[RPG] Do Sorcerers need to know a lot of attack spells

dnd-3.5emagicoptimizationspells

I was building a Sorcerer character I had in mind for high-level campaigns (e.g. starting at 10th) and noticed that while I was planning and selecting his spells known, I seemed to gravitate mostly toward attack spells. Then I started thinking: I can pretty much use any one of these spells as many times as I want within the limits of my spell slots, would it really do me that much good to have this many of my spells be attacks? I've kinda made a point to grab at least one spell per spell level that can deal multiple damage types and/or at least one Magic Missile variant at appropriate spell levels, so should I bother with any more damaging spells with a selection like that or should I look for more utility/support spells, instead?

Best Answer

Common wisdom says that direct-damage blasting is a suboptimal route for high-tier casters. Damage that doesn’t kill leaves an enemy at full capacity for hurting you or your allies, plenty of low-tier classes can only deal damage, and tend to have an easier time dealing it than a caster does, most direct-damage spells are pretty poor, and so on. There are a lot of reasons to avoid blasting altogether as a caster.

However, it’s worth noting that, at the high end, sorcerer blasting is pretty terrifying and extremely reliable, even by the standards of high-tier, high-optimization builds (see the Mailman). Immunity to HP damage or death thereby is extremely rare, after all, and immunity to being dead just doesn’t exist. And the sorcerer is well-placed to do it really well, what with access to the Sor/Wiz list plus arcane spellsurge. At this point, you’re not handing out damage, you’re handing out death.

So good sorcerer blasting is very all-or-nothing: either you kill, or your blasting was a bad idea in the first place. Much better to apply some very-debilitating condition than to deal a bunch of damage that won’t actually kill. Even if an ally mops up the remainder before the enemy gets to go, that’s an entire turn the ally didn’t spend dealing with a different threat.

Now, if you do want to go the blasting route, do you want to know a bunch of attack spells? No. Knowing any at all basically means you’re “specializing” in it, relative to most sorcerers. You build your blasting on one or two key, excellent spells, not on knowing a bunch of different blasts. That would be pointless and redundant.

Because that is something that is always true of every sorcerer: you do not want redundant spells. You get an extremely limited number of spells known. Your total spells known is, in fact, very similar to the spells a wizard gets to prepare every day, but where he’s only got to worry about his spells being useful for the next 24 hours or so, you have to make sure they’re pulling their weight for the rest of your life.

So no, under no circumstances do you want a “lot” of blasting spells. You may want a “few” blasting spells (like literally 1-3), but even if you specialize in blasting, you still shouldn’t know too many direct-damage spells; a few well-chosen spells should be quite sufficient. You need the remaining spells known to ensure your mobility, battlefield control, versatility, defenses, and so forth. And if you’ve chosen your blasting spells well, there should be no reason to use a different one.

Personally, I’d probably get some lesser orb at low level, swap it out at 8th or 6th (or the last even Sorcerer level I took), get a real orb at 8th, and only get another once I hit the orb’s Caster Level cap. That is, if I was actively trying to be a blaster. If not, I’d be fairly likely to not bother with any at all.