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Am I the only one who thinks that balance between Wizard and Sorcerer is seriously tilted toward the Sorc? This was definitely the case in 3.5, but it seems to have actually gotten worse in Pathfinder. With the addition of the blood line abilities Sorcerers have an even greater advantage in spells per day than they did in 3.5, and can use a slot to cast any spell they know.
Wizards can no longer "forget" a spell to memorize a new one, so their only access to their larger repertoire of spells comes each morning, or when leaving a slot open. Worse, the need to memorize spells with meta-magic feats in place essentially makes those feats useless to a Wizard, who ironically get access to bonus MM feats.
At a minimum, I plan to house rule in the ability to "forget" spells from slots as a minor action to allow the use of those slots to prepare a new spell or to utilize an MM feat on an already prepared spell. I might go further an use a "spell slot" system similar to that used by Magisters in Arcana Evolved, but that will require further thought.
While I like the single "cast any spell the Wizard knows" ability for focus objects, it does not seem that there is a commensurate ability for familiars. The bonuses they add seem fairly superficial given how vulnerable they are if away from the Wizard.
In any case, I'd love to hear what the community thinks on these topics.

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I always thought that Wizards in 3.5 were better than Sorcs. The having to memorise a spell in a higher slot with MM applied was fine, whereas the sorc has to use a full round action to cast with MMs applied and thus couldn't use quicken spell (though I would've thought most people would house rule that one....)
Sorcs have been much improved it seems in PFRPG how they compare to wizards I don't know yet as I haven't yet looked in depth at Wizard whereas I have for sorc (as statting up a Council of Thieves Sorc.)

Quandary |

Right, Wizards can choose to not 'fill up' all their spell-slots at once and prepare the rest mid-day. Once you have more spell slots than you could feasibly use in 2 encounters or so, leaving at least a COUPLE slots open is certainly a reasonable approach. Assuming this flexibility in spell-prep is never used seems bizarre.
Universalist Wizards get free Metamagic that's un-prepared.
And look how Arcane Bond works:
Bonded Item spontaneously casts ANY spell in the Wizards entire spell-book*.
This hugely leverages their spells-known advantage, and honestly the "flexibility" of spontaneity is really only needed that once or twice a day, not EVERY single spell slot.
Bonded Item just adds one top-level spell slot for Sorcerors, so I see most Arcane Sorcerors taking a Familiar instead.
In any case, play the game and feel it's ins and outs from different angles. Honestly, Sorcerors were generally signifigantly worse than Wizards in 3.5 - I think PRPG's take on it is manifestly more balanced and fun for both sides.
You'll probably have your 'favorites' you lean towards, but that doesn't mean the game is horribly designed.
Have fun!
* DO NOT start imagining cabals of Communist Wizards who communally own their spell-books covering just about every spell 8-D

Disenchanter |

Am I the only one who thinks that balance between Wizard and Sorcerer is seriously tilted toward the Sorc? This was definitely the case in 3.5, but it seems to have actually gotten worse in Pathfinder.
No. But I now have proof that I am NOT the only one who felt the Sorcerer didn't need the power up.

DrowVampyre |

Well, there's a couple things.
First, yes, the sorc has more spell slots than the wiz...but it also gets delayed progression. Which is huge. The power of spells increases exponentially, not linearly, so having those higher level spells faster is a big deal.
Second, the wizard can get potentially every spell on their list, so given enough foreknowledge (which isn't always guaranteed, but still) they can have the ideal spell for a situation, bot just one that will manage.
Third, because they get those extra feats and have all those spells known, they can much more easily craft items for themselves (including scrolls so they effectively have as many spell slots or more anyway).
Fourth, their spells being int-based is a big advantage. A wizard can safely dump charisma (they'll be horrible at social skills, but hey, they're supposed to be antisocial bookworms ^_-), while a sorcerer can't really dump int, unless they just don't care about having any skills at all. So typically, the wizard's spells are harder to resist (higher save DC) and they get more bonus spells to further narrow the gap in slots per day.

