Wizard Or Sorc.


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Plane Sailing said:
The problem with sorcerers is that you really have to plan out your spell aquisition in some detail, and for that reason are not so good for beginning players unless the DM gives a big hand. There are quite a few spell levels where you've got *really* tough decisions about which spells to learn!

I do find that an interesting point.

On the paper again: at a first glace a wizard would seem much more complicated to play. The sorceror could even look like a nice simple caster for someone not used to spellcasters?


The ability to throw out/relearn spells in 3.5 helps somewhat. One nice change they made.

It does seem sorcerors do 'reward' a player with a better rules knowledge? Spells in particular, but also common immunities, etc.


There's also the angle that sorcerors are very nasty villans. Often notice the way they're setup in some modules. Appear to be custom built not only for their current level, but also the particular subsection of dungeon they happen to live in. That can make things go ugly really quickly. :)
 

Darklone said:
Does a ring of wizardry double the spells/day for a sorcerer? I know I ruled once that way, but is it RAW?

Yes, it is:

SRD said:
This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.

Moderate (wizardry I) or strong (wizardry II-IV) (no school); CL 11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, limited wish; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).
 

I don't think either class is really empirically better than the other, although I do thing that anyone playing a sorcerer who isn't taking advantage of metamagic is not playing to the full strengths of the class -- the way a Wizard who doesn't ever scribe scrolls would also be not playing the class as well as it can be played.

-rg
 

Radiating Gnome said:
I don't think either class is really empirically better than the other, although I do thing that anyone playing a sorcerer who isn't taking advantage of metamagic is not playing to the full strengths of the class -- the way a Wizard who doesn't ever scribe scrolls would also be not playing the class as well as it can be played.

Absolutely... Especially if you have access to the Sudden Metamagic feats.

Granted, you can only use it once per day, but it doesn't slow down your spellcasting, and it doesn't increase the level of the spell.

The Sorcer/Mage of the Arcane Order I mentioned above had Sudden Widen, Sudden Maximize and Sudden Empower... At the height of his power, he could toss out a 40 foot radius, 5d6+60 damage fireball, or a 12d6+144 disintegrate once a day.
 

Thanks Guys for all the replys " Didnt know it was going to be this meany " you guys gave me alot to think about.

P.S. - I was looking at warlocks and there kool and all but i was thinking for eldric ab. they get it only does 9d6 at lvl 20 and i was not thinking that is alot, i know they can do it every round but 9d6 = 31.5 dmg avg right? i just dont think they could keep up with the rouges and melees of the world. Thanks again !
 

MeSleepNow said:
Thanks Guys for all the replys " Didnt know it was going to be this meany " you guys gave me alot to think about.

P.S. - I was looking at warlocks and there kool and all but i was thinking for eldric ab. they get it only does 9d6 at lvl 20 and i was not thinking that is alot, i know they can do it every round but 9d6 = 31.5 dmg avg right? i just dont think they could keep up with the rouges and melees of the world. Thanks again !

They'll probably be hitting several targets with a blast shape invocation, Nasueating people who fail saves when hit, using magic items to boost the damage (at least +2d6), applying Maximize and or Quicken Spell like Ability, etc.
 

Sor & Wiz

Rings of Wizardry...
My cleric had one (a Type I), it was found during a previous campaign and was in the possession of a cleric of Isis. I was running that character and really wanted to hold onto it before it was identified ended up in the hands of another player's wizard who was killed off when that character joined up with the group where my cleric of helm got involved.
The wizard was killed and whilst the elven wizard of our group grabbed his spellbook the rogue nabbed the ring, he gave it to me after my cleric cured his blindness the result of a Power Word Blind from a green frog-like creature I leanred was a slaad.
At that point my cleric was 7th level and a 1st level sorceror so rather enjoyed the fact my characters sorceror spells were doubled never revealed its presence and last i heard he still has it having left the group in Nesme afetr being raised from the dead.

Only ever saw two rings of wizardry in about 10+ years of rpging, this one was passed through three owners, the other belonged to a new player who joined in shortly after we left waterdeep and my character had learned he needed 28,000gp to cure his bout of supernatural aging as a result of "corruption" apparently Helm doesn't have anything to do with arcane spellcasters...
That player ran a 9th level sorceror (thereabouts) and was blown up due to an overdose of positive energy, took his ring with him and the player running the elven wizard REALLY didn't like THAT.

Actually liked the idea of running an armour clad cleric/sorceror but it became clear when he ignored a number of suggestions I made bout picking up some equipment... potions of shield, composite longbows not enchanted just fancied using a ranged weapon since up to that point my character only used a bastard sword, a light mace and a dagger...
Wouldn't have been too bad except having to be sidelined enough times for other players he tended to prefer made it clear even giving up d&d was better than this.

Still liked my halfling sorceress, was probably the only reason i went back after my cleric was raised but thats a story for another thread (too depressing).
 

*prefers Rings of Mesos himself for Sorcerers to get more "oomph" for spellcasting power*

Still say Warlock is your go-to Blaster.
 

I tend to think of Kineticists as the best blasters. They have lots of flexibility on the energy type, will usually be adding some modifiers to the damage, and have access to all the psionic action modification effects for enormous burst damage. Combat endurance won't be so great as a normal wizard or sorcerer, much less a warlock, but if you tend to have fewer battles per day or boss encounters that you really need to unload on, they're a great choice. Or if you don't care about sucking in a few encounters as long as you can flashfry a group of baddies in a devastating alpha strike.

The Warlock I've seen in action has had consistent but hardly amazing damage. Quite frankly, that's not really what I'm looking for in a blaster character. Moderate damage to one or a few targets isn't going to be all that uncommon. Of course, Hellfire Adept might change things by offering the warlock improved spike damage when needed.
 

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