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Fey typically have high really high reflex, and will with a low fort so ANY spell that effects fort should work well. Stinking cloud and cloud kill simply work so well because they hit a large area and completely paralyze those caught inside. It's not a 100% success BUT here is why stinking cloud is so great!--- it doesnt go away and making a save only helps for 1 round, the next round you have to make that save again. So the longer the AI is in that area the greater the chance they will fail.
Conjuration also has some great over all spells that do a wide variety of things try an abyssal sorcerer with summoning focus, i had a lot of fun using this build. Since you get +2 minions, each time you summon and roll any dice for a number plus half your character level in DR/good (i think thats it) making your summons a nice over all distraction loved this build had alot of fun with it.
Edit: they wont be helpless but they cant actually move or attack THOUGH fair warning this build suffers vs undead which is probably it's biggest weakness.
(those of you who love delinquent 1980s comedy films may get the reference, lol!)
They have to save for the AoE targeting them, and they have to save for the cloud being in the air both at the same time. If they miss one of the 2 saves then they are sickened. Meaning his chance to save goes down by a hell of a lot if you target them directly
In any case, to the OP's question Sirocco is another amazing spell. It attempts to knockdown all enemies inside it every round using a Fortitude save. Unlike Stinking Cloud, the enemy is only down for one round per fail, but they take damage and Fatigue too, plus it's easier to get the save DC extremely high on Sirocco since you can combine Evocation focus, Elemental (fire) focus, and equipment that further boosts DCs for fire spells. I think Sirocco stacks with multiple casts too (and I'm pretty sure stinking cloud does not).
Basically, Stinking cloud is what you throw into combat along with your melee to try and weaken the enemy. Sirocco is what you use when it's too dangerous to send in the melee at all and you want your sorcerer/wizard to solo the enemy instead.
If I want to reduce the enemy's save, I use Enervation. Every negative level reduces saves by 1, you just need to hit a ranged touch attack
Since I always have communal slow poison up and multiple characters with both prepared multiple times, I just blanket the entire room with both spells and if necessary cast it more then once. Most of the time the fey end up just stunned there taking con damage.
Enervation is single target, so I save it for boss monsters, if I bother with it.