Concerning wizards


Homebrew and House Rules


Or the need to learn spells every day for magic users.
For thirty years of playing from AD&D, AD&D2, 3.0 to 3.5, there is one point (of rules ?) I have always found annoying if not completly silly, that's the need for magic users to learn their spells in advance every morning. Especially since the introduction of the sorcerer class, which does not. I was hoping Pathfinder will end this nonsense (and contradiction), but I discovered in the test versions it has not. I then decided to suppress it myself as a house rule, as it is quite simple to do so, no fastidious adaptation to make, just give it up, that's all. But I encountered then something inexpected, opposition by other players/DM I play with. As we can't find agreement, and I must confess I am not looking for a useless compromise, so I am looking for some advices on this point, and moreover, an answer to this question : After all, what's the use of this point of rule, apart by giving the game a Jack Vance flavour ? Suppressing it won't change the number of spells a wizard can cast, only give him more versatility in front of inexpected situations. So to quote "to adapt, to improvize, to overcome" the marine motto or "No plan suvive contact with the ennemy" from Clausewitz. With this yoke of a rule, there a lot of spells in the long wizard list which are in fact never learned, except in the rare case when the next encounter is completly known. So what's the point of having them ?
So does anybody can answer the big question : Why, and why it is still here, apart for : it has always been that way ? Not a good argument, if you could ask Galileo or Copernicus. And if there's a good reason, why don't it apply to the sorcerer, apart this time : because it's inconvenient to implement ?
I am really interested in all point of view on this topic, maybe it is not the right forum to ask this, in this case please redirect me.
Thanks.


Mainly I believe that it is a balancing issue of the class. If the wizard could cast any spell they had learned without a limit then they would be way too overpowered in comparison to the other classes. If you cannot understand or don't like the wizard's spell system, just remove the class from your game and make the sorcerer the only main arcane spell casting class.


OK, I was given this argument a lot of times. I just don't see how this make the wizard too powerful. He can't cast more spell. I think the balance between the wizard and the sorcerer is that the wizard know more spells and the sorcerer can cast more. I also think it is not a "good way" for balancing classes. With a little luck, the wizard could have choosen the most effective spells he will need, if not, he is then completly useless, for example if he had choosen a fireball when crossing a fire elemental while he should have opted for an ice storm.
For a pure question of balance, why simply not reduces the number of castable spells since the start of D&D?
I think the two classes have their interests, the wizard has more versatility and the sorcerer has more "firepower".
But were is the balance when a sorcerer could cast a fireball (previous example) see it is useless, and swap the second one for a maximized magic missile ? A maximized spell, by the way, that the wizard has to prepare in advance, thus using a higher level slot ?
The maximize feat says, if I recall correctly, "prepare as 3 level higher" ? But the sorcerer don't prepare spell, so isn't that a little bit unfair ?

Silver Crusade

Pathfinder Adventure Path Subscriber

Wizards get access to higher spell levels faster and than sorcerors and most importantly they are not limited to a very, very small amount of spells known. These two things result in Wizard > Sorcerer, most of the time.

The "on the fly" metamagic is one of the very few things that Sorcerers actually have in advantage over Wizards.


I've never seen a magic system in any rpg that I liked. Dragon Age Tabletop had some good ideas, but the AGE system is clunky and unbalanced in almost any other area. Mage: Awakening comes very close to what I want out of a magic system if it was not for the horrible reality wherein the game is set.

Getting back on track, I use the same house rules that I did in 3.0 and 3.5:

Rest required to recharge spells is reduced to five hours.
Wizards only consult spellbooks if they wish to change their spell lineup; and this only requires ten minutes. I see this being the same for the witch.
Divine spellcasters still have to meditate everyday, but only for ten minutes.


They do not learn them every morning as they know them anyhow. What they do is cast them that morning. Rituals that take time and "hold" them ready. The spells are held or paused until a time the wizard "closes" the circuit setting them off with a few words and components.

