Wizards...I don't see them around.


Pathfinder Society

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2/5 *

Sean H wrote:
Really? That doesn't make much sense... in PFRPG you can easily pick up scrolls with multiple spells on them. It happens all the time in the module I run. Why can't you do the same thing in PFS?

You can do that, it's been discussed before. It's a good use of 2 PP.

5/5

I see allot of arcane classes in my area, wizards are the least among them.

The wizards I have seen can coompletley change the game at high level. Most of the sorcerors are blasty while the wizards realize the total utility of the class. I GMd scenario x something was coming toward the party, 2 wizards in the party both had D Door. First round the party ended up on the other side of the encounter.

If my sorceror was there I would of dropped a blasty spell since I have a smaller set of prepared spells.

I do not think scribe scroll has anything to do with the lack of wizards. I would say about 0-1%

I totally think it is play style, as well as being a difficult class to play to its strengths. I would hope players would choose challenge themselves to playing them more often. I would also urge people not to follow guides to closely. Wizards equl low hp, con saves lives.

Grand Lodge 4/5

Jason S wrote:
Sean H wrote:
Really? That doesn't make much sense... in PFRPG you can easily pick up scrolls with multiple spells on them. It happens all the time in the module I run. Why can't you do the same thing in PFS?
You can do that, it's been discussed before. It's a good use of 2 PP.

Nope, check the FAQ:

PP Scroll Purchase

Are multiple spell scrolls one item for the purposes of prestige point purchases? (E.g. Can I spend 2 PP to get one scroll with 5 copies of Scorching Ray?) wrote:

You may purchase a multiple spell scroll but are limited to multiple copies of the same spell on the scroll. So, you can have five copies of scorching ray on one scroll but only that spell. You can not mix and match different spells on the same scroll.

A multiple spell scroll may be purchased with either Prestige Points or gold pieces.

Shadow Lodge 4/5

kinevon wrote:
Jason S wrote:
Sean H wrote:
Really? That doesn't make much sense... in PFRPG you can easily pick up scrolls with multiple spells on them. It happens all the time in the module I run. Why can't you do the same thing in PFS?
You can do that, it's been discussed before. It's a good use of 2 PP.
Nope, check the FAQ:

I knew I saw it somewhere.


Having a Universalist Wizard was a challenge just like all Wizards, but I have enjoyed working up to 8th level currently. The real fun in being a Wizard is ROLE PLAYING when the time allows, especially as I only play PFS scenarios. I developed a talent for Mage Hand and Unseen Servant solutions that made up for lack of power. Later I found Spectral Hand with related spells can go a long way toward making me useful in a wide set of encounters. You just have to get in there and keep ducking...a lot. If you develop Use Magic Device skills, you are practically a healer and valued in the party.

4/5

The problem with Wizards in Society is the prep time. As others have said, a Sorceror is simply a safer bet if you pick the right spells. You can marginally change this at level 5 with Fast Study.

2/5 *

kinevon wrote:
Nope, check the FAQ:

Arghhh. Thanks.

Silver Crusade 2/5

TetsujinOni wrote:

Similarly, magus has a smaller spells per day and reduced spell list.

I'll have to beg to differ there. A wizard gets one more spell per day than a Magus at effectively all levels. Then you throw in spell recall...where you burn part of a magus's arcane pool to recharge a spell slot. At 4th level, that will on average give a magus 2-3 *more* spells per day than the wizard.

Then you have the Magus Arcana "Spell Blending", which lets a magus pick 1 Wizard spell of his highest Magus level spell, or 2 spells of lower levels, and add them to his spellbook as Magus spells.

Long story short, a magus gets more spells per day, and can pick up spells of up to 4th level.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Magus basically gets to cast Magic Weapon Int bonus/day at 1st level. So that also tips the spells per day advantage towards the magus early on.

1/5

My first PFS character was a wizard...played him on opening day for PFS (Thursday of Gencon 2008). Got him up to 3rd level, but didn't enjoy playing him particularly, and then I stepped away from PFS for about 18 months.

When I started back up with PFS early this year, I made up a new character (and have made two more since then). One of my new characters is a paladin, which I've found to be a great deal of fun; she's only 3rd level at this point, but I'll almost undoubtedly be taking the bonded sword option rather than a mount when I get to 5th, just for greater utility in play.

