Starting a Sorcerer
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- A Sorcerer learns spells instinctively, unlike a wizard that learns by studying.
- A Sorcerer's spells are powered by his/her Charisma and can require components to be cast.
Also, keep in mind that Sorcerers can cast Repair spells, healing Warforged characters without the penalty imposed on Cure spells. The Sorcerer has a very limited selection of simple weapons, and usually only wears cloth armour. Heavier armour incurs a chance of arcane spell failure. These factors typically force the Sorcerer out of melee to the back row, contributing to battle with their ranged spells and/or bow/crossbow.
 Specific Pointers
Your Charisma fuels your spells. It dictates how strong your spells are (their DC, or Difficulty Check) and how many bonus Spell Points (SP) you get. There is no obvious choice for your sorcerer. Human is possibly the best starting point as they get the Human Adaptability enhancement to add to their Charisma. Warforged is popular choices since can self-heal with repair spells but suffer lower Charisma. Dwarves and Elves have no real benefits for a sorcerer.
Once you have a character with 400 points of Favor, you can create a Drow. Drow get a bonus to Charisma allowing them to start with a score of 20, but may have difficult time surviving due to low Constitution.
Another tip: 1 point in tumble at level 1 helps you tumble out of the way of ray spells. This has an added benefit of slightly reducing your damage from falls.
- Strength is a tertiary stat for sorcerers. Many players prefer at least a 10 here as certain strength sapping effects, like Ray of Enfeeblement, Ray of Exhaustion, can leave you helpless and unable to cast spells.
- Dexterity helps a Sorcerer to avoid being hit in melee combat by any of the many enemies who may become enraged by your damaging spells and charge past the melee combatants to attack you. It also helps to protect you from becoming helpless from Ability Damaged to Dexterity. The Armor Class bonus from Dexterity soon becomes irrelevant as you tackle higher level monsters, but the bonus to Reflex Save is considered by some to be valuable.
- Constitution is always helpful for any character. More Constitution equates to more hit points, and a higher Fortitude save. Constitution should (nearly always) be your second highest stat and in sorcerers should be no lower than 16 (except on elves and drow where 14 is the best they can do).
- Intelligence affects a sorcerer's skill points. Higher Intelligence allows more skills to be boosted. Sorcerers should max spellcraft and if Warforged/Bladeforged repair. Use magic device is nearly as important. Note that once you have your needed skills, adding more intelligence is an expensive way to get them, and should only be done if you can't improve constitution at all.
- Wisdom affects a sorcerer's Spot skill and his Will save. Higher is better, but very few sorcerers have a Wisdom score higher than 8. Will Save can be greatly increased by taking the Force of Personality feat.
- Charisma affects a sorcerer's casting ability. Higher Charisma leads to higher spell point totals and higher DCs for the spells you cast. The great majority of sorcerers start with 18 or 20 Charisma. (20 is only available to Drow elves and 16 is the maximum available to Warforged.) Sorcerers should always max their charisma.
Sorcerers get no bonus feats in DDO. At level 20 they will have 7 Feats in total. (8 for Humans)
Feats sorcerers will find useful include:
- Maximize Spell - Increases spellpower by 150 at a cost of 25 SP per spell. Take this first as the cost isn't applied to SLAs ("spells" you get from enhancements).
- Empower Spell - Like maximize, but increases spellpower by 75 for 15 SP.
- Quicken Spell - Increases spell point cost and allows you to cast a little more quickly, with no chance of interruption.
- Spell Focus - Selected for a type of spell, it makes that type harder for enemies to resist or ignore. Note that acid savants tend to focus in conjuration, other savants tend toward evocation.
- Greater Spell Focus - Selected for a type of spell, it makes that type harder for enemies to resist or ignore.
- Spell Penetration - Gives you a bonus against enemies with Spell Resistance.
- Heighten Spell - Increases spell point cost and allows you to cast all spells at your highest spell level. So if you cast a level 1 spell like Niac's Cold Ray and you can cast level 5 spells, your spell DC will be 10 + 5(spell level) + (spell focus feats) + (charisma modifier) instead of 10 + 1(spell level) + (spell focus feats) + (charisma modifier). Plan on taking this eventually if you intend to do any cc casting.
Many skills can be useful to a sorcerer, under the right circumstances. Plan ahead, before you make the character, as far as which skills you'd like to be able to use.
- Spellcraft increases the damage your spells do. Max it or be gimped. Increases spellpower by one point per point of spellcraft on most spells.
- Concentration is highly useful. When you take damage while casting, you roll a Concentration check. If you succeed, the spell is cast. Failure means you used the spell points but the spell did not come into effect. The metamagic feat Quicken Spell can be used to supplement a poor concentration skill at the cost of extra spell points.
- Use Magic Device allows the sorcerer to use scrolls and wands made for Divine casters such as Paladins and Clerics. This is almost must-have for fleshy races in order to heal via Divine wands and scrolls.
- Repair is useful for Warforged and Bladeforged sorcerers, because it increases their spell power with Repair spells.
- Tumble and Perform are good skills to spend 1 point to unlock them.
Situationally useful skills (depends on playstyle):
- Diplomacy is highly useful. It can allow you to convince enemies to leave you alone. If the party runs into a large group of enemies and one or more of them targets your sorcerer, you can activate the Diplomacy skill to convince them that some other member of the party is a bigger threat, and they will leave you alone.
- Balance allows a character to get up faster after he's been knocked down in combat. Since preventing the knockdown requires either high Strength, high Dexterity, or the divine spell Freedom of Movement, investing in this skill can help you to stand back up sooner after some creature does knock you down.
