I imagine that some particularly smart Wizards were a horrible combination of the two, with every meaningful utility spell scribed, and every save-or-die spell memorized.
I'm wondering if those that complain loudest about save-or-die spells often gave their baddies actual saves, because at the levels you GET the spells, most your enemies can save against them regularly.
Also, in before someone accuses you of edition wars.
I imagine that some particularly smart Wizards were a horrible combination of the two, with every meaningful utility spell scribed, and every save-or-die spell memorized.
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Feeblemind
Finger of Death
Forcecage
Fly
Flesh to Stone
Just from the Fs
1 instant win
3 save or dies
1 instant win against nonranged creatures
Well, in my experience wizards have not been overpowered in the sense that they totally dominated combats (though they are good damage dealers as well). The _real_ problem was that they were 'overpowered' in every other sense.Every time I read a thread comparing 4e and 3e, sooner or later someone will comment that 3e wizards were too powerful and needed to be nerfed. I am still blown away by this, as in most of my 3e campaigns no one wanted to play a wizard, as the couldn't do enough damage. Celtavian lists some possible reasons for this.
Personally, I often found wizards indispensible for their utility spells, but rather underpowered in combat compared to the fighter-types. Do folks have tales for overpowered wizards from close-to-core games, or are all these from campaigns with lots of splatbooks in use?
You forgot Forcecage.Feeblemind is a will save that will knock out spell casting and language. All spellcasters have strong will saves. Feebleminding someone like a fighter or a gryphon with a weak will save means he can't understand shouted warnings or commands. Ooh.
Finger of death and flesh to stone are fortitude saves, which means they are good against wizards, rogues, and bards, but very risky against most monsters, warriors, and cleric/druids.
Save or die spells are good when you target things with weak saves but they are always risky player options IMO and it is easy to be stymied and have your combat actions do nothing when you rely upon them.
Life force effects do not work against undead or constructs.
Outsiders have all good saves and often spell resistance as well.
Mind affecting does not work against undead, constructs, plants, oozes, vermin, mindless, etc. My elven beguiler in the Savage Tide spent a lot of combat time with a knife, bow, and interesting quips instead of magic because of this.