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<blockquote data-quote="Zhure" data-source="post: 983994" data-attributes="member: 308"><p><strong>Re: Wiz vs Sorc</strong></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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).</p><p></p><p></p><p></p><p>I've found the opposite to be true. Wizards tend to prepare spells they don't need and the slots wind up wasted.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Personally I prefer sorcerers since I have more fun with them, but won't tout either class as being out-and-out superior.</p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 983994, member: 308"] [b]Re: Wiz vs Sorc[/b] [B][/b] 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. [b][/b] 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. [b][/b] 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. [b][/b] 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. [b][/b] 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. [b][/b] 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). [b][/b] I've found the opposite to be true. Wizards tend to prepare spells they don't need and the slots wind up wasted. 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 [/QUOTE]
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