Same with clerics and druids. They pray for the spells they need in effect "casting " them at that time. Then they just hold them ready.

Now sorcerers on the other hand, much like bards do not really cast a spell. They compel the magic with a few words but it's not the same type of casting a wizard does. It's not complex forms and words and the long rituals a wizard knows its more using your force of personality to form the "spell" in a way you know how.

A sorcerer does not know the spell. He knows how to force or mold magic into a few set forms.


The wizard is already a very powerful class, in many people's opinion, the single most powerful by quite a margin (personally, I think it's a close tie between it and the druid). Removing the one major limiting factor it has will make it far too powerful. It will always have the answer to a certain situation.

You say it won't be more powerful because he can't cast more spells, yet you yourself describe why it would make it more powerful: If he has a fireball prepared and encounters a fire elemental, he won't have use for it and due to that, he would have more spells if he could spontaneosly change the spells.

The very thing with the wizard is that you have to be prepared. You have to try to find out what you're up against, and you have to use your knowledge to best face it. The wizard and sorcerer can both be equal or better than most other classes in most aspects out of combat and a fair deal of them in combat, the limitation they have is that they can't be that and something else. You can build a wizard or sorcerer that can occasionly out-sneak the rogue, but he can't do that the same day (or in the case of the sorcerer, ever) as he's a combat monster. Removing this limitation makes the wizard outshine every other class.

I could see making a spontaneous wizard that can know unlimited spells. However, I can't see that not being overpowered with the current spell list and more than 6 spell levels over the course of the 20 levels.


Here is a point, I suppose. But that's what they know. Not what they use. And the advantage of learning faster lasts only one level. By example, a 5th level wizard can cast 4/3/2/1 spells a day, a sorceror 6/6/4. True, there is 1 (and only 1) spell one level higher, and that's something. But let's have a look at the next level. The wizard 4/3/3/2, and the sorcerer 6/6/5/3. Sure it is 3 times the same, but... You could guess he could cast 6 magic missiles and 3 fireballs. And IF the wizard has made this choice, he can 3 and 2. And probably he won't have choosen this way. Is wizard > sorcerer ? One level before, maybe. Not counting the metamagic feats the sorcerer could also use "on the fly".
But my question is not about superiority between sorcerer/wizard. I think teh two class have their strength and weaknesses, and their successes/failures would depend on the circumstances, as for other class. The same apply to the figther who use a sword against monsters who have damage reductions except against maces and so.
My question is why there is need to learn spells in advance (and it pallies to the cleric, druid and others too). It is not there to balance the sorcerer and the wizard. It exists since the start of D&D, and the sorcerer doesn't exist then. It annoys me since, but was bearable as every spellcaster suffers it. So why the sorcerer, and maybe the bard (I have never seen a bard in play) don't ? And I don't see how it balances the classes.


Jean-Marc Belval wrote:

Or the need to learn spells every day for magic users.

For thirty years of playing from AD&D, AD&D2, 3.0 to 3.5, there is one point (of rules ?) I have always found annoying if not completly silly, that's the need for magic users to learn their spells in advance every morning.

Not learn, prepare. Wizards don't forget spells when they cast them, they release energy they had previously stored. Wizards don't actually learn spells at all, with the exception of Read Magic and any spells as a result of the Spell Mastery feat. They keep records of how to prepare these spells - that's what a spellbook is. Could you memorize potentially hundreds of pages of formulae, knowing that small errors in preparation could potentially cause...well, almost anything (pesky magic!)?

I think this makes sense. Sorcerers have spells pretty much hardwired into their beings, and they just force magical energy through themselves to cast spells. Wizards can't do this, so they (slowly) pre-cast spells so that the energy can be released later with a few simple actions.

