Borrow them (I assume you're doing this to join a group? Surely someone can lend you a copy?)
The d20 system (which acts as the kernel D&D 3.5 is built on) has quite a few crunchy idiosyncrasies that, while intuitive and easy once learned, can feel like a complex web of random numbers when you're starting out.
Lacking a player's handbook, I recommending using a YouTube video
such as this one to walk you through the process, explaining how one stat interacts with another.
You can then constantly refer to the
d20 SRD, which acts as a technical manual for 3.5e, listing all the races, classes, spells, and feats you'll need to build you character.
As for what spells to recommend, it's unfortunately been a long time since I played as a player, and longer still since I played a Sorcerer. I never actually played 3.5e, having instead started with 3.0 and much later on going to Pathfinder, which is 3.75, I guess. However, my (ill-advised) suggestion as a 1st level sorcerer spell-list would be:
Note: this is assuming you want a character balanced between combat and exploration, that you want to work as a cog in the greater machine that is your party.. Super-optimised battle characters are far beyond my ability or interest to create.
Level 0 Spells (Cantrips)
Light - Saves the party from having to spend money on and waste an off hand on holding torches. Will make it harder for enemies to sneak up on the party in dungeons/at night. Will help your party's rogue to spot traps better etc.
Read magic - Essential for casting from scolls or spellbooks.
Detect magic - Literally lets you know if there's a magic spell/effect active in the area. Can help with the detection of magical traps, let you know that sword you found is a little more than a piece of steel, or perhaps alert you to the fact there's another wizard behind that door...
Flare - Dazzles the target, meaning it gets a -1 on attack rolls, which is potentially a huge help at both low-level and high-level play.
Level 1 Spells
Magic Missile - Early on, this is a good ranged damage dealer, and scales up by adding up to five extra missiles to a single casting as you level, meaning you'll probably be using this well into the upper-mid levels of the game.
Color Spray - Absolutely brutal de-buff spell in the lower levels; especially devastating against a tightly-packed group.
Mage Armor - Gives a +4 bonus to your Armor Class. Which is
huge. As regular armor interferes with spellcasting, Mage Armor is one of the best spells available when it comes to increasing your low-level survival.
I'd avoid any of the 0 and 1st level damage spells outside of Magic Missile, as they quickly become useless as you level up. As Sorcerers have such a limited number of spells they can learn, wasting a slot on something that won't be used past level 3 is criminal. Better to focus on spells that buff you and de-buff your enemies to begin with.