Quandary |

Second, the wizard can get potentially every spell on their list, so given enough foreknowledge (which isn't always guaranteed, but still) they can have the ideal spell for a situation, bot just one that will manage.
And like I said, with a Bonded Item, foreknowledge isn't even necessary (1x/day).

KaptainKrunch |

Bonded Item is nice...
But I'm still not convinced that it and the Specialization powers are enough to make the two classes balanced.
I mean, half of the specialization powers include "Crappy Damage Spell" which could easily be done without (And in many cases, Bloodlines also have a damage spell which is generally better.)
An extra 9 spells per day for the sorcerer is pretty major, and now the Sorcerer doesn't even have that many fewer feats than the Wizard (It has ONE less feat than the Wizard at level 20 - the bloodlines get 3 bonus feats picked from a list of solid choices.)
I too think the Sorcerer is a bit too far above the Wizard at the moment, and the Wizard really needs some kind of buff to compensate for this.

Goblin Witchlord |

It may depend on your play style. Sorcerers have always been able to out-DPS wizards over a number of encounters at even levels. The slower spell progression is a major hindrance to the class.
If you're more focused on bringing a varied palette of abilities to deal with a wide range of challenges, wizard can be superior.

Dennis da Ogre |

This was definitely the case in 3.5, but it seems to have actually gotten worse in Pathfinder.
I really don't agree with this statement wizard was much better than sorcerer in 3.5. Sorcerer is always 1/2 level behind and spell selection was seriously lagging wizard. Ask that 5th level sorcerer how much more powerful he is than the 5th level wizard :|
Under Pathfinder the two are much closer sorcerer is generally better at the spells he has but the wizard still has superior selection. In general under PfRPG wizard is better if he can prepare for a given situation, sorcerer is better if the situation is well suited to his specific build.
The bonded item is valuable because folks like to have them enchanted as magic items. Also, having access to any spell in your book is pretty powerful if you have a big spellbook.

Shadow13.com |

The sorcerer isn't as souped-up as you might think.
I just got done creating a sorcerer and I had two major disappointments:
1) The bloodline abilities are few and far between. Most of the bloodline "abilities" are just extra spells and a bonus feat every 7 levels. Whoop-dee-do.
2) Sorcerers know hardly any spells. They end up with only three 6th, 7th, 8th and 9th level spells.
In terms of selection and diversity, Wizards blow Sorcerers out of the water. Wizards also get nifty powers from their school, which is similar to the Sorcerer's bloodline.
All in all, I think this is a "grass is greener on the other side" situation. Wizards are often envious of the freewheeling sorcerers and sorcerers are often jealous of the superior power and spell variety of wizards. I think they're pretty comparable.

KaptainKrunch |

"{1) The bloodline abilities are few and far between. Most of the bloodline "abilities" are just extra spells and a bonus feat every 7 levels. Whoop-dee-do."
It's the same with specialization powers... except that Bloodlines get things like Permanent Wings and immunity to Sneak Attacks and Critical Hits.
Abjuration is the only specialization that gets anything remotely so powerful - immunity to an energy of choice every day.
I could say "The Sorcerers get all these extra spells and abilities while the mage just gets one more feat than they do, whoop dee doo" - actually, I have said that, sans the "whoop dee doo"
"2) Sorcerers know hardly any spells. They end up with only three 6th, 7th, 8th and 9th level spells."
With Pathfinder, the Sorcerers know a total of 4 6th, 7th, 8th, and 9th level spells (Via the bloodline bonus spells.) That's a decent number, especially since that's the number of spells a non-specialist Wizard gets to memorize every day.

