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Beguiler vs. themed Wizard?

I do not see the Beguiler as being the sort of spell caster that is meant to stand well on its own. At low levels where Sleep is useful, it comes down to initiative. At mid level and higher, he just has no real damage output on his own outside of Whelm spells.

I do think that if you put a standard iconic party (Fighter, Wizard, Rogue, and Cleric) against the same party with a Beguiler instead of a Wizard, that the Beguilers party will clean up easily.

- The Beguiler has tactical flexibility due to spontaneous casting
- The Beguiler spell list has a healthy number of Battle Field Control spells
- The Beguiler has several spells that can buff his allies (Haste, Greater Invis)
- The Beguiler has several spells that can negate opposing casters (Dispel Magic, See Invis, Glitter Dust)
- The Beguiler has spells several spells that can cast as Immediate action that can put opponents out of play temporarily
- The beguiler will have more HP than the wizard
- The Beguiler has direct damage spells that require will saves (albiet, subdual damage).

The advantages a Wizard has are as follows
- Strategic flexibility (can select from entire list as long as spell is known)
- Direct Damage spells that to 'Real' damage
- Easier use of Rods, Wands, Staves

There are fewer line items for the Wizard, but ultimately, the better availability of direct damage spells becomes telling. However, I do think that things are generally not bad for the Beguiler for a bit longer than is indicated.

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beguiler vs wizard

I pretty much agree with Zardoz, but I should point out one more area where the Wizard beats the Beguiler hands down: item crafting.

Also, a lot of a Wizard's strategic flexibility is campaign-dependent, because it comes down to how many spells end up in the wizard's spellbook, which in turn depends on spellbooks recovered as treasure and availability of scrolls for purchase. I have run Wizards who never had as many spells known as a Beguiler would have.


Ken
 

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