to woo a girl ( I seem to always do that with my sorcerers now don't I?) This spell has various uses, and so is a prime candidate for sorcerer selection
Caltrops: You can always use caltrops, althought I'd be careful, as it rapidly becomes a useless spell. Still, mighty useful at level 1-2-3, and even after that for a bit of battlefield preparation.

Level 0 spells you might get a wand of:
Arcane Mark
Message
Detect Poison

Level 1:

Level 2:

Level 3:

Level 4:

Level 5:

Level 6:

Level 7:


Level 8:

Level 9:



Equipment



Will come later, AFB

Prestige Classes



Will work on it later

Builds



Just let the thread die for now, I just wanted to see how it looks and get familiar with the tools, I'll be working on this in the next days. For now, i have a headache so I'll stop.
Most handbooks start out with a little bit more than reserved posts.

Ever head of notepad?
Thanks for cutting me down to 5 posts for reserves

And yeah, I'm typing as i'm reserving.

You just had to say that didn't you?
10.
A Sorcerer
Is a caster and is not a caster.
A caster,
As he casts spells from the Wizard's list;
Not a caster,
As his power is best spent on other things.
He is too specialized;
He cannot achieve balance
Without too much sacrifice.
That is not the Tao.

Sorry, how was any one to know?
Also we can't PM you so... you know... maybe put a big UNDER CONSTRUCTION Please reserve posting at the top if thats what you want..
but you may have to start over... again sorry
edit
Hey if you want I'll give you this slot for the handbook and post whatever you like here.
I'd argue that Arcane Mark known is better than wanded. specifically as it's quite usefull dungeneering in you give your mark a basic arrow shape. and let's face it, by 5th lvl or so, cantrips, other than a few circumstances where things like prestidigitation or detect magic(which is pretty much ALWAYS usefull), or magehand have situational use or are just good at makeing life easer/impressing the rubes are better used feeding versitial casting.
I've never been in a situation where Mending has been necessary or even helpful, due to the target restriction. Plus, I've never had a DM who kept track of minor damage to clothing. And even if I did, I doubt my clothing would completely fall off before we got to a town where I could pay a seamstress 1sp to patch it up for me.

Message, on the other hand, is much better as a spell known, since the range and number of targets scales with caster level.

On a side note, I've been compiling information for a Sorcerer's Handbook for a while (although I've been arranging it differently). Would you like me to send it to you for inclusion?
I would be delighted to, and I'm keeping all of the info you give me (except the: ''you should not make a sorcerer handbook'' one) and will include it later.

My email is [email]dream_archmage@hotmail.com[/email], if you want to mail some info.
When I use sorcs, I try to use these stats:

32 PB: 8 str 14 dex 14 con 12 int 8 wis 18 cha
28 PB: 8 str 12 dex 14 con 10 int 8 wis 18 cha
25 PB: 8 str 13 dex 14 con 12 int 8 wis 16 cha
Elite Array: 10 str 13 dex 14 con 12 int 8 wis 15 cha
Roll: cha>con=dex>int>str>wis
These are by RadicalTaoist, his builds always make me smile:

Sorcerer 20
Sorc+PrCs

In case you are starting to add some actual builds here, you might want to add those.

Also, you do need a section for Dragonwrought Kobold Loredrake cheese.
Yeah, wich book is taht cheese thing from, or any thread. I was planning on going there, just need the source.
Dragonwrought is a feat in Races of the Dragon, the book where Dragonic Rite of Passage can be found too, Greater Rite of Passage is in its web enhancement and Loredrake is from Dragons of Eberron.
Thanks for cutting me down to 5 posts for reserves

And yeah, I'm typing as i'm reserving.

You just had to say that didn't you?

Want some advice? (if not just stop reading)

You could have simply put "I am reserving posts" in your first one.
6 minutes passed, still nothing but the word "Reserved"...
Yes, I felt like pointing it out, when you get more than todos and links to other people's work up I'll go back and edit my post.