And yes, there is a balance issue. A wizard who can cast ANY spell he has access to is many times more powerful - because he will use EVERY spell slot to maximum possible effect. Imagine being able to optimize your casting to every situation. Suddenly the wizard doesn't have to plan, doesn't have to think ahead, doesn't have to be creative. Just gobble down every spell you can and let the mortals fall on their knees before you :-/. Full casters are already the most powerful class options in D&D, taking away one of their limitations (need to prepare) just makes them more powerful - which they don't need to be.

As for certain spells being almost never used, this all depends on campaign style and player preference. If all you do is combat, combat, combat, then yeah, you're choosing from a short list of very efficient combat spells. But, D&D offers more than just combat. Most wizards I've seen acquire Arcane Lock, even though they might only cast it 5-6 times EVER. Similarly, Make Whole is a great spell to have because stuff does get broken - and you only have to wait until tomorrow to fix it! Many spells are VERY useful for reconnaissance, but not for combat.


Jean-Marc Belval wrote:


My question is why there is need to learn spells in advance (and it pallies to the cleric, druid and others too). It is not there to balance the sorcerer and the wizard. It exists since the start of D&D, and the sorcerer doesn't exist then. It annoys me since, but was bearable as every spellcaster suffers it. So why the sorcerer, and maybe the bard (I have never seen a bard in play) don't ? And I don't see how it balances the classes.

The sorcerer and bard are a STEP DOWN from Cleric/Druid/Wizard. They gave up basically all their versatility in exchange for 'more spells per day'. People didn't play a sorcerer very much in 3.0/3.5 for that very reason, and that's why Pathfinder beefed them up with cool powers, much moreso than they did the Wizard, Cleric, or Druid. Don't think the sorcerers have it better than the Wizards - they don't. Sorcerers will find themselves in more situations where ALL of their spells are basically useless, unless they choose their spell list very carefully and are very creative. And they never touch those spells that are generally not very useful, but VERY handy in certain situations (Arcane Eye, Gentle Repose, etc.).


Jean-Marc Belval wrote:


My question is why there is need to learn spells in advance (and it pallies to the cleric, druid and others too). It is not there to balance the sorcerer and the wizard. It exists since the start of D&D, and the sorcerer doesn't exist then. It annoys me since, but was bearable as every spellcaster suffers it. So why the sorcerer, and maybe the bard (I have never seen a bard in play) don't ? And I don't see how it balances the classes.

1a. The balance reason. Wizards are incredibly powerful already, being able to shape the universe and all that. Requireing of them to spend an out beforehand to cast a spell that alters reality isn't that awful I think.

1b. Compared to the sorcerer, the wizard knows many more spells. When the sorcerer gains access to a new spell level, he knows a single spell of that level. The wizard can know 15. The wizard has to prepare it, sure, but the sorcerer still has less versatility. Increasing the wizards versatility further would make the sorcerer obsolete.
2. The fluff reason. The magic feels a little more unique to the system (it's the only major game system that uses a variant of vancian magic, I think) when you can imagine the wizard casting all his spells in the morning, and then walking around like a loaded gun, only a word and gesture from releasing all his power.

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If you want to break down the strengths and weaknesses of wizards and sorcerers currently for a comparision, this is how I would do it: I'm grading the bonuses on a +1 to +5 scale based on how important I percieve them. This IS subjective, but I think you will find that many of people think they are at least somewhat right.

Pros wizard:
- Faaar more skill points. +3
- Can learn any spell on the best spell list. +5
- Earlier access to spell levels. +1
- Bonus feats +3
- School powers +2
Total: +14

Pros sorcerer:
- Better social skills and UMD. +1
- More spells per day. +4
- Bloodlines +3
- Spontaneous casting +4
Total: +12

The wizard, IMO, comes out a little bit ahead of the sorcerer. Not by much, but by a small amount. Add spontaneous casting though, and he'd be far more powerful than the sorcerer in most aspects.
I will note again that this is subjective, but I think a fair number of people would generally agree with my ratings.

