If you have ToB, a wild mage would be pretty fun. You have an extra spell per level, like a specialist, but you don't have an opposition school. The only downside is that once in a while (I think it's like a 5% chance) something random will happen with one of your spells, but it's pretty cool so I'd go with it.
I like the sorceror for one big reason. No need for memorization. With the right picks, you can have a really good mage. A while back I looked at all the FAQs on the web, and conglomerated them into what I would choose for spells, this is it. Anything marked with a * is for ToB (which allows higher levels):
L1-5
--
Magic Missle
Spook
Burning Hands (helps w/ trolls)
Chrom. Orb
Friends (though some people take protection from evil over this, but I'd prefer to have a cleric cast prot. from evil 10', it's more economical)
L2-5
--
Mirror Image
Acid Arrow
Detect Invis
Invis
Web
L3-4
--
Skull Trap (not Fireball. Too many enemies have fire resistance, and skull trap deals non-elemental magical damage)
Dispel Magic
Remove Magic
Flame Arrow
*Slow
L4-4
--
Greater Malison
Stoneskin
Secret Word (some people skip this and pick Meteors)
Minor Sequencer or Emotion
*Emotion or Minor Sequencer
L5-4
--
Breach
Lower Resist
Spell Immunity
Animate Dead (they say this is a better spell at higher levels (15) because you can summon some pretty serious dead)
*Feeblemind or Chaos
L6-3
--
True Sight
Summ. Nish.
Prot. Magic Energy
*Pierce Magic or Death Spell
*CL
L7-3
--
Spell Sequencer
Khel. Warding Whip
M's Sword
*Ruby Ray
*Finger of death
L8-2
--
Abi Wilting
Spell Trigger
*Pierce Shield
*Simulacrum
L9-0
--
*Time Stop
*Spellstrike
*Chain Contingiency
*anything you want
hope this helps
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