Shadow13.com |

Some of the schools grant pretty nice powers.
Examples:
Conjuration: acid dart
Abjuration: Energy Resistance
Evocation: Elemental Wall
Necromancy: Power over undead
Transmutation: +5 Physical enhancement bonus
Most of these powers increase the power and potency of the Wizard's spells. So they may not be as flashy as the Sorcerer's new abilities, but they make the Wizard's magic a lot meaner.

concerro |

"{1) The bloodline abilities are few and far between. Most of the bloodline "abilities" are just extra spells and a bonus feat every 7 levels. Whoop-dee-do."
It's the same with specialization powers... except that Bloodlines get things like Permanent Wings and immunity to Sneak Attacks and Critical Hits.
Abjuration is the only specialization that gets anything remotely so powerful - immunity to an energy of choice every day.
I could say "The Sorcerers get all these extra spells and abilities while the mage just gets one more feat than they do, whoop dee doo" - actually, I have said that, sans the "whoop dee doo"
"2) Sorcerers know hardly any spells. They end up with only three 6th, 7th, 8th and 9th level spells."
With Pathfinder, the Sorcerers know a total of 4 6th, 7th, 8th, and 9th level spells (Via the bloodline bonus spells.) That's a decent number, especially since that's the number of spells a non-specialist Wizard gets to memorize every day.
A sorcerer is stuck with certain spells. A wizard can have all the spells.
That is the power of the wizard class. Another point is that the 4th power is chosen for the sorcerer by his bloodline. Wizards also get more spells per day for a high intelligence.

Dennis da Ogre |

Sorcerer power increases are spread around and in some cases subtle.
Abyssal has good Arcana for summoners and it's 15th level power makes them really nice summoners
Arcane bloodline gets bonus spells known at 9th, and 2 more later. Plus at 15th a +2 to the DC of their choice of schools... this also stacks with spell focus.
Draconic gets a good bonus to blasting spells, a nice breath weapon power with DC that scales with level, and permanent flight at 15ht level.
...
Basically some of the bloodline powers are quite excellent at making sorcerers really good at 1 thing. Wizards are almost as good at nearly everything. Some of them are kind of 'meh'.

Quandary |

Wizards also get more spells per day for a high intelligence.
And crucially,
though Sorcerors get extra spells/day from high CHA, they DON'T get any extra spells known.I think the way the bloodlines function as 'pseudo-schools' (making the caster good at certain aspects like Dennis says) is great. If the thematic bloodline concept hadn't been introduced, I would have been clamoring for specialist Sorcerors, but I like the 'difference' bloodlines have vis-a-vis spec schools.

Dennis da Ogre |

concerro wrote:Wizards also get more spells per day for a high intelligence.And crucially,
though Sorcerors get extra spells/day from high CHA, they DON'T get any extra spells known.
And when you add in specialist spells wizards really don't get that many fewer spells per day. In particular since the 'prohibited' schools aren't really prohibited anymore.

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Quandary wrote:And when you add in specialist spells wizards really don't get that many fewer spells per day. In particular since the 'prohibited' schools aren't really prohibited anymore.concerro wrote:Wizards also get more spells per day for a high intelligence.And crucially,
though Sorcerors get extra spells/day from high CHA, they DON'T get any extra spells known.
Yeah, but even though prohibited schools aren't prohibited, its hell getting those spells in your spellbook. 1) One of a specialist's automatic 2 spells known must be of their school. 2) A specialist makes spellcraft checks at -5 penalty when dealing with opposition school spells.