5/5 *****

Alexander_Damocles wrote:

I'll have to beg to differ there. A wizard gets one more spell per day than a Magus at effectively all levels. Then you throw in spell recall...where you burn part of a magus's arcane pool to recharge a spell slot. At 4th level, that will on average give a magus 2-3 *more* spells per day than the wizard.

Then you have the Magus Arcana "Spell Blending", which lets a magus pick 1 Wizard spell of his highest Magus level spell, or 2 spells of lower levels, and add them to his spellbook as Magus spells.

Long story short, a magus gets more spells per day, and can pick up spells of up to 4th level.

You may beg to differ but you are completely wrong. The Magus gets new spell levels later than the Wizard and ends up with significantly less spells available per day. The Wizard can also afford to focus on Int more than the Magus who also has to keep up either Dex or Str as well as Con if he wants to be on the front lines.

Take a few example levels, 4, 6, 8, 10 and 12, the levels when a magus gets a new level of spells.

Magus spells per day at each level:

4/7/10/13/17

Wizard spells per day at each level (assuming Specialist, i.e. everyone):

7/11/16/21/26

And thats before you start getting into the Int disparity. At odd levels the difference is even larger.

Liberty's Edge 2/5 *

Having just started out a Fire Elementalist in First Steps I must say Im enjoying it a lot. I havnt played a Wizard since 3.0 and while Im using Herolab to sort my spell book and have had a few issues where Im using the wrong spell at the wrong time, so far its been pretty fun.

I do agree though, in terms of the lower power output of a 1st level wizard but I think in the right group with a diverse mix a Wizard brings a lot to the table (lets not mention the melee types with faction missions they are never going to be able to complete.)

While the Perth player base isnt huge (is growing though), I know of one other player playing a Universalist Wizard and have managed to convince another very new player to play a Wizard.

I have noticed a distinct lack of a clear Prestige class choice for a Wizard however I was under the impression that Pathfinder is not really geared toward such choices.

The only cry will be when I eventually realise my spell limits will be 6th level spells :)

Silver Crusade 2/5

andreww wrote:

Take a few example levels, 4, 6, 8, 10 and 12, the levels when a magus gets a new level of spells.

Magus spells per day at each level:

4/7/10/13/17

Wizard spells per day at each level (assuming Specialist, i.e. everyone):

7/11/16/21/26

You are assuming a specialist build. But, granting that. At 12 level, a magus has improved spell recall. His arcane pool will be at a minimum of 9. That is an extra 9 spells per day, easily. That is without any feats etc. A non-specialist build against a standard magus? At best, the wizard ties on spells per day.

Grand Lodge 1/5

heretic wrote:


The ability to jazz up the bonded item on the cheap helps a little too (unless you want a familiar of course).

Could someone explain how this works in the context of PFS? Does te wizard get to improve their bonded item like they were crafting it?

1/5

AD, I think Specialist wizard should be the baseline assumption. Universalists are weird. Level 12 abilities like Improved Spell Recall are also almost-irrelevant for PFS.

The fact that Wizards have access to higher-level spells from a much better list is the important thing, though.

As for bonded items, you do pretty much get to craft them, although I don't think a Craft roll is required (easy anyway). Once you meet the level req. for the relevant feat you can buy it for the Cost value (i.e. half price) rather than the Price value.

Silver Crusade 2/5

Take Boat wrote:

AD, I think Specialist wizard should be the baseline assumption. Universalists are weird. Level 12 abilities like Improved Spell Recall are also almost-irrelevant for PFS.

The fact that Wizards have access to higher-level spells from a much better list is the important thing, though.

As for bonded items, you do pretty much get to craft them, although I don't think a Craft roll is required (easy anyway). Once you meet the level req. for the relevant feat you can buy it for the Cost value (i.e. half price) rather than the Price value.

Ok, without improved spell recall, a magus lags behind by about 2-3 spells per day. Still a really close race. I do agree, though, what kills a magus is the low levels of spells he can cast.

Grand Lodge

We run two tables weekly and there are 4 wizards among the regular players. That is all I can think of off the top of my head, there may be more. I have seen a few others at conventions in the area.

5/5 *****

Alexander_Damocles wrote:
andreww wrote:

Take a few example levels, 4, 6, 8, 10 and 12, the levels when a magus gets a new level of spells.

Magus spells per day at each level:

4/7/10/13/17

Wizard spells per day at each level (assuming Specialist, i.e. everyone):

7/11/16/21/26

You are assuming a specialist build. But, granting that. At 12 level, a magus has improved spell recall. His arcane pool will be at a minimum of 9. That is an extra 9 spells per day, easily. That is without any feats etc. A non-specialist build against a standard magus? At best, the wizard ties on spells per day.

