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20

You're looking for this handbook, aptly titled: "Ways to Expand a Spell List". With the requirements you stated above: Magic Item Compendium - Runestaves - Item - allows an arcane caster to expend a slot to cast the spell in the staff Explorers Handbook - Drake Helm - Item - Can attune spells to the helm; act as if they are on your known-spells ...


16

Only If Sources Beyond the Player's Handbook Are Used Omitted from the online sorcerer description is the following from the Player's Handbook: [The sorcerer's] new spells can be common spells chosen from the sorcerer/wizard spell list (page 192), or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a ...


14

XP Penalty You can remove the multiclass XP penalty by playing a race with one of those as your favored class (like Elf), or as Human, where your class with the most levels just doesn't count no matter what it is. Human is pretty much always a good choice anyway. And that's if your DM actually uses those rules. In my experience, quite a lot don't enforce ...


12

No, Part of the definition of ProneDDI is: You can’t move from your space, although you can teleport, crawl, or be forced to move by a pull, a push, or a slide. Lightning shift does not use one of the forms of movement that can allow a creature to move while prone.


11

Yes. The penalty is for only for non-proficiency. It doesn't matter where the proficiency comes from.


11

So, a couple things. An arcane spellcaster suffers from the listed spell failure chance while casting spells - but only those that have somatic components; see Arcane Spells and Armor in the SRD. Anyone wearing armor takes the Armor Check Penalty to all STR and DEX based skill rolls. However, nonproficient characters (like your sorcerer) also take that ...


11

Rules: To have any chance of activating a scroll spell, the scroll user must meet the following requirements. The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only ...


10

If you choose the Arcane bloodline then no, there are no bloodline powers that the Halfling favoured class option can apply to. But this doesn't mean that you don't gain any bonuses for sorcerer being your favoured class, you just fall back to the standard options. You can only chose the +1 hit point or skill rank per level. If you wanted to use the ...


10

What you want to play is nicknamed a "Gish." There are a number of gishy resources available for 3.5 here and here. A gish uses his spells to enhance his battle prowess and combat capability, while being a melee character at heart. In exchange for this versatility, they tend to be somewhat... fragile, though with the right spell selection, this is not the ...


9

No, To be a hit you need to roll the d20 and get above the target defense. Any ancillary effects like secondary damage from Lightning Strike do not count as hits for the purposes of Focusing Spellfury. From the DDI definition of Hit: If the attack roll is higher than or equal to the defense score, the attack hits and deals damage, has a special ...


9

Not normally, because it is not on the Sorcerer/Wizard class list. Bards do indeed cast the spell as arcane, but that's not enough: spells are also broken down by class, not just by type. If the sorcerer can somehow add the spell to his class list, that changes things. There are a few effects that could be used to do this, like the Wyrm Wizard prestige ...


9

Does it need to mechanically be a Sorcerer? Sorcerers are strikers; they're not intended to debuff, they're intended to deal damage (and they're not even amazing at that). Sorcerers don't have very many debuffing powers, and the ones they do have aren't especially good. You've sort of asked, "Can I make a fighter who only casts spells on people?" Yes, you ...


9

Stone Call is not able to be changed by this ability. Stone Call deals Bludgeoning damage, not energy damage. If it was eligible, the descriptor changed would be the [earth] portion of the School line of the spell (found here).


8

*You don't need the ritual, BUT* There are no rules requiring you to take the ritual. You can ride your familiar as long as it's in active mode (it really doesn't make much sense for it to be ridden in passive mode). Though you might consult your DM about the fact that it only takes up the space of a tiny creature. That said, your familiar is a minion by ...


8

Player's Handbook 2 (page 219): Some powers allow you to make secondary (or even tertiary) attacks. A “Hit,” a “Miss,” or an “Effect” entry tells you when to make a secondary attack. Unless otherwise noted, the attack type and the range of a secondary attack are the same as the power’s, and the secondary attack doesn’t require a separate action. Some ...


