Sorcerer or Wizard?

I've played both, and I think it boils down to what kind of caster you want to play.

For example, if you have a very themed caster in mind, I think sorcs are better. The artillery platform is one, another is the person who works behind the scenes using lots of enchantments.

I would also recommend sorcs if this is your first real go at a caster. They are much easier to set up and play. There other big advantage is spontaneous casting. I can't tell you the number of times I agonized over spells for the day as a wizard, and then really wished I had picked a different one.

Also, I think metamagics are far better for sorcs than wizards. Silent and still spells are kind of hit and miss for wizards, but sorcs always can use them when needed. To empower or not to empower? Hmmm, I think that summon spell should be extended this could be a long combat...

If you just want a general go at the caster gig, wizards are much more flexible. You'll be able to acquire many spells and get used to all of them. Right now I'm playing a wizard, and I love constantly looking through the ph for new spells I might try. For me, whenever I get some money I get a new spell, it like gaining a small level every adventure or so:)

Wizards also are better at item creation normally, with the bonus feats and there spell selection. And as far as skills go, I have knowledges of practically everything which has come in really handy in the game I play in.
 

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If you want to take the time to really manage your spells, play a wizard. Sorcerers are more 'fire and forget', but anyone who really wants to play a spellcaster and is willing to put plenty of thought into every spell just seems to work better with Wizard. I'd also say, if you find material components interesting, go with the wizard.
 

Wiz vs Sorc

Hands down, the wiz is all around better. while nearly everything comes down to the campaign, and the dms lenience towards magic items and scrolls, a wiz is nearly better in almost every single aspect of play. Im prity bias, since iv always thought the sorc was just a rip off class that they added for the sake of class #'s, but i can defend my reasoning rather well

just to put things into perspective, a 7th level wizard could completely destroy a 7th level sorc. The second he cast minor globe of invulnerability, u might as well run as far away as possible. The 8 or so fireballs or hastes wont do anything to him, since the sorc levels slower, and has very few spells to work with, there is almost no chance of victory

The fact that a sorc has to spend the whole round casting a meta magic feet is another setback that proves fatal. While a wiz can cast a quickened spell (which a sorc cant), and be hasted, meaning he can drop 2 fireballs as well, he can easily overwhelm his opponents. sure it requires some more preperation as to whats to come, but i think players have a good idea as to when they will enter combat and when they wont.

Sure a sorc can cast his met magic feats on the fly, but big deal when the list of spells he can enhance are so limited. I doubt a sorc will ever use half of the met magic feats out there, such as extend, which is really only useful with enchantment spells like hold person and dominate or maybe true seeing, mainly because they are so limited on choices

Sure a wizard has a spell book, and that may prove to be a "Hindrance" at times, such as it can be stolen, or u have to put a considerable amount of money and time into it, but everu wizard u kill has a spell book, and his spells can be used, added or even sold off from what u already know, expanding the wizards capabilities.

Sorc may be powerhouses, when they can cast nearly double to offensive spells a wizard can produce, but a wizard can also cast tactically, and try to disable his opponents with versatility, where a sorc cant.

Finally, the most key element to any spell caster is the DC for his spells. While a sorc at 10th level may have 20 Charisma, and 4 (Human) feats to spend to knock up the DC of his spells, such as spell focus, and greater spell focus, a wizard has 6 feats to spend. Those 2 extra feats could mean the difference between the rouge who will drop u next round making his save against the lightning bolt u just cast on him, or anything else.

Bottom line, Sorc are "powerhouse" weaklings who cant deal with conditions that may be unfavorable in any way. They have the small amount of spells they chose, and thats it. While they can cast a lot of spells, there are so many spells that they would never choose, but are such an important element to Arcane casters, that it seems unheard of to me to be one. But if you cant handle the choices that spell memorization requires, or have trouble raising the funds (??? there are so many ways to raise money with versatile magic its not even funny) then by all means, be a sorc



PS. All u kids who make "themed" sorc should be dragged into the streets and shot... u want to deal with undead or phisically draining spells, be a necromancer, or some guy who summons monsters and other jacked up stuff, be a Conjurer...
 