- Bluff allows your character to convince certain Non Player Characters to do something for you, or to give you some information. It is rarely useful, but when it is useful, it can sometimes save significant amounts of time. With a Sorcerer's high Charisma, a few skill points at most is usually sufficient.
- Haggle will allow you to purchase supplies at slightly lower prices and will improve the price you get for items you sell to vendors.
- Spot allows you to see enemies who are hiding before they are on top of you and attacking. Some creatures are easier to see than others, but even a few points in spot can make a difference.
- Jump will allow you to bypass enemies and avoid traps. Note that increasing jump past 40 makes no difference and that 9th level sorcerers can get to 30 with a the Jump spell (various items and buffs can easily cover the rest). Few sorcerers regret not putting points into jump.
Most commonly, sorcerers invest in one or two of the elemental trees.
 General considerations
The consensus opinion on starting Charisma seems to be that a starting score of 16 to 18 is necessary. Starting with a Charisma score of 18 (or 20 for Drow) maximizes a sorcerer's starting save DCs and grants a few bonus spell points. The spell point advantage is minimal, but the higher save DC is very important. Having a higher DC for all of a sorcerer's offensive spells reduces the chance that enemies will succeed at full or partial saves, making the sorcerer more effective overall.
Another school of thought on the subject of having a high Charisma says that in the point buy system, a score of 17 or 18 uses too many resources to be worth the benefit. Proponents of this line of thought believe that spreading stat points around more will make a more effective character overall at the cost of having a lower spell save DC.
As a sorcerer, you will know a very small number of spells, but you will be able to cast them rapidly and you will have more spell points at your disposal than any other class. In some situations, no class is more desired than a knowledgeable sorcerer.
Arcane spells fall under one of five categories:
- Offensive spells like Magic Missiles and Burning Hands, every arcane caster needs some kind of offensive spell if they plan on doing any damage that won't result in their quick death.
- Buffs (spells that aid yourself and your allies) such as Jump, Haste, Stoneskin or Shield.
- Debuffs (spells that hinder enemies) such a Ray of Enfeeblement, Bestow Curse or even Break Enchantment (can be used to remove curses/magic effects from your party or buffs from your enemies).
- Repair spells that can heal Warforged (keeping yourself alive sometimes means keeping other party members alive first).
- And finally crowd control spells such as Web or Mass Hold, this type of spell limits the number of attacking enemies or at least hinders their approach.
 Sample build
 Ability Scores
- Str: 8 (0 build points) You are the wimpiest member of your adventuring party. This may be to low as you are in danger of ray of enfeeblement spells, and may have to leave loot behind because you are too weak to carry it.
- Dex: 8 (0 build points) You won't be dodging too many fireballs, but reflex save becomes most important of 3 save categories at high level. Your AC doesn't matter at all after somewhere after level 5.
- Con: 16 (10 build points) You won't be trading punches with minotaurs in Stormcleave, but you will have enough hit points most creatures won't be able to kill you in one hit. While you might drop this down to 14 and split the points between strength and intelligence, never dump this stat.
- Int: 10 (2 build points) You are still pretty dumb, but smarter than the barbarian (your charisma score will make everyone overlook this). You need enough intelligence to max spellcraft, repair for Warforged/Bladeforged, and use magic device. Everything else can wait for a tome.
- Wis: 8 (0 build points) You won't be mediating a peace settlement in the middle east, but still make sure to have some sort of wisdom item for your Will save.
- Cha: 18 (16 build points) You will be suave, debonaire, and confident. You will have as many spell points as it is possible to have at the start of the game, and your save DCs will be as high as they can be.
- Concentration - You need a high Concentration to cast spells while under fire.
- Use Magic Device - Use Magic Device will allow you to use magic items built for other races or alignments. You can use arcane scrolls and wands without this skill, but it comes in handy for self-healing and certain items later in the game.
- At first level, Maximize for more firepower mostly to power your SLA´s (note you are unlikely to turn either on normal spells till 6th level). Empower Spell just like Maximize, only less expensive.
- At third level, Spell Focus evocation for fire savant later, for Earth savant you will want to take it in conjuration (Niac's is a conjuration spell and the only save that matters for your first few levels).
- At sixth level, Heighten make your DCs higher.
- At ninth level,Quicken - Sorcerers cast fast but you can't rely only in that at high levels.
- At twelfth level, Spell Penetration Make even more sure that spell lands (hint: this is a separate roll from the DC/Saving throw roll)
- At fifteenth and eighteenth level, Greater Spell Focus Evocation, Spell Focus Enchantment - there are many feats you can take here and you will have a good idea how they work by level, 18 or Greater Spell Penetration more, more, more spells must land!
Pick a few of these, and if you find that one is less useful than you thought it might be, go back to the trainer and pay a small fee to replace the spell with another one. See also full list.
- Acid Spray and Burning Hands are okay offensive spells when starting. Sonic Blast deals a bit less damage, but benefits from much larger range, there's no save against the damage, it can daze monsters for a few seconds, and it breaks boxes.
- Master's Touch will surprise those unfamiliar with DDO. A greataxe is still an effective weapon in the hands of a sorcerer who dumped strength, as long as he has cast Master's Touch. Using the axe can save SP on longer adventures, and where monsters resist your favorite spells.
- Most of your spell damage on early levels should come from fully metamagicked SLAs, you can select movement/utility spells.
- Scorching Ray becomes more powerful if you can get your caster level (for fire spells) up to 7; you will probably want it at level 5.
- Note that the party will likely ask for an occasional haste and rage. It is important, but don't focus all your power and spell points there.
- It has been nerfed several times, but expect Wall of Fire to be your preferred spell as long as you are not a water savant.
Level 9 spells:
- Nearly all spells are useful, depending on your casting style. At this level, you may make your toss-up as you have enough experience to make decision yourself.