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Wizard vs. Sorcerer
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<blockquote data-quote="Immoralkickass" data-source="post: 7549717" data-attributes="member: 6864983"><p>Its not about the number of Rituals, its the spell slots you save by casting them. The big 3 - Detect Magic, Comprehend Language and Identify are commonly used and required in almost every kind of campaign. Some DMs might allow Arcana checks to replace the need for those spells, but guess who is better at those checks? Heh. When you get to higher levels, Tiny Hut and Telepathic Bond are fantastic and nice to have.</p><p></p><p>Wizards simply bring the utility better than Sorcerer, and if my party only can have 1 full caster, I'd pick the wizard. They are better team players, compared to the Sorcerer who has a small, selfish list of spells. Wizards's ability to learn more spells also make them better problem solvers. Say, you discovered you will be fighting a lot of invisible creatures in your campaign. What do you do? Make a trip to the library or magic academy to learn up See Invisibility.</p></blockquote><p></p>
[QUOTE="Immoralkickass, post: 7549717, member: 6864983"] Its not about the number of Rituals, its the spell slots you save by casting them. The big 3 - Detect Magic, Comprehend Language and Identify are commonly used and required in almost every kind of campaign. Some DMs might allow Arcana checks to replace the need for those spells, but guess who is better at those checks? Heh. When you get to higher levels, Tiny Hut and Telepathic Bond are fantastic and nice to have. Wizards simply bring the utility better than Sorcerer, and if my party only can have 1 full caster, I'd pick the wizard. They are better team players, compared to the Sorcerer who has a small, selfish list of spells. Wizards's ability to learn more spells also make them better problem solvers. Say, you discovered you will be fighting a lot of invisible creatures in your campaign. What do you do? Make a trip to the library or magic academy to learn up See Invisibility. [/QUOTE]
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Wizard vs. Sorcerer
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