Wizard/Sorcerer & Dual Classing Questions (Warning, I'm an Idiot)

Enlorand

First Post
Hi,

Well, I have a few questions about the wizard/sorcerer class that I kinda need to know.
I started playing about a week ago and read through the manuals (player guide,ECT) and I googled for about 2 hours looking for a clear definitions but could not find any.

1) How do you actually acquire spells in each level? (I know two types are forbidden and one is a specialty) but how do you actually learn spells & how many can you know?

2) if any is there a difference between Wizard and Sorcerer?

3) I know there is a limit for the number of spells you can cast in a turn, what is it and how is it determined?

4) With the Stats I got on my character when he was created ( 17,17,18,17) I was told I should dual class my Wizard with a Warrior which I have done, but right now he seems to just be a god since he is casting spells and bashing heads without problem. What is the handicap with dual casting? I know the heavier Armour reduces the chance of a successful cast

anyways if you could help a N00b in need that would be much appreciated

~Enlorand Torchlighter, level 7 Warrior/Wizard
 

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Umm, which edition is this? The answers may vary according to it. What I think happens here is you are probably confused by reading books from a mix of basic/Ad&D/3.x editions.
 


Wow. You might want to pull out your character sheet and reread some of the rules trying to visualize how they work with your character. Blasting through the rules without a specific context may not lead to much retention - grounding them in something specific might help.

So, which version of 3rd edition do you have? 3.0 and 3.5 are mostly similar but some references in the rulebooks may have changed. I'll assume you're using 3.5 from this point.

1) How do you actually acquire spells in each level? (I know two types are forbidden and one is a specialty) but how do you actually learn spells & how many can you know?

See the section in the Classes chapter (Chapter 3) under Wizard. Specifically the top of page 57. A wizard may know any number of spells (unlike sorcerers - one point of difference between the two).
See also, same chapter and page, under Spellbooks - it lists how many you start with and how many you get for free each level. Others may be added as you find them adventuring. And be sure to check out Chapter 10 - Magic on page 178 under the heading Arcane Magical Writings. That explains how you can add more spells to your spellbook above and beyond the ones you start with and the 2 you gain each level.

2) if any is there a difference between Wizard and Sorcerer?

Be sure to review chapter 3 under the headings for sorcerer and wizard. The main difference is wizards may know any number of spells (functionally unlimited) but must prepare a subset of them at the beginning of each day. The specific number is shown in Table 3-18 on page 55. Sorcerers know a much more limited number of spells (see table 3-17 on page 54) but can cast any of them, unprepared, subject to a numerical limit listed on table 3-16 on page 52. Sorcerers also use Charisma as their spellcasting stat (determines bonus spells and save DCs) while wizards use intelligence.

3) I know there is a limit for the number of spells you can cast in a turn, what is it and how is it determined?

Yes, there is a limit. Spells all have a listed casting time. Most are 1 standard action. Some are 1 round, some a bit longer, and a few are swift actions (introduced in later supplements). On page 135, in Chapter 8: Combat, under Combat Basics, subheading Actions, we can see that characters get one standard action each round. So you can usually cast only one spell a round. There are a few exceptions to this but they are fairly rare.

4) With the Stats I got on my character when he was created ( 17,17,18,17) I was told I should dual class my Wizard with a Warrior which I have done, but right now he seems to just be a god since he is casting spells and bashing heads without problem. What is the handicap with dual casting? I know the heavier Armour reduces the chance of a successful cast

I assume you mean dual classing rather than dual casting? Armor does interfere with arcane spellcasting, true. But also keep in mind that advancing as a fighter means you're not advancing as a wizard. Each time your character gains a level, you choose one and only one class to advance. Failing to take advancements as a wizard will mean you will have access to higher level spells slower, the damage you do with them will grow slower, and your caster level will rise slower. That might mean you will be weaker compared to the enemies you face with any direct attack spells you cast. You can work around this by learning using spells that mostly improve your own abilities or that help your allies rather than directly attacking the opposition, but sometimes the party will rely on the wizard to really hammer the opposition and, if you concentrate too much on fighter levels, your spellcasting may not be as up to the task as it otherwise would be.
 

Hi,

Well, I have a few questions about the wizard/sorcerer class that I kinda need to know.
I started playing about a week ago and read through the manuals (player guide,ECT) and I googled for about 2 hours looking for a clear definitions but could not find any.

1) How do you actually acquire spells in each level? (I know two types are forbidden and one is a specialty) but how do you actually learn spells & how many can you know?

Wizards and Sorcerors receive spells automatically every time they gain a class level. Additionally, Wixards can copy spells found in spellbooks or scrolls into their spellbook.

2) if any is there a difference between Wizard and Sorcerer?

Yes. Considerable. I recommend reading the class entries. you can find free versions for 3.5 at www.d20srd.org

3) I know there is a limit for the number of spells you can cast in a turn, what is it and how is it determined?

Each spell has a casting time. Most spells have a casting time of a standard action meaning you can cast one spell per round of combat.

4) With the Stats I got on my character when he was created ( 17,17,18,17) I was told I should dual class my Wizard with a Warrior which I have done, but right now he seems to just be a god since he is casting spells and bashing heads without problem. What is the handicap with dual casting? I know the heavier Armour reduces the chance of a successful cast

Typically there are 6 stats not 4. Multi-classing is extremely problematic for a full-caster like wizard or sorceror. Both the power of spells and the levels of spells gained by a caster depends on class level of the casting class not the total level of the character. A 7th level Fighter / 7th level caster is a 14th level character and has sacrificed the top 3 levels of spells for some extra fighting capacity.
 


Last question,
What is the benefit of creating a staff?

A staff, like a wand, is a convenient way to tote around a lot of casting ability of spells that you don't have to prepare or even have in your spell spellbook (as long as they are available to your class, you're good to go). You can use them in combat without provoking attacks of opportunity, so they're particularly useful for offensive spells. Normally, casting a spell may provoke an attack of opportunity if you're next to an enemy.

A wand is devoted to a single spell only, has a fixed caster level usually set to the minimum possible to reduce the cost, and calculates any saving throw DC assuming the minimum stat necessary. This means the saving throw DC is usually low as is any damage or duration. A staff, however, can be used to cast a variety of spells, uses the wielder's own casting level to determine the casting level of any spells cast from the staff, and uses the caster's own casting stat to calculate save DCs. Thus the staff is usually more potent and effective.... but also generally cost more to buy and make.

The benefit of creating a staff is so you can have it for half the market price. It does take some time so hopefully you're not racing against your enemies trying to summon Cthulhu when you decide to make it. And you will need to pretty much be able to cast the spells you're putting into the staff on your own - so they have to be known to you and in your spellbook.
 

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