What would you consider MUST HAVE high level spells, that without you would not even be effective in end game raids? I ask because I'm seriously considering a multiclass build that is more versatile than just spell casting and only has 14 levels of sorcerer. I'll have the same mana pool as an 18/2 wizard but access to only level 7 spells. However, when revieing the list of level 8 and 9 spells it didn't seem like I was missing much. It seems like many of the lower level spells are more efficient. For example:
- For 45 spell points a pure lvl 20 sorcerer can cast Polar Ray for up to 120 damage and no save. But a lvl 14 sorcerer can cast 2x Frost Lance for 40 spell points and inflict up to 240 damage (120 damage if they make their fort save). The difference is even greater if you consider that it's easy to power up Frost Lance 50% with a lvl 3 potency item, but much harder to find the equipment necessary to power up the Polar Ray spell 50%.
Now my point is not to say that a lvl 14 sorcerer is equal to a lvl 20 sorcerer, so please don't go down that path. It's merely to say I've debated a multiclass build that I think would be fun to play, and I just want to make sure I don't gimp my spell casting abilities to the point where I wouldn't enjoy end game content (though I will have other options besides spell casting due to the multiclass nature of the build). And in looking through lvl 8-9 spells I just don't see anything that looks like it's a MUST HAVE. But I would like your input. Also, do you think it's required to have more than 2 lvl 6 and 1 lvl 7 spell slots? If so tell me the bare minimum set of spells you would consider carrying at those levels.