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Just to post an old argument, since it says it better than I.
But let's get this straight: You're a 6th level Wizard. You're a 6th level Sorcerer. The Wizard has the same number of 2nd and 3rd level spells as you do, and he knows at least 4 3rd level spells and you only know 1. Even if the Wizard just has a favorite spell and spams it, he's still no worse than the Sorcerer. And if the Wizard did something awesome like take Focused Specialist, he actually has more spells per day in addition to preparing them off a bigger list. And the level before and after, the Wizard has more spells per day because he is in pretty much the same position with the lower level spells and he has higher level spells and you don't.
Wizards own you in the face if you're a Sorcerer. It's just not even a rational argument. It isn't just all the crazy crap they can do with magic item creation with the ability to prepare spells they wouldn't normally use to fulfill creation requirements. Or the free feats they get to do that with. Or any of the many tricks you can do to have a spellbook as phat as the Clerics for little or no cost. All that stuff is true, but it's not even the point. The point is that you get to 7th level and the Wizard has Charm Monster and you don't. Then you get to 8th level and you finally have Charm Monster - and the Wizard is actually casting it more times per day than you are and he has the option to swap one of those out (bringing himself down to your level) for a Minor Creation to make limitless poison for the meat shields (or whatever) each adventuring day.

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Back in Pathfinder Beta, I houseruled some extra abilities for a Universalist wizard. I guess this is how they would look in the final game.
Recall Spell (Ex) As a standard action, you may "lose" a prepared spell from your memory to instantly reprepare a spell of equal or lower level that you just cast. You may use this ability a number of times per day equal to 3 + your intelligence bonus.
Keeper of Knowledge (Ex) At eighth level, you may "lose" a prepared spell from your memory to add double its level as a competence bonus to your next knowledge check. You may use this ability up to six times a day, but each time it is used it must be applied to a different type of knowledge check.

Dennis da Ogre |

Yeah, but even though prohibited schools aren't prohibited, its hell getting those spells in your spellbook. 1) One of a specialist's automatic 2 spells known must be of their school. 2) A specialist makes spellcraft checks at -5 penalty when dealing with opposition school spells.
When learning spells when you go up a level there is no spellcraft check (even if it's a 'prohibited' school). When learning spells from other spellbooks the DC is only 15+ spell level, fairly easily attainable even with a -5 (which I can't find). As you get higher in levels your spellcraft scales faster than the DC so it gets easier to get spells from your opposition school. It's also an INT based skill so INT boosting items make it easier.
Even with a -5 a 5th level character with 16 INT and maxed spellcraft has a 50% chance to get prohibited spells. And that's without taking skill focus, INT boosting items, or the party bard or cleric buff you before hand.
I honestly can't find that -5... where is it? The only think I could find refers to crafting: In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Dennis da Ogre |

"If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a –5 penalty on similar checks made concerning spells from your opposition schools."
It's under the Spellcraft description.
OIC... wonder why they didn't put that in the section on learning spells under magic (they do list the +2). I still don't see it as a huge burden and every level it becomes easier. They can still use items of their opposed school. They can also buff themselves up before doing the skill check.

Lazlo.Arcadia |

Here is the rule on the Sorc / Wizard debate that i used in my campaign:
Sorcerer
** +2 Spells per day per spell level
Wizard
** Wizards cast dynamically from their memorized spells.
** Per PathFinder Beta: Memorizing prohibited spells results in the lost of all Specialization benefits.
** +1 Level adjustment for meta-magic applied to a non-speciality school spell, -1 level adj for MM applied to specialty school spells (minimum 1 level per MM)
Spell DC was calculated AFTER MM were applied.
The end result was that both casters were specialized, but a wizard was specialized by chioce (and a good deal of advantages for doing so) where as the Sorc remained specialized as an aspect of the character which could not be changed...but they got quite abit of spell casting ability in exchange for that simple fact.
it is worth mentioning that i've never been overly fond of the Sorc class, and thus the +2 addl spells / level was really just a "consolation prize" for those who insisted on playing one. My primary arcane casters in my campaign are today (and always have been) the core Wizard Specialist. It is my thought that a Wizard has that "unique arcane spark" about them that a Sorc has been portrayed and romanticized as having that makes them unique. The reason? Not everyone that stands there doing a munch of mumbo-jumbo and a handful of bat poo is gonna result in a Fireball. A Wizard on the other hand? Has that unique Arcane spark that turns such a moment into something truly fantastic.
Just my personal preference and all mind you.
Lazlo