Thats a maximum of an extra 18 spell levels of spells. If you want to do the comparison of spell levels available then it becomes even worse for the magus.

Again levels 4/6/8/10/12 total spell levels available:

Magus: 5/10/18/26/39

Wizard: 10/21/37/58/84

So if the Magus blows his entire Spell Pool on gaining a few spells he still lags massively behind the Wizard in spell levels available and he has used one of his most important class abilities on a few extra spells. This situation is even more dire before level 11 when you are getting spells on a 1/1 basis with Spell Pool.

Seriously the Magus comes nowhere near having access to as many spells as the Wizard and claiming that it does is rather foolish.

Silver Crusade 2/5

@andreww

I guess we'll just have to agree to disagree. I think, in PFS, a wizard looses entirely too much and becomes a poorer choice to a magus. I wish wizards were better, I really like the flavor of them. Unfortunately, the loss of scribe scroll is really killer.

4/5

I think comparing wizard and magus is kind of a non-issue. Magus gets a lot of gish abilities, better BAB, and more HP. Wizard gets more spells, and *more importantly* a more vast spell list. They are completely different classes...

The Exchange 5/5

sounds like to arcane caster, checking to see whose staff is bigger...
"it's not the size of the staff - it's the magic in it!"

2/5

nosig wrote:

sounds like to arcane caster, checking to see whose staff is bigger...

"it's not the size of the staff - it's the magic in it!"

And how much monster love it can take before it explodes!

Scarab Sages 4/5

harmor wrote:
I've since a single Wizard in all my play experience. Is the Wizard class just not popular PFS class?

I would say the wizard is not a popular choice in PFS. But I love both of mine, it is a great class to play in PFS.

Scarab Sages 1/5

CRobledo wrote:
I do agree the first few levels are very meh. Getting a wand of magic missile helps.

Yes, it's so great burning a wand for 1d4+1 damage when the melee are hitting for 2d6+11.

And then listening to those same players complain that wizards are OP.

5/5 5/55/55/5

I wonder if the very under utilized option of leaving blank slots for wizards you can fill with 15 minutes would make wizards more viable for the "you are woken in the middle of the night" scenarios.

Silver Crusade

BigNorseWolf wrote:
I wonder if the very under utilized option of leaving blank slots for wizards you can fill with 15 minutes would make wizards more viable for the "you are woken in the middle of the night" scenarios.

Every wizard should be leaving slots open. I was unaware that people who would chose wizard over sorcerer wouldn't leave slots open. You're playing wizard for the versatility, right?

The Exchange 5/5

Artanthos wrote:
CRobledo wrote:
I do agree the first few levels are very meh. Getting a wand of magic missile helps.

Yes, it's so great burning a wand for 1d4+1 damage when the melee are hitting for 2d6+11.

And then listening to those same players complain that wizards are OP.

pick a different wand then.

Color Spray wand - I was shocked when I picked up one of these with a 1st level wizard. Even with the DC11 save.... wow!

also try going right after the 2d6+11 guy... when he DOESN't drop the moster shot it. Then smile as you do the last 3 HP on the beast.

Scarab Sages 1/5

Color Spray and Grease are currenly the only spells that really allow a 1st wizard to meaningfully contribute in a fight. The problem with Color Spray is, even at first level you encounter a fair amount of undead.

I've been playing wizards for a very long time and the problem is always the same until 5th level or so. You spend most of your time standing trying to survive while looking busy (sure, I;ll fire my light crossbow into melee, with -8 to hit) and then hope to shine in that one fight where the melee are getting overrun.

This is why I am currently playing a Magus. I get to enjoy playing at all levels, not just the last 4-5 before I retire.

Scarab Sages 1/5

Yes. At the right moment, when melee are being overrun, a 1st level wizard can step in with color spray and grease save the day.

My experiance over the years, however, is that that vast majority of the time the mobs were going to be 1 shot by the melee regardless of my action or inaction.

If your trying for damage, even with burning a wand, you're wasting your time. A well build melee's minimum damage will be more than double your maximum. They can swing that weapon all day long.

5/5 5/55/55/5

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Enlarge person isn't glamerous, but its 2d8+13 damage the first time it gives Smashy the orc an attack of opportunity.

1/5

Proactive grease and sleep can reduce the damage the enemy can do before it dies, though, and at first level a lucky hit can kill.

