D&D 3E/3.5 D&D 3.5 Sorcerer spell levels

In D&D 3.5, when levelling up, may a sorcerer choose to learn a lower-level spell than the system normally allows? For example, on gaining 9th level, normally he learns (among other things) a 4th-level spell. There aren't any 4th-level spells he wants, so he wants to learn another 3rd-level spell. Is this allowed?

Similarly, let's say that he has already cast all his level 3 spells, including bonus spells, for the day, but has a level 4 spell left. Can he (because he doesn't prepare spells), cast a level 3 spell in that slot, gaining no additional benefit (i.e., the save DC is still as if it were a level 3 spell)?
 

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When you level up you learn spells of the level indicated. No choice there.

Of course, there would be little harm in allowing it, as the character would only gimp him- or herself that way. Sorcerers know so few spells, there always got to be a good choice available at each spell level. :)

For casting it is generally allowed to cast a lower level spell in a higher level slot, however. Of course, Sorcerers are well-advised to learn some metamagic feats, anyways, which might come in handy then (if you are going to blow out the extra power from the higher level slot, why not use it).

Bye
Thanee
 


Already answered by thanee, but since I've been looking for this for a time myself and found it recently:

PHB p.178 said:
Spell Slots: <snip> A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. <snip> A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.

Note that, unless you use Heighten Spell to put in the specified slot, the DC remains that of the appropriate (lower) spell level.
 

Thanks, I'll consider the metamagic feats, although without access to PHB 2, I'm stuck at full-round actions for casting, still not too bad I suppose.

If you have C.Mage, around level 12 you can qualify for a feat called Rapid Metamagic that basically does the same thing as the PHB2 variant, if it helps.
 

In many cases, casting as a full-round action makes no difference, since you do not need the move action, anyways. ;)

Bye
Thanee
 

In many cases, casting as a full-round action makes no difference, since you do not need the move action, anyways. ;)

Bye
Thanee

You usually don't, but the problem is that a spell with a casting time of 1 round takes effect right just before the beginning of your turn, meaning that foes still have a small window of opportunity to disrupt it (typically by attacking you, and hoping you fail your concentration check). The delayed time with which the spell takes effect may also be annoying (because the foe usually gets at least 1 more round to attack before being affected by it, or may have already been killed). :(
 

Well it's not a 1-round casting time, it's a full-round action, so it still goes off on my turn, if I don't need the move action. Depends on whether my meat shields are doing their job or not, I suppose. Good to know that I have the option, and I'll probably grab a metamagic feat at 9th.
 

Well it's not a 1-round casting time, it's a full-round action, so it still goes off on my turn, if I don't need the move action.

Exactly.

Depends on whether my meat shields are doing their job or not, I suppose.

;)

Good to know that I have the option, and I'll probably grab a metamagic feat at 9th.

Empower Spell is generally a good one. Also Extend Spell can be useful and depending on your spell selection Heighten Spell is pretty good for a Sorcerer.

Of course, there are plenty Metamagic Feats available by now, which will be most useful surely depends on your spell selection and playstyle.

Bye
Thanee
 

Regarding Metamagic Feats,

In my experience, Heighten Spell is the best friend of Sorcerers. Then, Empower Spell, I guess.

Choose at least one each of spells for 3 different save types (ideally, those do not allow SR). Then use Heighten Spell whenever needed. Now you can forth an enemy to roll it's weakest save at your highest DC.
 

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