Sean FitzSimon |

KaptainKrunch wrote:TriOmegaZero, that's a great argument... for 3.5 edition.I'm sorry, did Pathfinder change the Sorcerer's spell progression? No? Argument stands.
Yeah, except that a Sorcerer's TRUE power is in the versatility to choose which spells she wants to use for any given slot, on the fly, as the situations arise. Sure, Sorcerers know fewer spells, but having played in a 2 year campaign as a Wizard, I was usually feeling the sting of bitterness when the party's sorceress always had the right spell available, as many times as she wanted it.
Wizard: "The enemy is vulnerable to fire? Sweet! I prepared fireball!"
Sorceress: "Oh, I've got scorching ray."
Wizard: "Right, well, that was my one fire spell."
Sorceress: "Then step aside."

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That depends on if the ability to leave spell slots open and fill them in 15 minutes has been removed from Pathfinder. I'm still researching that one in the PRD. But it still doesn't change the fact that wizards can prepare plenty of scrolls for those didn't-prepare-for-that moments. I mean seriously, the sorceror gets 1 spell known compared to the three or four the wizard does. That's not versatility, that's having a hammer you can use multiple times versus a hammer, screwdriver, wrench, and tire iron.
Edit: Nope, still takes 15 minutes to fill that spell slot with the right spell. And if it comes up in combat, that's what you have scrolls for.

KaptainKrunch |

"I'm sorry, did Pathfinder change the Sorcerer's spell progression? No? Argument stands.
Edit: I'm going to be just as dismissive as you are, fyi."
Fair enough. I'll explain myself.
That argument was crafted when there were certainly a lot of things going for the Wizard BESIDES the fact that he had versatility of spell selection.
Now with Pathfinder the Sorcerer has nearly as many bonus feats and one more power than a SPECIALIZED wizard.
On top of that, through Bloodline Spells, the Sorcerer knows an extra spell per level compared to 3.5 - which grants the Sorcerer more spell selection versatility compared to what it used to be.
The Sorcerer also has arguably better traits from Bloodlines than the Wizard, including immunity to critical hits, the natural ability to fly, as well as the spell buffing traits that some of the specialized wizards enjoy.
The argument that versatility is MUCH better than anything the Sorcerer can do doesn't have as good of footing as it did before.

KaptainKrunch |

The preparation argument shouldn't be taken into account when comparing balance between classes (I'm referring to scrolls here.)
As soon as you bring up external factors, such as the Wizard having scrolls, or enough money to enchant his own scrolls, you have to also consider what the Sorcerer could be spending that money on.
The Sorcerer, after all, does have access to Read Magic and can use scrolls just as well - and I could make the argument that any spells that he does not know that have circumstantial uses could be covered by scrolls or wands just as easily as the Wizard can compensate for his lack of spells per day or powers by preparing the same for himself.
Plus, I've played in several campaigns where monsters weren't dropping treasure as suggested on the loot tables, and we were starving to find even 200 gp. A lot of good depending on Scrolls would do me in those kinds of games.

kyrt-ryder |
The biggest point TriOmega made isn't about spell selection (although that is still HUGE in the wizard's favor, Sorc's just plain don't know enough spells/get enough spell slots to compensate)
The biggest weakness sorcerers suffer is the delayed spell progression. When for 17 out of 18 levels you, for practical purposes as a spell caster your playing as a lower level character, it's pretty screwed up.
Do you guys want to know what a GM of mine does in his Pathfinder game? He uses the Pathfinder Sorcerer, and the 3.5 Wizard. That's it, and the two are pretty much even because of how huge a handicap that delayed spellcasting progression is.
When Pathfinder was in the design stages I heavily lobbied for Sorcerers to get their bloodline spell known the level before they get to learn spells, to bridge that massive gap, but apparently the design team disagreed with me. (I've been houseruling bloodlines of a sort, based on the old bloodline feats, that did such a feature for years and it's helped bring sorcerers closer to the power level of the wizard.)