It does kind of suck though, the delay in spell levels is the reason I don't play a sorcerer or an Oracle.

1/5

Artanthos wrote:
This is why I am currently playing a Magus. I get to enjoy playing at all levels, not just the last 4-5 before I retire.

Ur doin it rong.

Dark Archive 4/5

level 1 human wizard damage

Wizard damage options (varisian tattoo, + spell spec in 1 spell)

Magic missile (2d4+2)+1 (minimum 5 maxiumum 11) (auto hit single target)

Burning hands (4d4) +1 (minimum 5 maximum 17) (reflex for half cone)

Acid splash or Ray of frost with alchemical focus component (1d3+1)+1 (minimum 3 maximum 5) (ranged touch cantrip)

Ear piercing scream(2d6) +1 (minimum 3 maximum 13) (fort save for half, and daze effect)

You get the cantrip and any one of the other spells with spell spec on it at level 1 (burning hands or ear piercing scream are my prefered options). Your caster level on your best spell is 4, for even more damage take the following traits

Magical lineage (scorching ray)
Wayang spell hunter (scorching ray)

At level 3 you pick up empower spell and your throwing out (8d6*1.5 + 1) damage with scorching ray or you could adopt a more balanced approach and get

Magical lineage (burning hands)
Wayang spell hunter (fireball)

At level 3 you deal 6d4+1 damage with burning hands and at level 5 your looking at 8d6+2 damage on fireball (toss in a empower rod for 9k and your throwing out 26-65 damage at level 5), and thats not counting the crowd control spells you still can have because you still have high DC's on all spells (due to your high int). Doing this your 6th level could be a 1 level dip into sorc for primal/red dragon cross blooded (+2 damage per dice on fire spells) or elemental/dragon of choice (free elemental spell to 1 type and +1 damage per dice) or just keep going more wizard levels for higher spell levels

If you want damage a wizard can bring it, plus he can also do alot of other things, if you push for damage as a wizard you can easily marginalise your parties melee. Plus you still have other options.

The main reason Wizards dont focus on blasting is because there is a belief that blasting is subpar compared to control spells, both options have their flaws and a balanced wizard has a huge list of spells at his command.

Grand Lodge 1/5

Caderyn wrote:
level 1 human wizard damage ... + lots of good stuff

Walk me through this mate - sounds interesting but I don't seem to understand how you got 2 dice for Magic Missile or 4 for burning hands etc.

Silver Crusade 2/5 *

Having played wizard from 1-17 or so in 3.5, I'll say that the wizard kind of gets the shaft in PFS. No crafting alone really takes away a lot of what the wizard brings to the table, and the one off adventure style makes the sorcerer a better choice for arcane PFS play. Especially with the nifty bloodlines PF introduced over 3.5.

The magus is another class that likely siphoned off a lot of wizard players.

4/5 RPG Superstar 2013 Top 32

Helaman wrote:
Walk me through this mate - sounds interesting but I don't seem to understand how you got 2 dice for Magic Missile or 4 for burning hands etc.

The feats

Spell Specialization:
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

and

Varisian Tattoo:
Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level.

Grand Lodge 1/5

Interesting on the Spell Specialisation AND tattoo. PFS wizards get a free spell focus to replace scribe anyways. Definetely food for thought there.

Dark Archive 4/5

they are useful feats if you want a damage focused wizard (which people were claiming didnt exist) yes you only have 3 level 1 spells a day (1 normal, 1 for 18 int and 1 for arcane bond), but then you have the 1d3+2 cantrip (which can scale as high as 1d3+3+1/2 wizard level), remember that you still can take the "standard" show stoppers, grease, glitterdust, haste, etc, in addition to your complement of big hits, and you not out any more feats than a melee brute (they take powerattack/combat reflexes and you take spellspec and varisian tattoo)

Grand Lodge 1/5

1 for level, 1 for Int, one specialist school spell and 1 for arcane bond.

The Exchange 5/5

Caderyn wrote:
they are useful feats if you want a damage focused wizard (which people were claiming didnt exist) yes you only have 3 level 1 spells a day (1 normal, 1 for 18 int and 1 for arcane bond), but then you have the 1d3+2 cantrip (which can scale as high as 1d3+3+1/2 wizard level), remember that you still can take the "standard" show stoppers, grease, glitterdust, haste, etc, in addition to your complement of big hits, and you not out any more feats than a melee brute (they take powerattack/combat reflexes and you take spellspec and varisian tattoo)

a 20 Int nets you two 1st level spells... just food for thought.