I think wizards take the cake because of their versatility, they get to have fun in many more ways. Each day she opens up her spellbook to prepare a daily lineup, she can try something tailored for the situation at hand. One day she might explore the village using Gaseous Form, Tongues, Knock, and Locate Object. Then the next day she might load up for the barroom brawl with Slow, Vampiric Touch, Blindness, and Ghoul Touch. Then the third day she might load up with for the dungeon finale encounter with the typical Fireball, Lightning Bolt, Acid Arrow, and Flaming Sphere. Then the fourth day she might bunker up for a resting day with Protection from Elements, Wind Wall, Rope Trick, and Cat's Grace. The wizard gets to change her hats and play around with new and creative tactics each and every day; this is just plain "more fun".

But, in a more "roleplaying" or "story" oriented style of game, the sorceror has some interesting advantages.

First of all is the mysterious source of her magic. Did one of her ancestors sleep with a shapechanged dragon? Is that dragon still alive somewhere? Perhaps her magical ancestor was actually a Nymph or a Dryad? Then again, maybe she get this ability to use sorcery through a pact with a demon, celestial, or elder elemental? Does the player let the DM hide the real truth and use in-game roleplaying to seek answers about her background?

Some players enjoy this mystery and uniqueness, and use it to slowly develop a truly "special" individual. For some people, this kind of "story intrigue" can be more important than being able to have a catalog of spells available to "defeat" the next monster in the dungeon room up ahead.

Also there's the matter of the variant rule where a sorceror needs to contact a supernatural entity to get her new spells each level. She might need to consult a lammasu, dragon, genie, devil, etc. And this patron entity might require a service or quest, as described in the DMG. There are alot of fun roleplaying hooks and opportunities that automatically go along with that. She's got to search for and find the entity, talk and negotiate with it, go out and do things for it; and the sorceror is the prime focus and spotlight of all these special situations. Again, the rewards you get are mostly in the "imagination/stimulation area of the brain" for you as a player, rather than "more gold pieces for your character".

Lastly the sorcerors prime ability is usually her charisma, and she often has a good score there. This helps in social situations, which are also more important to a roleplaying or story-oriented game. Taking a few cross-class ranks in either Diplomacy or Bluff can make her really effective in those social situations. Depending your DM and your group's style of play, interaction with NPCs can be the most fun and rewarding part of a D&D game; and if you are going to be doing alot of interaction, it's nice to have a character that's exceptionally good at it.
 

Re: Wiz vs Sorc

Redevil621 said:
Hands down, the wiz is all around better. while nearly everything comes down to the campaign, and the dms lenience towards magic items and scrolls, a wiz is nearly better in almost every single aspect of play. Im prity bias, since iv always thought the sorc was just a rip off class that they added for the sake of class #'s, but i can defend my reasoning rather well


Apart from the fact that name calling is hardly a good way to make your point :rolleyes: your arguments are still one-dimensional IMO (and since you start out by admitting your bias...)

While there is no doubt that an equal level wizard might be able to defeat an equal level sorcerer in a spell duel, that (surprise) isn't what balancing classes is about.

Both classes can meet the "equal fun" requirements of playing the game.

Sorcerers start to really hit their stride once they reach 8th level since that gets them plenty of headroom for metamagicing spells and also their number of uses of important 3rd level spells hits the roof - most 8th level sorcerers with dispel magic on their lists will be able to cast it about 10 times if they wish. If the wizard has it prepared twice and it doesn't work either of those attempts he's looking for other options. In other words, the great flexibility for high level sorcerers is that they can cast their useful spells a very large number of times, and have few if any wasted slots. Most wizard players will end up with some unused spells each day because the particular circumstance didn't arise.

Conversely, it is at the higher levels where sorcerers really feel the pinch in terms of the number of known spells - from 6th spell level onwards they only get to choose 3 (!) per level. Pretty tough choices.

