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Why a Sorcerer vs a Wizard?
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<blockquote data-quote="Saeviomagy" data-source="post: 1242407" data-attributes="member: 5890"><p>If a wizard goes into a dungeon with the wrong spells (ie - fortitude spells vs undead, fireball against fire creatures etc), then he'll have to make use of the spells he has to retreat, where he can buy some new scrolls, learn them and come back with a vengeance. If the situation changes again, he may well need to do the same thing over again.</p><p></p><p>If a sorceror goes into a dungeon with the wrong spells, then he'll have to make do. If he knows just one or two of the right spells however, he'll quickly be able to switch to the correct ones, and if the situation changes, he'll be able to adapt without a night of rest.</p><p></p><p>The key to playing a sorceror is to pick spells which are useful in as wide a range of circumstances as possible, and teaming them with metamagic feats that increase that versatility. Avoid picking spells which won't see repeated use. If you can't imagine casting a certain spell at least once a day, then you should probably pick something else and let someone else cover utility.</p><p></p><p>The key to playing a wizard is to get as many spells as you possibly can, and leave at least one slot at each level open (unless you've pre-planned the day's activities). 15 minutes is nothing compared to 8 hours, which is the penalty for not memorising a crucial spell. Pick up the esoteric spells.</p><p></p><p>Someone earlier mentioned that the non-combat sorceror was far more important to the party than the combat wizard. This would most likely be true even if the situation was reversed - damage is something EVERYONE can do, but granting flight, invisibility, walking through walls, teleporting and the like are (barring some of the clerical domains) the exclusive domain of the arcane casters.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1242407, member: 5890"] If a wizard goes into a dungeon with the wrong spells (ie - fortitude spells vs undead, fireball against fire creatures etc), then he'll have to make use of the spells he has to retreat, where he can buy some new scrolls, learn them and come back with a vengeance. If the situation changes again, he may well need to do the same thing over again. If a sorceror goes into a dungeon with the wrong spells, then he'll have to make do. If he knows just one or two of the right spells however, he'll quickly be able to switch to the correct ones, and if the situation changes, he'll be able to adapt without a night of rest. The key to playing a sorceror is to pick spells which are useful in as wide a range of circumstances as possible, and teaming them with metamagic feats that increase that versatility. Avoid picking spells which won't see repeated use. If you can't imagine casting a certain spell at least once a day, then you should probably pick something else and let someone else cover utility. The key to playing a wizard is to get as many spells as you possibly can, and leave at least one slot at each level open (unless you've pre-planned the day's activities). 15 minutes is nothing compared to 8 hours, which is the penalty for not memorising a crucial spell. Pick up the esoteric spells. Someone earlier mentioned that the non-combat sorceror was far more important to the party than the combat wizard. This would most likely be true even if the situation was reversed - damage is something EVERYONE can do, but granting flight, invisibility, walking through walls, teleporting and the like are (barring some of the clerical domains) the exclusive domain of the arcane casters. [/QUOTE]
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