Baldric wrote:
If you want to make a pvp-oriented necromancer, I would suggest going sprite, halfling, or deep-elf.
The main reason I would not go human, half-elf, or gnome is that these races do not have innate magical resistance. Magically resistant races take less damage from spells than other races. The magically resistant races are sprite, Halfling, deep-elf, and elf. I would estimate they take 2/3 the damage that other races take. Human, half-elf, and gnome are all playable as necromancers though - there is nothing that makes them horrible. It's just that there are options that are clearly better.
If you want to make a pvp-oriented sorcerer, I would suggest going deep-elf, sprite, elf, or human. Humans aren't magically resistant like the other choices, but they have 1 more intelligence than sprite or elf, which really comes in handy as a sorc, so it's a trade-off worth considering when it comes to the sorc class. Gnome is playable as well, but their int is no better than sprite/elf, and they don't have magical resistance. Their high wisdom isn't a big enough advantage to make up for it, in my opinion. Griffons and half-elves have low enough int that it might just be frustrating trying to play sorcs of those races.
Hope this helps.
There should be a NPC in every newbie school that mercilessly taunts people who made bad race/class choices.
A wizened magic teacher says 'Ha! You think a half-elf like you will ever make a decent sorcerer?! Everyone knows you're not even smart enough to sleep while holding a charm!'
A warlock instructor says 'Not another Giant! You guys are horrible if you're not in the Fists of the White Swan!'
Now that MR blocks voodoo, I don't think that advice is relevant. Players chose those races primarily to avoid dying cheaply to voodoo.