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The bonus feats are a good addition. No complaint there, that means they can grab item creations and be more on par with wizards. I think that is countered by the rule of needing to know the spell to create the item, but I only heard of that on the forum and haven't found it in the PRD.
The problem with the bonus spells from bloodline is that the sorcerer gets them the level before they get access to the next level of spells, which the wizard already had. So they get an extra spell of the level lower than the wizard gets access to, and can't even swap it out to a higher level spell later on.
As for the external factors, yes they can use scrolls and wands. Problem is that they NEED those items to step out of their limitations. The wizard doesn't. And the lack of funds thing is a campaign problem, not a core rules problem.
I do want to clarify, it has never been my argument that sorcerers are not better in Pathfinder. Just that they still aren't outperforming wizards. To help that I'll probably slide the spell progression up a level so they start at the 2nd level progression at 1st in my games. But that's me.

kyrt-ryder |
You ask for balance at level 20? Hmm, what would I rather have if I were an arcane caster for real. Knowledge of a limited number of spells that I can cast several times per day, or the ability to prepare any spell from a vast spellbook (that by level 20 will in all likelihood be HUGE)for the day.
Personally? I want both. But that's not an option and if it were it would kick the arcane class's power way higher than it already is. But if I have to choose I'm going with wizard, because then I'm not a super hero with a limited repitoir of options day in and day out, I'm a god who can decide each day how I'm going to change the world.
Yes the balance cleans up a little bit at level 20, but the spell selection problem becomes more pronounced so it's not a huge gain.

KaptainKrunch |

Level 20 is a mess...
But that's what I look at when I'm comparing two classes. I don't know about you, but I look at future power more than immediate power, and with that in mind, I'm still trying to convince myself that the Sorcerer isn't the hands down best choice.
I'm starting to feel differently though as I become more familiar with the Pathfinder rules...

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I don't agree with that idea, because so few people actually get to 20th. That's why the problems with it weren't fixed by Wizards.
Also, being balanced at 20 does not excuse being unbalanced at any other level. There is no awesomeness-IRA, you do not put power in savings accounts to payout later. It's a bad design, the same as giving fighters the up front bonus only to have the money run out at 9-10th.

KaeYoss |

This was definitely the case in 3.5
Or, as a lot of people would say, definitely not.
With the addition of the blood line abilities Sorcerers have an even greater advantage in spells per day than they did in 3.5
But how? The bloodlines do not add any spells per day.
And now that specialist wizards are more useful than before (and in the opinion of many, including me, finally worth playing), the gap actually shortens.
Wizards can no longer "forget" a spell to memorize a new one
They were never able to do that. Not in 3e, not as far as I know. You could leave spell slots empty, but once a spell was in, it stayed in.
And in case of a bonded item, you get a free cast of any spell in your spellbook once per day.
Worse, the need to memorize spells with meta-magic feats in place essentially makes those feats useless to a Wizard, who ironically get access to bonus MM feats.
They're far from useless to wizards. Quite useful, I'd say.
And if you're a universalist of sufficient level, you get to add some metamagic to spells on the fly.
I might go further an use a "spell slot" system similar to that used by Magisters in Arcana Evolved, but that will require further thought.
Note that the AE system is basically a mix of wizard and sorcerer. Unless you grant that system to everyone (or seriously cripple it), you can essentially just forget the old classes.
And any houserule that allows you to "forget" a spell and prepare a new one needs to have a serious time commitment involved (one hour minimum) to not completely overpower the class that gets it compared to other classes, and even then it is very powerful.
Wizards are as useful as ever, maybe even more so. You still have to think ahead when selectin your daily spells, but then again, you don't have to think ahead as much when selecting your known spells - because you can easily get new ones, especially with the faster and cheaper PF rules of adding spells to a spellbook.
The sorcerer still needs to think long and hard about his spell selection, since once it's there, it's there. He can't sleep over it and change it the next day.