The Exchange 4/5

IF you're blasting; taking one level of sorcerer is totally worth it.

Cross blooded + tattooed. Orc and Dragon (probably firey) bloodlines. all your spells are doing 1/2 your wizard level + 2per die, plus dice.

you only get one sorc spell, you take your sorc level at 2. I like magic missile as the sorc spell (if you spec in it) because it's strong for a few levels' once you hit level 5, and get to switch out to spec'd spell you probably want Burning Arc; It's a level 2 chain lightning, of fire.

I'd also prepare flaming Sphere, the extra range is powerful and it's still doing really solid damage' not worth empowering though and doesn't scale super well with level.

I love wizards, and I love battlefield control, BUT blasting really is viable in PFS, for two main reasons.
1) shorter adventures, you're less likely to run out of spells.
2) PF has good ways to increase the damage of blasts :D

Liberty's Edge

Helaman wrote:
1 for level, 1 for Int, one specialist school spell and 1 for arcane bond.

maybe I am totally missing something here, but doesnt Int bonus give +4 for 18, +5 for 20?

Liberty's Edge 4/5 *

andersen wrote:
Helaman wrote:
1 for level, 1 for Int, one specialist school spell and 1 for arcane bond.
maybe I am totally missing something here, but doesnt Int bonus give +4 for 18, +5 for 20?

18 INT gets you one bonus spell at each of levels 1 through 4; 20 INT wraps back around and gets you a second bonus spell of level 1. The quote above was talking about how many spells you get at first level. See "Table: Ability Modifiers and Bonus Spells" about 2/3 of the way down this page.

Grand Lodge 1/5

20 int gives a 2nd 1st level bonus spell, unlike 18 Int which gives 1 bonus spell for levels 1 to 4

Liberty's Edge

oh right, duh. the first table in the whole book...

thanks!

Dark Archive 4/5

20 int giving 2 spells is true but I never start with a 20 in anything, I feel that those extra 7 statpoints can be better used in other places giving you usually a better AC and more HP, and not requiring you to dump anything.

Then again my PFS wizard has 18 ST and 14 Int

The Exchange 5/5

Caderyn wrote:

20 int giving 2 spells is true but I never start with a 20 in anything, I feel that those extra 7 statpoints can be better used in other places giving you usually a better AC and more HP, and not requiring you to dump anything.

Then again my PFS wizard has 18 ST and 14 Int

does your fighter have an 18 Int and a 14 Str?

5/5

Caderyn wrote:

20 int giving 2 spells is true but I never start with a 20 in anything, I feel that those extra 7 statpoints can be better used in other places giving you usually a better AC and more HP, and not requiring you to dump anything.

Then again my PFS wizard has 18 ST and 14 Int

At a table yesterday a Ninja had more strength than my barbarian, I had a higher dex than the nija.

I just made a Wizard with16 str.

Liberty's Edge

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I have observed/played at around 20 tables.
Have not seen a single wizard.

I have been told the following reasons.

In PFS it is too hard to get spells added to your books (so you will end up with a fairly anemic selection of spells to chose from).
The rushed PFS play environment makes determining a spell list too time consuming (so will probably go with a standard selection anyway).
The PFS modules don'e usually allow enough information to intelligently pick a customized spell selection (so will probably go with a standard selection anyway).
Can't craft anything.

So until close to the very end you are running like a bad version of a sorcerer anyway. Small number of spells known and the same list every day.

I haven't tried it, but that is what I was told.

Grand Lodge 4/5

nosig wrote:
Caderyn wrote:

20 int giving 2 spells is true but I never start with a 20 in anything, I feel that those extra 7 statpoints can be better used in other places giving you usually a better AC and more HP, and not requiring you to dump anything.

Then again my PFS wizard has 18 ST and 14 Int

does your fighter have an 18 Int and a 14 Str?

No, but I have a fighter with a 14 Int and a 12 Str. Currently 9th level, by the way. Never died, although he has come close a time or two.

Spoiler:
Of course, he has a high Dex, and uses Agile Maneuvers to do Trip and Disarm attacks. Just added Weapon Finesse and an Agile rapier, so he is no longer so useless against opponents immune to tripping and disarming. Plan for 10th, since he uses a fauchard as his main weapon, is to add Butterfly's Sting to his repertoire, to pass crits to an ally with better damage numbers...

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