D&D 3E/3.5 Wizard limitations in 3e? Read first post before answering please.

If you take issue with quadratic wizards, did you know about these rules?

  • I was not aware of these rules.

    Votes: 0 0.0%
  • I was aware, but we didn't use some or all of them.

    Votes: 2 6.7%
  • I was aware, we used em all. Wizards are still too much.

    Votes: 16 53.3%
  • I don't have an issue with quadratic wizards. This poll is not for me.

    Votes: 12 40.0%

Technically; according to the rules, a sorcerer can also learn new spells from other casters. "With the DM's permission" a sorcerer may gain an understanding of new and unusual spells in play.
 

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Is there a reason why you can't Take 10 on the Spellcraft check?

edit: I haven't found the GP costs to be trivial - probably because I have a hard time finding NPCs willing to let me copy spells.
 
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Yes, I knew about those rules.

Yes, we use those rules.

They are nicer and far more forgiving than the old AD&D rules for spell learning and spellbooks.
 


edit: I haven't found the GP costs to be trivial - probably because I have a hard time finding NPCs willing to let me copy spells.
That's what spells like charm person and dominate person are for. Beguile him, then copy the spell into your Blessed Book for free (only cost is time).

Alternatively, simply kill him and take his spellbook, then copy his spellbook for free.

Alternatively, kill him and raise him with Animate Dread Warrior (UE) so that he is still a (slightly gimped) wizard completely under your control. Then copy his spellbook for free.

Alternatively, kill him and perform the Ritual of Crucimigration on him and turn him into a Necropolitan (LM) so that he is a necropolitan and then rebuke/control undead. Now you have a fully functioning wizard mostly under your control. Then copy his spellbook for free.

Alternatively, cast Mindrape (BoVD) on him first, changing his memories to be your lifelong, faithful servant. Then copy his spellbook for free. Killing him and raising him as an undead is optional.

Alternatively, purchase a power stone of Mind Seed (EPH) and cast it on him and wait a week. Now he is you - 8 HD. Now cast Mindrape on him, then copy his spellbook for free. Killing him (yourself?) and raising him (yourself?) is optional.

Alternatively, use Mindseed, and then Polymorph any Object (possibly >1 casting) into some useful form- I suggest a symbiont from ECS or FF. Then Mindrape him and copy his spellbook for free. Then have him respec his spells to be a dedicated counterspeller, readying an action to counterspell any spell cast by you every round. Killing him and raising him is still optional.

Finally, my personal favorite, reserved for my favored enemies:
Mind Seed, Mindrape, Flesh to Stone, Shrink Item, Fine-sized Bane (creature's type) Shuriken, Sovereign Glue, and Wand Bracelet (MiC).

Mind seed and Mindrape as normal... use flesh to stone on him, follwed by shrink item. Make him the size of a charm for your Wand Bracelet. Then affix the shuriken keyed to his creature type to his forehead, chest, and hands with Sovereign Glue. Then attach him to your wand bracelet and pretend to be a barbarian that wears the corpses of his enemies.... with style.

Are you sensing a trend here that somehow the other wizard's feelings and reservations about sharing his spells freely are irrelevant? A DM's biggest worry about wizards should not be about what loot or spells he hands the wizard... but what monsters and characters he puts under their control by sending them his way.

Also, as an afterthought... if you play core-only, you shouldn't worry about wizards at all. You should worry about Druids... they fit all the roles (tank, healbitch, skill monkey, face/fop, adamantine cannon, and GOD) by themselves... and get 1.5x a fighter as a class feature. Note that non-Kobold Sorcerers are only comparable to wizards in core. Outside of core, their slow spell progression, lack of effective metamagic capabilities without hefty investment, coupled with the fact that a lot of unique sorcerer traits (the spontaneous casting, the sorcerer-only spells, etc.) are replicated entirely by feats or other class features, such as Spontaneous Divination (CC), Shadowcraft Mage (RoS), and Uncanny Forethought (Elder Evils), without sacrificing the versatility and INT-synergy (stronger stat than CHA, imo) of the Wizard, makes Sorcerers vastly outclassed by the Big Five (wizards, clerics, druids, artificers, and Spell-to-Power Erudites).
 


No, you should still worry about anything with access to 9th level spells.

Should we worry about Monks that can UMD a staff with 9th level spells then?

And I was referencing the game at all levels, where a Druid vastly outstrips a Wizard in Core... not everyone plays every game at >17th level after all...
 

Heh, you sure about that?

Well, feel free to step into my web if you'd like. I have, shall we say, a modicum of experience with casters lower than level 17. Name a level, point buy, and parameters for determining how powerful a class is.
 
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Heh, you sure about that?

Well, feel free to step into my web if you'd like. I have, shall we say, a modicum of experience with casters lower than level 17. Name a level, point buy, and parameters for determining how powerful a class is.

I should rephrase my last post as: "And I was referencing the game at all levels, where a Druid vastly outstrips a Wizard in Core at lower-mid levels... not everyone plays every game at >17th level after all..."

No shapechange, time stop, or wish is kind of limiting for druids >17th level


Anyway:
Level 6, 25 point buy, standard WBL, core-only.
Special Rules:
1) No candles of invocation :)
2) No dust of sneezing and choking
3) No ladders->poles
Parameters:
1) Raw power- how powerful of a foe (we can agree upon appropriate enemies) can it defeat single-handed without preparation? We can use more than 1 enemy if you want.
2) Endurance- how much of the character's resources are expended upon a CR- appropriate (again we can agree on appropriate) encounter? i.e. how long can the character "keep going"
3) Versatility- how many different types of challenges can the character overcome- examples might be infiltrating and spying on someone, breaking into a vault to steal an artifact, navigating a maze or trap-infested dungeon, etc.
4) Usefulness to the Party- how powerful is the character outside of a vacuum? What sort of assistance can the character lend to a party of characters?
 

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