8

According to the Pathfinder Core Rule Book: On page 17 (Table 1-3: Ability Modifiers and Bonus Spells) a Charisma of 19 would give a +4 modifier to CHA and 1 extra bonus spell for 1st-Level spells. In addition to this, on page 72 (Table 3-14: Sorcerer) a 3rd level Sorcerer only can cast 5 1st-level spells per day. Your Charisma score bonus spells would be ...


8

You apply the weapon proficiency bonus only if the Sorcerer attack power has the "weapon" keyword. From the Bonus definition on DDI: Proficiency Bonus: Gained from proficiency with a weapon, this bonus applies to attack rolls with that weapon. An adventurer gains the proficiency bonus only when wielding the weapon and using powers that have the weapon ...


8

Your Familiar only improves with Sorcerer levels, so a Sorcerer 10 has a stronger Familiar than a Sorcerer 5/Prestige Class 5 (unless, of course, the Prestige Class explicitly advances your Familiar, which a few do – Alienist from Complete Arcane and Fleshwarper from Lords of Madness, for examples). But other than that, no. Sorcerers generally have ...


8

An important set of items missing from the handbook linked in Brian's answer are Knowstones, from Dragon Magazine 333, page 93. They are probably the most direct way a Sorcerer has to simply spend gold on their class-defining problem. In short: A Knowstone grants a spontaneous spellcaster the knowledge of one, particular spell after being worn for 24 hours. ...


7

Just once per round Each here is a once per round effect, unless you have a way to provide yourself with more than one immediate action in a round (I'm not aware of any right off hand). The each allows the trigger to be valid for the rest of the encounter. The problem is that the action is described as an immediate reaction. immediate actions are defined ...


6

You retain the casting mechanics of both classes separately. If you were a multiclassed* level four, such as 2 Magus / 2 Sorcerer, you would have all the abilities of each. Their spell lists do not mix, you will have to prepare your Magus spells, and your Sorcerer castings will depend on castings per day. *(See Multiclassing header)


6

In addition to your charisma modifier. From the Compendium: Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier +2 at 11th level and your Strength modifier +4 at 21st level. It is a bonus. It does not replace any existing boosts to damage.


5

If you want to retain the fighter/sorcerer and not use another class (such as the duskblade, or hexblade) you want to focus on spells with high damage, and is not subject to spell resistance or a save throw. As you plan to use the magic aspect as your main damage, I would suggest orb spells (e.g.lesser orb of acid) that you can find in the Complete Arcane ...


5

No, because your current Hit Dice is 1. Magical Knack essentially allows you to take two levels of something that wouldn't add to your caster level, while still casting spells as though they did. At Level 1, it doesn't really do anything.


4

YES It says "up to the value of your resistance" and doesn't specify any qualifications about the source of that resistance, so you would ignore resist fire up to 7 in your example.


4

No. Caster levels are different from class levels. Magical Knack will never boost your bloodline powers. http://rpg.stackexchange.com/a/31780/3358 It never affects: Spells known by the caster Spells per day Any other class feature dependent upon class level (Familiar benefits, bonus feats, and so on)


3

The Spellscale’s racial abilities are another consideration for your choice of feats, but they do not, themselves, make other metamagic feats pointless. Metamagic is kind of awkward in 3.5. Most metamagic feats, including all of those that the Spellscale can get, cost more than they’re usually worth: they might occasionally be worthwhile ...


3

The best response I can find is this, snipped form the WotC boards, quoting the PH faq: Not unless the power has "weapon" as a keyword, which none of them do to date. Doesn't matter whether an attack is ranged, melee, close or whatever, if it doesn't say "weapon" in the keywords, the WP isn't added.


3

It might be possible to make a straight sorcerer who simulates a fighter with buffs, like bull's strength and false life. I got the idea from playing an abyssal bloodline Pathfinder sorcerer who has natural weapon claws to fight with and gets bonus buffing spells known. Then you take other damage-increasing sorcerer stuff like Arcane Strike and Chill Touch, ...


3

The elemental bloodline special ability elemental ray reads Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of ...



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