Just let the thread die for now, I just wanted to see how it looks and get familiar with the tools, I'll be working on this in the next days. For now, i have a headache so I'll stop.

But I doubt I will ever feel compelled to.

***

Some links for your next attempt
http://www.wizards.com/default.asp%3Fx%3Ddnd/we/20060420a

http://forums.gleemax.com/showthread.php?t=239207
http://forums.gleemax.com/showthread.php?t=616344
http://forums.gleemax.com/showthread.php?t=765195
http://forums.gleemax.com/showthread.php?t=772393

http://forums.gleemax.com/showthread.php?t=992549

Also, go into dragonspawn if you have heard of them, if not when you make your new one I'll probably get around to posting on it about them.
There are a number of useful items in the swiftblade handbook on different sorcerer options.

There was mention of a number of useful spells in the "warmages blow goats" thread.

Best,
David
You should have an entire section devoted to Runestaffs. Those could single-handedly make me consider playing a sorcerer instead of wizard. Not much has before that.
Level 1
Magic missile wands.
Lesser Orb of combined with sudden maximise feat (it needs one other metamagic feat to take).

A kobold I am using for a PVP tournament: http://www.myth-weavers.com/sheets/view.php?id=32671
CHA 12. Yeah, he is not optimised for long battles, but can become untouchable in 2 turns (Mage armor+shield spells=24 AC good enough to survive any non-touch attacks). Will retrain mage armor with another spell when I level up.

It is a good thing that someone decided to make a Sorc Handbook.
You should have an entire section devoted to Runestaffs. Those could single-handedly make me consider playing a sorcerer instead of wizard. Not much has before that.

You know, I've never played a Sorcerer either... Dread Necromancers and Beguilers, sure, but never Wizards...
I rembered this from the Revised nercomancers handbook and figured it'd fit as one of the things you can do as a sorcerer.
Uttercold Assault Necromancer (Wizard)
The ultimate goal is to cast spells with the Cold Subtype that do half negative energy damage, while you and all your undead minions are immune to cold and healed by negative energy damage. Basically, this is done with Energy Substitution[cold] (a prereq for Lord of the Uttercold) and the feat Lord of the Uttercold. Then you put up Walls of Fire(uttercold) and you and all your minions dance around in them like Homer Simpson at the American Embassy regaining all your hit points every round and inflicting real evocation-style damage on your enemies. It’s hilarious. You can burn lots of feats and be a blaster mage at high levels, or take Beckon the Frozen to get cold-subtyped undead with Summon Undead that you heal with uttercold, but the essential build is two feats (though you are required to be undead or take Tomb-tainrted Soul if you want in on the fun).

For people who like numbers, look at your favorite Evocation modified by a resonable amount of Sudden or Rod-based Metamagic(or even vanilla metamagic). Then imagine your cold-immune undead like Skeletons or cold-Subbed Zombies like Frost Giants taking 1/2th of that damage each round as healing. A simple thought exercise is the 10th level Wizard with a vanilla Empowered Cold-subbed Fireball: average damage to your enemies is 15d6 (52.5 points of damage), with a save for half, and an average of 26 points of healing for every one of your minions. Makes Inflict look like crap, right?

Now, lets play this excercise with a real blaster mage: A 12th level Sorcerer with the feats from Races of the Dragon that drop metamagic costs and speed metamagic and a Rod-Maximised, Twinned Fireball: a flat 120 points of damage with a save for half and a flat 60 points of healing. Thats not even counting a once per day Sudden Empower for an extra 10d6 (35 damage, save for half, and an extra 17 points of healing).

Even if you don't want to be a blaster mage or don't want to sling together complex battle plans involving Walls of Fire(uttercold) to heal your minions and hurt your enemies, the ability to cast a single Wall of Fire after every combat to heal all your minions and perhaps yourself is an invaluable Necromantic aid.

Alastar ? ;)
Sorcerers have the Charisma to be a little more reckless with the Planar Binding line of spells, which is certainly worth something considering, since many Wizards consider Cha to be a dump stat.

