Multiclassing with Wizard and Sorcerer. Does the Wizard school effects benefit sorcerer spells?

If I’m primarily a sorcerer and multiclass into a wizard of the school Evocation/Admixture, with this effect:

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Can I use this effect when casting sorcerer evocation spells to change the damage type?

Questions about Spellcasting for Sorcerer

First of all, I want to ask about what spells I know at what levels. At level 1, I know two level one spells (right?). At level two, I know three spells. Now, does that mean I know the two level one spells plus three level two spells or three spells total but I can learn one level 2 spell? Also, for “spell slots for spell level” I’m really confused. Can someone pleas explain these and where they go on the character sheet? My class is sorcerer. Thanks in advance.

When creating a character spellcasting sheet (level 1 sorcerer), are cantrips seperate from spells or interchangeable?

For example, for the sorcerer class in the list of spells by classes in the handbook, there is a section called “Cantrips (0 level)” as well as the list of 1st level spells. For my four cantrips, can I choose from either list or do I have to choose from the spell list? Thanks in advance.

Character Building- Should a magic user (sorcerer) have all magic attacks?

I am knew to character building, and as I am creating a sorcerer, I am a little confused about the spell vs. attack aspect. I understand there is a separate page for spells, but I am wondering how I should fill my attacks and spellcasting box. Should it be a combination of both spells and attacks? My character has a light crossbow and longsword in equipment. Also, how do I know which spells to choose from for the attacks and spellcasting section? Thanks in advance.

Does Stone’s Edge for UA Stone Sorcerer work with cantrips?

At 14th Level, Stone Sorcerer’s get the ability Stone’s Edge which states:

When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it.

Does this work with cantrips, or is it exclusive to ‘leveled’ spells only? Also, if I use booming blade and thunderous smite in one attack, does the Stone’s Edge ability stack?

What is the oldest published version of the Sorcerer class/kit in D&D?

I’m wondering if the absolute first incarnation of a Sorcerer EVER in the history of D&D (and D&D compatible published works) was 3rd edition. My gut tells me there’s probably been 100+ homebrews of the class and this also seems to indicate there may have been some Sorcerer class in a Dragon Magazine, in Polyhedron Magazine, Role Aids, or some BECMI supplement, if not Arduin.

We modeled something off an anime in the 1990s (Slayers), but my group is trying to do some nostalgia stuff and our notes only indicate “15th level sorcerer” on their character from that era. We’d like to have some system to stick it to for our grognard game.

If you cast Darkness using sorcery points (Shadow Sorcerer) do you need material components?

Shadow Sorcerers at 3rd level gain the spell Darkness which doesn’t count against spells known. In addition, you can cast this spell by expending 2 sorcery points. I wanted to know if you could circumvent the material cost by using sorcery points. I’m assuming you do need the components as sorcery points seem to function like auxiliary spell slots.

Are there any sorcerer spells that can snuff torches?

Points of interest

  • I have dark-vision
  • I’m an 11th level sorcerer
  • We are preparing to split up while taking on a keep for in game reasons.
  • I’ve saved up enough to buy a page of spell knowledge of 5th level or lower, but i’d rather not spend that much if i’m able.
  • We have 66 days to prepare, have things crafted etc before we miss our chance.
  • There shouldn’t be any spellcasters in the area i’m to take care of. (i.e no light spells)

Okay my party and i are about to head into a keep that we have scouted out the inside of before.There are not going to be any windows on the level i need to take care of but there are allot of torches. The people in the keep don’t have any form of darkvision to my knowledge.

I’m looking for a magic item or a spell with a duration i’m able to cast that will keep snuffing out the light sources at a range where normal vision won’t be able to pick me up. I’ll admit i’m looking for something that will snuff the fire instead of just using darkness for two reasons, 1 so they are not re illuminating after i pass them and 2 i use some fear based spells and my GM encourages me to “set the mood” for the fear magic and I think fires literally ether slowly dying or getting blown out quickly will have such effect… So in short RP reasons. I’ve been looking at wind based magic but haven’t found any wind based one that actually put out flames.

I’ve been and will be busy until a day before our session so it may be a bit lazy of me to ask here for ideas but google didn’t pull up anything but a 3rd party cantrip called “Snuff”, but i don’t like using 3rd party stuff and the cantrip isn’t a “Cast once and just let it work for awhile” I’d have to cast it on each light source. and honestly i don’t have the time to do any deeper diving so i came here.