I think the new 3.5 mechanism for swapping out spells is a good one, especially since it allows a "trading up" mechanism that people have talked about... get invisibility, and when you can get improved invis trade out the standard spell for a different 2nd level spell. Trade in Sleep when Deeper Slumber becomes available at 3rd etc. Quite a nice mechanism really.

Cheers
 

Re: Wiz vs Sorc

Redevil621 said:
Hands down, the wiz is all around better. while nearly everything comes down to the campaign, and the dms lenience towards magic items and scrolls, a wiz is nearly better in almost every single aspect of play. Im prity bias, since iv always thought the sorc was just a rip off class that they added for the sake of class #'s, but i can defend my reasoning rather well

just to put things into perspective, a 7th level wizard could completely destroy a 7th level sorc. The second he cast minor globe of invulnerability, u might as well run as far away as possible. The 8 or so fireballs or hastes wont do anything to him, since the sorc levels slower, and has very few spells to work with, there is almost no chance of victory


True Strike has no effect to be stopped by the Minor Globe. It ends in 7 rounds anyway. That'll be six 1st level spells (and a haste) for 6d8 of crossbow damage for the wizard (the sorcerer starts with shield, to avoid magic missiles). There are lots of other ways around the minor globe.


The fact that a sorc has to spend the whole round casting a meta magic feet is another setback that proves fatal. While a wiz can cast a quickened spell (which a sorc cant), and be hasted, meaning he can drop 2 fireballs as well, he can easily overwhelm his opponents. sure it requires some more preperation as to whats to come, but i think players have a good idea as to when they will enter combat and when they wont.


An FRA isn't as bad as a full round spell. Metamagics are the meat and potatoes of sorcerers. The sorcerer can still cast and move five feet, the spell still goes off right away. A hasted wizard casting quickened fireballs is at least 13th level. The sorcerer can safely sit inside his Globe, or Minor Globe, or Antimagic shell. See pot v kettle. Sorcerers *can* cast quickened spells, they just don't do a lot of good (except to avoid AoO's) but most of the sorcerers I know in the 12+ level range either have a ring of spellstoring or the scribe scroll feat AND the quickened feat. Makes it all worthwhile having a few quickened scrolls or quickened spells in a stored ring slot.


Sure a sorc can cast his met magic feats on the fly, but big deal when the list of spells he can enhance are so limited. I doubt a sorc will ever use half of the met magic feats out there, such as extend, which is really only useful with enchantment spells like hold person and dominate or maybe true seeing, mainly because they are so limited on choices


I've found extend the most popular metamagic feat for sorcerers, for use with the buff spells, though that will probably change in 3.5. An Extended Cat's Grace and Extended Mage Armor can cover a sorcerer all day with just one 2nd and one 3rd level spell. The FRA is even less trouble when casting sitting around the campfire.


Sure a wizard has a spell book, and that may prove to be a "Hindrance" at times, such as it can be stolen, or u have to put a considerable amount of money and time into it, but everu wizard u kill has a spell book, and his spells can be used, added or even sold off from what u already know, expanding the wizards capabilities.


There's the rub. You can't really sell a stolen spellbook for anything near full value, unless you use the Forgotten Realms rules. By the core rules, you can't prepare a spell from a borrowed spellbook unless you already have it scribed. Thus, stealing one isn't terribly profitable, since it only saves you on research costs. At three pounds a shot, a spellbook does begin to encumber low strength wizards, or at least make them invest in storage devices, like bags of holding and their like.


Sorc may be powerhouses, when they can cast nearly double to offensive spells a wizard can produce, but a wizard can also cast tactically, and try to disable his opponents with versatility, where a sorc cant.


The sorcerer also knows as many spells as the wizard can cast (roughly), so in theory a well-thought-out sorcerer can know every spell a wizard has prepared.