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Note that the example you gave with the wizard being unable to use his fireball against a fire elemental - remember that a wizard usually has 3 or 4 spells prepared of 3rd level at 6th character level, so he might very well have a more useful spell such as haste or sleet storm prepared. The sorcerer who has picked fireball as his only 3rd-level spell at 6th level will not have access to ANY 3rd level spells in a fight against a fire elemental. And he won't be able to carry the party over a rift or hide them from the giants on the other side either.


in 1st edition wizards did not study their spells every morning, they rested and studied a set amount of time dependant on the level of the spell they wanted to study. i remember quite fondly the arguments after battles, " i need to rest so i can get my spells back", "you used all your spells in the first fight, you suck"


OK to all this, but learn or prepare, innate powers or studies are just explanations of the process. Not rules. If the spellcaters are too powerful, why not simply reducing their number of spells ? I am not convince they are superior to other classes, at last not at the point most believe (having seen wizards slain by warriors, and the other way around), but OK.
And I choose the combat spells because it is simpler to make example of that comparing wizard and sorcerer, which is not after all my problem.
I must agree that the wizard has to planned his spells and has to think, it is a worthy argument. But also this part of playing is due to this rule. It is also true that a lot of spell are of no frequent use but are fun when they do, so why not learn them ? After there is no restriction in this point.
But to give others examples, why if the wizard fall from a cliff ? Does he clasp his forehead saying : I should have taken feather fall ? How swaping a magic missile to feather fall make him more powerful ? He will survive minus a slot. Or if his party encounter a stranger not speaking their langages (assuming the stranger won't stay for the night)? Will swaping Fly for Tongues unbalance the game ?
Having to prepare or whatever does not struck me as an efficient way to balance the game, as I wrote before, as, after all, the wizard could have chosen the good spell. It is a statistic way that brings the wizard to rely on the more wide range use spell. Apart from Jack Vance, when has someone seen a magic user does such a thing, in a movie or novel ?
The player should have the opportunities to play a resourceful mage for a change.
And for the planning, how does a player emulates a 18 INT wizard ? Is a MIT degree required to play D&D wizards ?


Sounds to me like you should just play a sorcerer. Well, he is also SOL if he hasn´t chosen featherfall as one of his few few FEW known spells, but hey, nothing´s perfect...


Jean-Marc, my first RPG love has always been Chivalry and Sorcery 1st edition. There is no better magic system in my opinion, especially if you want the feel of classic fantasy or historical. Learning spells is long and laborious, and casting them is only tiring. Creating a magic item takes up to years and is easily spoiled.
Also, take a look at Riddle of Steel or Warhammer 2nd ed. They both have systems where the casting of spells is at will, but dangerous to do (aging, mutations etc.).


I liked the Shadowrun drain magic system myself, but there is no way to fit it into d&d that I am aware of.

OP, if you really cannot understand then make the wizards more like sorcerers. Grant them an extra spell to add to the spell book for free every level, and get rid of the add spells to spell book mechanic beyond that. Basically then the spell book becomes the spells known. If something happens to it the wizard can make a new one in a similar fashion as if an animal companion or familiar is lost and you should be good to go. "preparing" in the morning is nothing more than brushing up on the notes in the spell book, or you can wipe the preparing idea form the game. give your divine classes a prayer book mechanic if you wish to prevent their preparing.

writing a prohibited spell into a wizards spellbook costs two spell known slots.


jlord wrote:

I liked the Shadowrun drain magic system myself, but there is no way to fit it into d&d that I am aware of.

Fast and dirty. After casting a spell make a fort save of 15+ spell level or take 1d6 points of non-lethal damage per spell level. Or you could make it 2 or 3 hp per spell level.You could have bleed over as well. say if you have 3 hp of non-lethal left and use 5 hp to cast that last spell, 2 hp would then be real damage

As I said fast and dirty but it could work with a little thought put into it.


stringburka wrote:


- Faaar more skill points. +3

I don't argue with your overall opinion but I think the Wizard actually pays inordinately for his skill points. He\she is supposed to be knowledgeable but gets no more skill points than the fighter while the rogue gets 4 times that total.

