Wizards... Are they shafted?

In a recent gaming experience, I recalled how a friend of mine (back in 2nd ed.) once commented that fighters got the shaft royally.

Now, in 3.5, I'm playing a wizard and starting to wonder if wizards aren't shafted these days.

Our campaign isn't expected to last past 7th level. As a Sun Elf wizard with an Intel of 20, that means 5th level spells max, and 4 feats. Actually, 3 as my third level feat is commandeered by the GM for story line.

With only 3 feats, I've had to give up on getting to my two most interesting metamagicks (scult spell and energy substitution) as both require a prerequisite metamagic feat, and thus I would not have them until the game was nearly over.

I've settled on spellcasting prodigy, and create wondrous item for my fifth level feat.

In looking at the XP costs, it seems like an average of 1000-2000 XP expenditures in creating useful (powerful) wondrous items is not out of the norm. So if I create 5 such items at 1000 xp each, I've just lost one whole level, and will end the game at 6th instead of 7th - i.e. no fifth level spells.


Does anyone else see a problem with wizards being mildly underpowered, and increasingly more so as you consider item creation feats and/or multi-classing?
 

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Tilla the Hun (work) said:
In looking at the XP costs, it seems like an average of 1000-2000 XP expenditures in creating useful (powerful) wondrous items is not out of the norm. So if I create 5 such items at 1000 xp each, I've just lost one whole level, and will end the game at 6th instead of 7th - i.e. no fifth level spells.


You are planning on creating ~125,000 gp worth of wondrous items before you reach 7th level?
 
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HMM wizard got the shaft because your house rules say you not going over 7th level. Yeph blame the game not the house rule.
 

I find the wizard to be the same since OD&D: underpowered at low (<10) levels, and very powerful at high levels.

It's the sheer flexibility of spells which will keep it that way, no matter how much "nerfing" is done.

Andargor
 

Wizards are fine. The game being limited to 10th level and the DM arbitrarily taking away your 3rd level feat are the problems. I've just gotten a wizard to 18th level in the game I am currently playing, and In no way was he underpowered at anyt point in his career. In fact I held back at times so I wouldn't overshadow the other characters.

Also, Energy Subsitution is a poor feat for a wizard IMO, as you could very easily just reseacrh the same spell with a different energy subtype.
 

Tilla the Hun (work) said:
Our campaign isn't expected to last past 7th level. As a Sun Elf wizard with an Intel of 20, that means 5th level spells max, and 4 feats. Actually, 3 as my third level feat is commandeered by the GM for story line.
Huh?

With an Intel of 20, your wizard can cast up to "10th-level" spells. Remember, you must have a primary stat of 10 plus spell-level to cast a spell.

And you can't blame the wizard class for something your GM is doing...
 

Storm Raven said:
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You are planning on creating ~125,000 gp worth of wondrous items before you reach 7th level?
Which is just the creation cost. The market price would be double that, ~250,000gp.

Are single-digit-level characters even allowed to have that much gold?
 

Everything that has been said is accurate. You are trying to create items vastly too powerful for your level, and then wondering why you have less xp. Wizards are the most powerful class imo. Although most people claim wizards start out weak and end up powerful, I think they are always powerful and start out vulnerable and end up less vulnerable.

If your party protects you and works with you, you will devestate anything. Color spray with a 20 int is your best friend so long as your comrades can cluster the foes before moving away (the delay initiative option is powerful).
 

Tilla the Hun (work) said:
Does anyone else see a problem with wizards being mildly underpowered, and increasingly more so as you consider item creation feats and/or multi-classing?
Nope, I'm afraid I don't.
 

I've only played a few 3.5 sessions in party with an 11th lvl wizard so far, but he still seemed pretty effective. Mind you he was using Imbue Familiar with Spell Ability from T&B so that may color the situation some.

Actually, it feels like the spell nerfs (notably buffs) are hurting us melee types more than the casters.

As for Item Creation, well he certainly enjoys that +6 Headband that he made for himself. I don't think he's crying about the 1280 xp it cost him.

Has anyone noticed a drop in wiz effectiveness under 3.5? If so, has the drop balanced the Wizard or gone too far?
 

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