KaeYoss |

szaijan wrote:Am I the only one who thinks that balance between Wizard and Sorcerer is seriously tilted toward the Sorc? This was definitely the case in 3.5, but it seems to have actually gotten worse in Pathfinder.No. But I now have proof that I am NOT the only one who felt the Sorcerer didn't need the power up.
Yeah, now you know others are as wrong as you are ;-P
(They certainly needed something to make them anything but a variant wizard class)

KaeYoss |

1) One of a specialist's automatic 2 spells known must be of their school.
Do you have a page reference or PRD link for that one? I haven't read anything like it. It makes sense to have at least one school spell per spell level (which means 1 out of the 4 spells you get per spell level - provided you don't get lower-level spells instead - should be from your school), but as far as I know there is no hard rule that forces you to select school spells.

KaeYoss |

But that's what I look at when I'm comparing two classes. I don't know about you, but I look at future power more than immediate power
So if I change the commoner so that all his attacks become vorpal all the time at level 20, he's the best class out there?
No, he isn't: For 19 levels, he just sucks. Doesn't matter that a hypothetical 20th-level commoner would dominate, you'll never get that far.
Okay, that was a huge exaggeration, but you get my point: Power later doesn't help you right now. Provided you even get to level 20 (a lot of campaigns never get that far), you'll have spent 19 times as long in the lower levels than in that magic level.
The only really useful way to compare classes (or character concepts) is to look at all the levels you'll likely have to use that character.
Take a mystic theurge (wizard/cleric). Is it nice at higher levels? Sure, you can effectively end up as a Wizard 17/Cleric 13 (or vice versa) at level 20, with nearly full spell progression in one class and 7th-level spells in the other, but the way there will be a harsh one: On 7th level (wiz3/clr3/mst1), when other wizards will cast enervations and clerics will go for divine power, you won't even have fireball or prayer. At 11th (wiz3/clr3/mst5), you'll have those spells (both of them), but your wizard friends are already disintegrating people, and the clerics just harm the heck out of the enemy.
Even the longest journey begins with the first step.

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stardust wrote:Do you have a page reference or PRD link for that one? I haven't read anything like it. It makes sense to have at least one school spell per spell level (which means 1 out of the 4 spells you get per spell level - provided you don't get lower-level spells instead - should be from your school), but as far as I know there is no hard rule that forces you to select school spells.
1) One of a specialist's automatic 2 spells known must be of their school.
Sure... this is from the Magic chapter.
Adding Spells to a Wizard's Spellbook
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

KaptainKrunch |

"If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school."
All these changes, and I'm already house ruling a bunch of them...
I like KaeYoss' mentioned rule better - where you only have to pick one for your specialty when you gain a new level of spells...
(You'd be kind of stupid not to anyway, since your bonus spell for that level is for your specialty school.)

KaeYoss |

I like KaeYoss' mentioned rule better - where you only have to pick one for your specialty when you gain a new level of spells...(You'd be kind of stupid not to anyway, since your bonus spell for that level is for your specialty school.)
Actually, I wasn't aware of any rule that limited this. I wouldn't restrict it at all - if you don't want a spell at that level, you don't have to get one. Of course, that means you'll have a slot that either stays empty or is filled with a lower-level spell (maybe with metamagic)

-Archangel- |

Let me compare these two classes in my own way:
A group of pesky adventurers break into your tower and start towards your room.
1. Sorcerer breaks out the defensive spells and goes to stop them hoping that choices of spells he did through his whole life is going to be enough (and that those pesky adventurers didn't research that sorcerer's abilities).
2. Wizard is interrupted in the middle of his experiments. As he is was not ready to defend himself he sends some magical spies to see the power of his opposition while teleporting himself to safety. After finding out all he can of his opponents, he prepares the right combination of spells and comes back to kill them with minimal danger.