Wizards concentrate on Intelligence but they are forced to pay in every other category. More so than other classes.


Sigurd wrote:
stringburka wrote:


- Faaar more skill points. +3

I don't argue with your overall opinion but I think the Wizard actually pays inordinately for his skill points. He\she is supposed to be knowledgeable but gets no more skill points than the fighter while the rogue gets 4 times that total.

Wizards concentrate on Intelligence but they are forced to pay in every other category. More so than other classes.

Most wizards will have more than 1/4 the skill points of most rogues, and more skill points than most fighters. A wizard can put a 16+2 in intelligence without being crippled, a fighter or rogue can't do that. They don't get more class skill points, but that's another story.

That's why I also included the "better social skills and UMD" on the sorcerer, because he'll focus on that naturally.
Still, most wizards will have at least 6-7 (+4 int, possibly +1 human) skill points per level, whereas most fighters will have 2-3 skill points per level. Even a fighter that actually thinks a bit about skills will usually have 4 or 5 skill points per level (+1 FC, +1 int, possibly +1 human). Sorcerers might have maybe 3-5 skill points per level.


A Wizard does not need to prepare all of his spells at once after he wakes up.

"Spell Preparation Time: After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state."

Just a bit further down.

"When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells."

Thus a Wizard could choose to memorize 1/4 of his spells in the morning and take only 15 minutes. Later if there is time and changing situations take another 15 minutes to memorize another 1/4 of his available slots. This has been in since at least 3.5.


I disliked the system for a very long time.

Now I love it.

It's really all a matter of context — and the rulebook offers very little in the way of explanation, sadly.

In your post, you speak of a wizard "learning" his spells each day. This implies that you see magic as "skill-based", it is an action that once you know how to do it, you can reproduce it as much as you like. That's cool, there are lots of skill-based magic games, and most fictional magic works like this.

At some point I realized that a wizard doesn't "learn" his spells. He prepares them. A Vancian spell is a reality hack — a series of instructions you can follow to alter the rules of creation. At preparation, you put the power in place and carry it around on your own soul like a loaded weapon. Specific movements, materials and words can then trigger that weapon. You needn't "learn" anything at all to cast, you must simply have an internal strength that can be learned (by wizards), inherited (by sorcerers), or given (by the gods to their clerics).

That's a truly unique and interesting philosophy of magic. No, it doesn't jive with most people's expectation of magic (which may be better served by some kind of magic skill roll).

So my advice to you is this: try and think about plausible reasons that magic would work as written. It is magic, after all, there's no real world comparison for how it should work. I find that I enjoy the game a lot more since I stopped trying to "fix" magic and started explaining its quirks for my own amusement.


First, thanks to all for your inputs.

I have noticed that some seem to think I have a trouble between sorcerer and wizard. That is not the case, as I think the two offer a different approach, both with flaws and strength, and it's at the player's choice. More spell or more slots.

I also see that the strongest opposition to this idea is that it will make the wizard too powerful, assuming that he is already too powerful and more powerful that the sorcerer (or a cleric or druid, or other spellcaster). I don't share this point of view, and I think everybody has seen a wizard slain by a fighter or other. Of course the other way around is also true. It could depend a lot on circumstances. And I don't see how "swapping" spell will render the wizard more powerful. It seems to me that this rule is just to give, as some of you have written, a "vancian flavor" to the game, and not really a way of balancing the classes, if not why don't it apply to the sorcerer ? So in my opinion removing it will change the taste, not the basic system.

However the point given by Dorje Sylas seems to remove most of the need of my idea, as it adds more versatility to the wizard. I should have read more carefully up to page 177 the player handbook, thanks. As I have no wizard as GM (only sorcerer), but plays a wizard, I have relied on the GM for this point and have had no need to dig for it myself (as GM).

The basic question stands : Is this point of rule just a flavour, a gimmick, or really a useful one ?

