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Wizards spell selection
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<blockquote data-quote="MarauderX" data-source="post: 947246" data-attributes="member: 9990"><p>Well, I agree the wizards still get the shaft, and for more than this reason alone. </p><p></p><p>I think the logic behind it is that wizards can learn a spell from anywhere, such as scrolls, but they can also research to get a new spell too. I don't have my books here, and I don't think it explicitly says so in them, but I think wizards can spend time and money researching new spells for themselves if they want to. Granted it takes them time and money, but it can dramatically increase the versitility of a wizard vs a sorcerer, which I think is the point. If you want a character that's only going to adventure every day of his career I think you may want to have a sorcerer. Whereas if you want to have a PC that takes breaks to research new things for the party's benefit as well as his own, and has the ability to learn all of a level of spells when they are available to him. </p><p></p><p>Not only that, but even in 'low magic' campaigns scrolls seem to pop up rather regularly, often of higher level than the PC can cast. After all, the wizard still has to choose which ones to memorize each day and can choose a disproportionate amount of damage spells when stealth and buff spells would be a much better choice; then he can spend the time to learn the appropriate spells for the occasion. A sorcerer has to pick way in advance what he might be using for the next adventures depending a lot on the party's personality as an adventuring group. </p><p></p><p>For making a higher level NPC wizard I usually choose twice the number of spells available to them. If I were to start out with a PC wizard I would expect the same instead of just the minimum.</p><p></p><p>As a DM I still think the wizard got the wrong end of the staff for 3.0, let alone 3.5, and will house rule both the wizard and sorcerer to be better matched to party members of equal level. </p><p></p><p>I hope that rambling makes some sense as to why the spell choices are limited.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 947246, member: 9990"] Well, I agree the wizards still get the shaft, and for more than this reason alone. I think the logic behind it is that wizards can learn a spell from anywhere, such as scrolls, but they can also research to get a new spell too. I don't have my books here, and I don't think it explicitly says so in them, but I think wizards can spend time and money researching new spells for themselves if they want to. Granted it takes them time and money, but it can dramatically increase the versitility of a wizard vs a sorcerer, which I think is the point. If you want a character that's only going to adventure every day of his career I think you may want to have a sorcerer. Whereas if you want to have a PC that takes breaks to research new things for the party's benefit as well as his own, and has the ability to learn all of a level of spells when they are available to him. Not only that, but even in 'low magic' campaigns scrolls seem to pop up rather regularly, often of higher level than the PC can cast. After all, the wizard still has to choose which ones to memorize each day and can choose a disproportionate amount of damage spells when stealth and buff spells would be a much better choice; then he can spend the time to learn the appropriate spells for the occasion. A sorcerer has to pick way in advance what he might be using for the next adventures depending a lot on the party's personality as an adventuring group. For making a higher level NPC wizard I usually choose twice the number of spells available to them. If I were to start out with a PC wizard I would expect the same instead of just the minimum. As a DM I still think the wizard got the wrong end of the staff for 3.0, let alone 3.5, and will house rule both the wizard and sorcerer to be better matched to party members of equal level. I hope that rambling makes some sense as to why the spell choices are limited. [/QUOTE]
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