It's not a huge difference, but I also really enjoy the flavor of sorcerers and planar binding, so, eh...
added to the wiki handbooks page.

Feats


Will come later, AFB

Skills/Skill Tricks


Will come later, AFB

It would be great to see this section completed. I'm not an expert here so I'm encouraging the experts to come forward. Or perhaps there are good links . . .
"I am the Black Mage! I cast the spells that makes the people's fall down!" Solo's Stupendously Superior Sorcerer Stratagems
Should this really be in the Handy links sticky? =/
no, no it shoudln't
Sorcerers have the Charisma to be a little more reckless with the Planar Binding line of spells, which is certainly worth something considering, since many Wizards consider Cha to be a dump stat.

It's not a huge difference, but I also really enjoy the flavor of sorcerers and planar binding, so, eh...

More like planar bondage... if you know what I mean.
"I am the Black Mage! I cast the spells that makes the people's fall down!" Solo's Stupendously Superior Sorcerer Stratagems
For any really interested or if/when Alastar gets back to this, my thoughts:

Alternate Class Features
Metamagic Specialist (PHB2 p61) - Replace familiar, apply metamagic feats normally: Your best friend! Forget the "Sudden" Metamagic line...

Prestige Classes
Any that give full caster progression. You don't really gain any added benefit of going Sorcerer 20, especially if you traded your familiar out for Metamagic Specialist. If you did, there's no reason you shouldn't take Incantatrix ASAP!

Spells
Arcane Fusion [5th] and Greater [8th] (CM p96) - Must haves, and Sorcerer specific
Celerity [4th] (PHB2 p105) - Great for getting off an Arcane Fusion as an immediate action
Arcane Spellsurge [7th] (DrM p64) - Handy if you don't take Metamagic Specialist, otherwise not as useful.

Feats
Iron Will (PHB) - For Incantatrix, may be able to get it through Otyguh Hole Location
Arcane Thesis (PHB2 p74) - This is personal preference, but I like specializing in one damage spell, saving the rest of my spells known for utility
Energy Substitution (CArc p76) - I prefer to turn my Arcane Thesis spell into electric damage, also require for Born of the Three Thunders and Elemental Savant, if you go that route
Born of Three Thunders (CArc p76) - If you go the Energy Sub route, might as well. Sonic damage and a chance to stun and knock prone is nice.
Quick Recovery (LM p181) - Especially if you use Celerity and/or Born of the Three Thunders often. Get rid of Daze/Stun as a move action, even if it doesn't normally allow a save!
Energy Admixture (CArc p78) - If you still have feats open, double damage is handy.
Quicken Spell - A must for Metamagic Specialists
Other - Extend, Empower, Maximize, Twin... You get the idea.
Flaw - Noncombatant (UA) - If you can take flaws, hands down the best. You shouldn't be in melee anyway.

My personal preference of classes and abilities pretty much pidgeon-holes a build...

Sorcerer 6/Elemental Savant 4/Incantatrix 10
I think we need to accept that he's never coming home.
I think we need to accept that he's never coming home.

Alastar moved with the great migration to Brilliant Gameologists about a year ago, and remains there still.

Although I too dallied there - there was a very negative aspect to these boards that led the charge to that site, and frankly, I much prefer the culture here now to the one there.

There were a number of personalities here that didn't really contribute other than to throw putdowns at anyone who wasn't a regular who had the nerve to ask a question here without the proper "respect". (I won't name names - though longtimers remember a few I'm sure)

However, Alastar was not one of them, though i doubt we'll see him back anytime soon.
If its ok with everyone, I'll just start on a new one.
If its ok with everyone, I'll just start on a new one.

Do it!
If its ok with everyone, I'll just start on a new one.

It's not okay!!!!
ok, fine, I wont do it.
Do! it!

I demand MOAR sorcerer tricks. I have so many things I can offer up to help you with it!
ok, fine, I wont do it.

I was, obviously, just kidding. ;)
MOAAAAAAAAAAAR.
I was, obviously, just kidding. ;)

obviously, so was I.