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Wizard/Sorcerer & Dual Classing Questions (Warning, I'm an Idiot)
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<blockquote data-quote="billd91" data-source="post: 6113692" data-attributes="member: 3400"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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).</p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>I assume you mean dual <strong>classing</strong> 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.</p></blockquote><p></p>
[QUOTE="billd91, post: 6113692, member: 3400"] 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. 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. 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. 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. I assume you mean dual [b]classing[/b] 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. [/QUOTE]
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