Fedifensor
Explorer
If you're running just the core rules, you won't have the option for Energy Substitution. And if your GM uses the builder books, convince him to let your wizard take Archmage from the FRCS so you can switch energy types on the fly with Mastery of Elements.Bauglir said:Come up against a white dragon? The wizard can't use his cone of cold so he's consigned to fireballs (of which he has memorized only 1 or 2). The sorcerer meanwhile just uses a full-round action to Energy Substitution: Fire his cone of cold, and Empowers it for good measure. And he can do it again the next round.
Assuming your sorcerer has the right spell for the situation among his limited number of spells known...and no spell is a sure thing, even with Heighten. What you're doing is taking a wimpy spell and giving it a high DC save. I'd rather cast a powerful spell that also has a high save.Got a spell effect that just HAS to work? (Say for example you want to quietly take out that guard using a hold person) No problem - the sorcerer can just heighten it up to maximum level on the fly.
The wizard will get higher-level spell slots earlier, which means they can give better buffs. They also get bonus feats, which means they're more likely to have access to things like Persistant Spell.As for buffs, the sorcerer's vast spellcasting capacity means they can easily keep a party fully buffed and still have plenty of spells to spare.
I agree with an earlier poster that says sorcerers have tactical flexibility, while wizards have strategic flexibility. The problem is that the sorcerer's flexibility is a bit of an illusion. Half the time, sorcerers don't have a choice of what to cast for their highest level spell. A specialist wizard can have two different spells of their highest level memorized as soon as they get a new spell level (a level earlier than sorcerers). If their intelligence is high enough, they can have three different spells memorized, while the sorcerer can only cast a single one (though it can be cast several times).
Sorcerers were a cool concept, but they fall flat in game play unless you just want to play a blaster loaded up on magic missiles and fireballs. A smart wizard knows what spells he'll end up casting 90% of the time, and memorizes appropriately. As for the other 10%...that's why they get Scribe Scroll at 1st level. The main weakness of a wizard is the spellbook...but even Sorcerers have to use spell components.
Now, that said, I'd love to see a more effective Sorcerer in D&D 3.5. Maybe a prestige class that makes one spell known per spell level a "variable slot", that could be changed with access to a spellbook. Or just increasing the number of spells known so you could get to a new spell level and have more than one spell to cast.