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<blockquote data-quote="Jack Simth" data-source="post: 2639723" data-attributes="member: 29252"><p>A lot depends on specific builds and campaigns - a Sorceror-10 with both Shadow Evocation and Shadow Conjouration, otherwise focusing mostly on onterh-buff spells, is very useful in most any situation - Rogue needs flanking? Standard action to drop a Shadow-eumlated Summon Monster III clone opposite the baddie. The entire party needs to get somewhere fast? No prob - Phantom Steed is Conjouration(Creation), and a Sor-10 has 5 4th level spell slots for Shadow Conjouration before Charisma Bonuses - just don't examine the thing too closely, and everyone's fine (granted, the Wizard can prep a Teleport and get there much faster ... but less reliably, depending on circumstances). Facing something immune to Fire? Dup a Lightning Bolt, or an Ice Storm. High SR target? Well, can't do much directly (neither can the Wizard) - Buff (ditto for a high-will save target...). Need shelter from the storm? While a Secure Shelter might be out of reach (until 14th, where Greater Shadow Conjouration can be picked up) How does a Tiny Hut sound? Or maybe he took Rope trick as one of his second level spells; need more than 10 hours? Extend for 20, on the spot. Okay, so he doesn't have Spider Climb to get the Rogue over the wall to steal back the Widget of Doom... but he probably has Fly (3rd level buff spell), which can be used to much the same effect, or just Rope Trick again to give the Rouge something easy to climb. </p><p></p><p>Yeah, with 15 minutes of prep, the Wizard almost certainly has exactly the right spell for the job... and if the Wizard keeps a copy of every spell in scroll form in a Handy Haversack, then the Wizard always has the right spell for the job immediately available... but that can get pricy, fast, in terms of down time, gp, and XP. If those are usually or always readily available, the Wizard wins. A well-designed Sorceror, however, can usually keep up, often without the expenditure of such less-renewable recources. If one or more of those recources the Wizard needs to be fully effective are in short supply, the Sorceror wins.</p><p></p><p>It depends - on the campaign, on the specific build, and on the creativity of the player - a well-designed wizard is master of the expected and decent with the unexpected; a well-designed sorceror is master of the unexpected and decent with the expected. The power curves are different - Wizard gets more spells earlier + bonus feats, Sorceror can use spells more, and doesn't need to plan as much session to session for full effectiveness.</p><p></p><p>This is, of course, before Prestige Classes come into the picture - a Sorceror usually loses nothing (other than familiar advancement) by taking a PrC - while a Wizard usually loses bonus feats (in addition to familiar advancement).</p><p></p><p>Personally? If you are good at desinging both, take whichever strikes your fancy better. Both can be pretty good.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2639723, member: 29252"] A lot depends on specific builds and campaigns - a Sorceror-10 with both Shadow Evocation and Shadow Conjouration, otherwise focusing mostly on onterh-buff spells, is very useful in most any situation - Rogue needs flanking? Standard action to drop a Shadow-eumlated Summon Monster III clone opposite the baddie. The entire party needs to get somewhere fast? No prob - Phantom Steed is Conjouration(Creation), and a Sor-10 has 5 4th level spell slots for Shadow Conjouration before Charisma Bonuses - just don't examine the thing too closely, and everyone's fine (granted, the Wizard can prep a Teleport and get there much faster ... but less reliably, depending on circumstances). Facing something immune to Fire? Dup a Lightning Bolt, or an Ice Storm. High SR target? Well, can't do much directly (neither can the Wizard) - Buff (ditto for a high-will save target...). Need shelter from the storm? While a Secure Shelter might be out of reach (until 14th, where Greater Shadow Conjouration can be picked up) How does a Tiny Hut sound? Or maybe he took Rope trick as one of his second level spells; need more than 10 hours? Extend for 20, on the spot. Okay, so he doesn't have Spider Climb to get the Rogue over the wall to steal back the Widget of Doom... but he probably has Fly (3rd level buff spell), which can be used to much the same effect, or just Rope Trick again to give the Rouge something easy to climb. Yeah, with 15 minutes of prep, the Wizard almost certainly has exactly the right spell for the job... and if the Wizard keeps a copy of every spell in scroll form in a Handy Haversack, then the Wizard always has the right spell for the job immediately available... but that can get pricy, fast, in terms of down time, gp, and XP. If those are usually or always readily available, the Wizard wins. A well-designed Sorceror, however, can usually keep up, often without the expenditure of such less-renewable recources. If one or more of those recources the Wizard needs to be fully effective are in short supply, the Sorceror wins. It depends - on the campaign, on the specific build, and on the creativity of the player - a well-designed wizard is master of the expected and decent with the unexpected; a well-designed sorceror is master of the unexpected and decent with the expected. The power curves are different - Wizard gets more spells earlier + bonus feats, Sorceror can use spells more, and doesn't need to plan as much session to session for full effectiveness. This is, of course, before Prestige Classes come into the picture - a Sorceror usually loses nothing (other than familiar advancement) by taking a PrC - while a Wizard usually loses bonus feats (in addition to familiar advancement). Personally? If you are good at desinging both, take whichever strikes your fancy better. Both can be pretty good. [/QUOTE]
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