Finally, the most key element to any spell caster is the DC for his spells. While a sorc at 10th level may have 20 Charisma, and 4 (Human) feats to spend to knock up the DC of his spells, such as spell focus, and greater spell focus, a wizard has 6 feats to spend. Those 2 extra feats could mean the difference between the rouge who will drop u next round making his save against the lightning bolt u just cast on him, or anything else.


The bonus feats at 10th level equate to two item creation or two metamagic feats, not DC increasers (except Heighten). The 10th level Human Wizards has 8 feats (one scribe scroll, two either metamagic or item creation). The Sorcerer has 5 feats. Pretty close, since sorcerers tend not to take item creation feats that often anyway (except see scribe scroll or forge ring, above).


Bottom line, Sorc are "powerhouse" weaklings who cant deal with conditions that may be unfavorable in any way. They have the small amount of spells they chose, and thats it. While they can cast a lot of spells, there are so many spells that they would never choose, but are such an important element to Arcane casters, that it seems unheard of to me to be one. But if you cant handle the choices that spell memorization requires, or have trouble raising the funds (??? there are so many ways to raise money with versatile magic its not even funny) then by all means, be a sorc


I've found the opposite to be true. Wizards tend to prepare spells they don't need and the slots wind up wasted.


PS. All u kids who make "themed" sorc should be dragged into the streets and shot... u want to deal with undead or phisically draining spells, be a necromancer, or some guy who summons monsters and other jacked up stuff, be a Conjurer...

Uh. Sure. Themed sorcerers tend to be more "fun" IMO, though that's harder to quantify. Since sorcerer "specialists" don't have opposed schools, it's easier for them to pick up balanced spells to round out their repetoire.

It boils down to this: sorcerers still prepare spells, but their preparation is in their spell list, not in what they prepare every day. Wizards are better at making money off of item creation, but conversely spend a lot more money to increase their spell selection. While wizards are spending money on their spellbooks for rare spells, sorcerers can take the same capital and invest it (at about a 2:1 rate, admittedly), on buying scrolls or wands to cover the exact same gaps.

Personally I prefer sorcerers since I have more fun with them, but won't tout either class as being out-and-out superior.
Greg
 

Lamoni said:


Right now that is what is making me lean more towards sorcerer also. I like fighting, solving riddles, talking to NPC's, etc. I don't like doing things like find lodging, taking time to put on armor before springing to a fight, and I can imagine that wading through spells too much and spending gold for spells might also be added to the list of things I don't like.

I think your instincts are right on. Playing a wizard, you have to use your spells carefully, and spend time picking differenct spells to prepare for different situations. (Some planning ahead is possible, with a "city" list to prepare, a "wilderness" list, a "dungeon" list, etc.) With a sorcerer, all of the stressful spell choice decisions are made away from the gaming table, when you are creating your character or leveling up. During the game, you can just relax and play.

Having played wizards in previous versions of the game, and in 3e, I am having a blast playing my first sorcerer. Even if a wizard has a spell memorized and a couple of scrolls, he usually wants to wait for the right time to use it. If a sorcerer is met with a puzzle in which magic might help, he can fire off a few cantrips and other low level spells just to see what happens. No worries, he will stil have those spells available to cast later.

Also, sorcerers can be pretty versatile by using metamagic. Someone mentioned only having one spell known of your highest level. If your fireball won't work, just cast an Empower magic missile, or a Heightened spell to get thru spell resistance. Pick your metamagic feats as carefully as you pick your spells.

My advice, ignore the debate about which class is more powerful. Play the one that sounds like the most fun to you.
 

All I know is, at 8th level (7th spellcasting technically... Sorcerer 6/Fatespinner 2), my Sorcerer is our party's heavy artillery. Between Magic Missile and Fireball, he's dishing out tons of damage every round. Since we won't be converting to 3.5, I'm gonna take Haste when I can, so then I'll be tossing out even more ridiculous stuff.

Now, before you all start flaming me as a munchkin, you should also know that this is the character who also dropped 6,000 gold for a Greater Choker of Eloquence to help out in non-combat situations. :)
 

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