Dark Archive

Just because a warrior can kill a wizard, doesn't mean wizard (when played correctly) isn't more powerful.

If you don't think it would increase the Wizard's power to be able to freely choose any spells in his book at a moment's notice, try giving Sorcerers access to double the number of spells known. Or even just let them switch spells known every morning. If, after having done this, you don't think the ability to freely cast spells would make the wizard horribly powerful, I suggest you should start using your own idea for wizards...but I think you will see the "truth" of it.

Regarding wizards keeping slots free for later...good tactics that I've used often...only 1-2 slots on each level at most, but used it and to great effect.

Scarab Sages

A wizard can have as many spells for whatever contingency he needs, all he must do is buy the scroll, steal a spellbook, inherit, etc. He can have 50+ 2nd level spells, of all schools (save opposition schools were he to specialize).

An equivalent sorcerer can only have like 6 or 7 of each level spell. He is very limited in what he can cast every day....I would imagine being evocation based can get cumbersome and boring very quickly when you need but dont have the "Knock" spell, or the "Feather Fall" spell.

Sorcerers seem to almost always be "kill first" oriented, IMHO. I have yet to really see many "contingency" spells for most sorcerers. If its big and nasty and blows crap up, thats right up their alley.

Wizards on the other hand, with the vast array of spells, can be more of a challenge...jeez, when I'm preparing spells today, do I really want the "Resiliant Sphere" spell, or should I go for another "nuke"?? I played a Transmuter in a campaign with a Sorcerer, and we had it covered. Part of the enjoyment was in coming up with useful applications of those unusual spells that I had prepared, while the Sorcerer was drawing the monster's ire with his continual bombardment of "evo fire!" spells. It was a great combo, and we pwned many encounters.

So, to sum up, seems that Wizzy's are great all around, outside the box type arcane casters, and Sorcerer's tend to be much more flash-bang oriented.

My 2cp.


Jean-Marc Belval wrote:

Or the need to learn spells every day for magic users.

For thirty years of playing from AD&D, AD&D2, 3.0 to 3.5, there is one point (of rules ?) I have always found annoying if not completly silly, that's the need for magic users to learn their spells in advance every morning...

Agreed, the system bites. I solved this by applying some backwards logic.

Magic is in a constant state of flux. The spellbook is the Wizard's notebook of observations, etc. His daily meditation includes his making notes and otherwise keeping up with the current state of the Miasma. Failing to keep current increases the amount of mana required to achieve the same result (Think of it as a gummed up carburetor.). As I use a spell point system, the cost increases can easily become crippling. The Wizards love being able to dodge a day or two of study, and consider the costs as part of life.


As I said before, explanations are just words. Not games mechanisms. I have nothing against Jack Vance, in fact I enjoyed most of his novels, but a good idea in a novel doesn’t mean it will be a good game point. A little too specific for such a widely played game as D&D, no ? Let’s try my own explanation : The wizard as to concentrate and meditate to gather, or focus the power for the spells. So far no difference. Then in place of a “trigger”, let’s see the components of the spell as a way to direct, to shape this energy into the spell he wants. Not a worse point of view as others. Of course I am partial here.
I have once read a novella where scientists can shape pets for rich people, and a lady wants a Pegasus to ride flying to a party. The genetician said : I can’t do that. I can make you a horse that can fly, but its bones and muscles will be so light it won’t stand to carry you. A horse with wing able to fly you to a party, even on a short distance, will no more look like a horse. But I can make you a horse with wings. That can’t fly.
Still in D&D you can ride a flying Pegasus. It is not the real world, every explanation is viable. I can imagine reasons for a world where the bad guys are green and crawl, while the good ones are blue and fly, and wrap it in a marvelous package.

About a spell point approach, I have once used it in a altered version of Runequest, and it works fine, but I don’t think my players will approve this kind of changes, which basically is rather the same than lifting the need to prepare spells. But it’s a good way.

