jgsugden
Legend
This is incorrect based upon my experiences.Tzarevitch said:Everyone points to the example of the wizard who arrives in a situation with the wrong spells prepared. I've got news for you. The sorcerer falls prey to that FAR more often. The wizard can at least attempt to modify his spells based on the situation. Also, if you face a recurring enemy who figures out what spells you know, you are screwed because you can't change tactics.
Tzarevitch
By 5th or 6th level a sorcerer has enough spells to cover the basics: movement, damage, disabling, defense and utility:
1.) Movement (mount, fly, alter self)
2.) Defense (mage armor, shield, mirror image, invisibility)
3.) Damage (magic missile, acid arrow, fireball) - multiple energy types are easily possible
4.) Disable (sleep, hold person, web)
5.) Anti SR (conjurations)
6.) Utility (unseen servant, rope trick)
If he needs a special rarely used spell (knock, etc ...), he can carry around a scroll or wand.
If a recurring enemy (a rare situation in most games) figures out *all* your useful spells, you'll probably advance a level before meeting him again - at which point you'll gain a new spell. Even if you don't get any new spells between combats, you can use wands or scrolls to throw him a curveball.
Many people think that a sorcerer only gets to have about twice as many spells as a wizard. In my experience, the wizard has a lot of spells that are useless each day, so a sorcerer ends up with two or three times the number of useful spells as a wizard.
I've played a sorcerer in a campaign with a wizard twice. In both situations, both characters were effective, but my sorcerer was by far the 'power' character in the party. My sorcerer was far more effective and rarely found himself without any spells that were useful.