Most, if not everybody seems to think wizard is the most powerful class when not to powerful. I think we have not the same notion of power, but let’s agree with that, as you are numerous to think so, and thus are probably right. But I plan that change for Pathfinder, where I have got the impression that the wizard is kind of “leveled down” ? Is it no true ?

And also, if this point is here in order to bring balance to the game, don’t you think it is a very precarious way to do it ? A lucky player (or, by the way, a cheater) will have the good spells and the unlucky or unwise one will spend the game waiting for it to end. Or go sleeping on the sofa, has had happened to one of my team. You can’t make a rule by way of “maybe”. A more effective way was to reduce the number of slots. But as there is already few slots allowed, especially in the starting levels, it was not viable. The other good way was to reduce power of the spells. But it means rewriting all the list. Guess this point was a second thought. But Pathfinder as rewritten the spells, so what about it ?

Dark Archive

Jean-Marc Belval wrote:

Most, if not everybody seems to think wizard is the most powerful class when not to powerful. I think we have not the same notion of power, but let’s agree with that, as you are numerous to think so, and thus are probably right. But I plan that change for Pathfinder, where I have got the impression that the wizard is kind of “leveled down” ? Is it no true ?

And also, if this point is here in order to bring balance to the game, don’t you think it is a very precarious way to do it ? A lucky player (or, by the way, a cheater) will have the good spells and the unlucky or unwise one will spend the game waiting for it to end. Or go sleeping on the sofa, has had happened to one of my team. You can’t make a rule by way of “maybe”. A more effective way was to reduce the number of slots. But as there is already few slots allowed, especially in the starting levels, it was not viable. The other good way was to reduce power of the spells. But it means rewriting all the list. Guess this point was a second thought. But Pathfinder as rewritten the spells, so what about it ?

1) Wizard wasn't leveled down...everything was leveled up, some classes more than others (Paladin, for instance). Everything got a power-up. If you don't think so, meet my 10th-level Evoker (INT 22), who can throw 9 force missiles at you for 1d4+5 points of damage, on top of his unlimited supply of cantrips, 7 first, 7 second, 6 third, 6 fourth and 5 fifth level spells, plus the ability to use his bonded staff to cast any spell he knows once per day.

2) Luck affects the wizard less than the sorcerer. Wizard in need of a specific spell in your spellbook...between 15 minute and 8 hours delay. Sorcerer in need of a spell he didn't select...wait till he levels up, if he's lucky. So if anyone is going to go sleep on the couch, it will be the player of the sorcerer.

3) If you want a wizard to be able to switch spells or something on the fly, fair, but then make a cost. Perhaps it is physically very taxing to cast a spell that wasn't "prepared" ahead of time. You could represent this by increasing the casting time to 1 round, 1 minute, whatever, and some form of damage (e.g. 1d4 points of Con damage, Fort save for half - DC = 10 + Spell level) - this was just thought up now and might need to be adjusted, of course.

RPG Superstar 2010 Top 32

Necromancer wrote:
Mage: Awakening comes very close to what I want out of a magic system if it was not for the horrible reality wherein the game is set.

"Wizards can do literally anything as long as they can fast-talk the GM into allowing it" isn't a workable system in a game where some classes are not wizards.


Jean-Marc Belval wrote:

As I said before, explanations are just words. Not games mechanisms. I have nothing against Jack Vance, in fact I enjoyed most of his novels, but a good idea in a novel doesn’t mean it will be a good game point. A little too specific for such a widely played game as D&D, no ? Let’s try my own explanation : The wizard as to concentrate and meditate to gather, or focus the power for the spells. So far no difference. Then in place of a “trigger”, let’s see the components of the spell as a way to direct, to shape this energy into the spell he wants. Not a worse point of view as others. Of course I am partial here.

I have once read a novella where scientists can shape pets for rich people, and a lady wants a Pegasus to ride flying to a party. The genetician said : I can’t do that. I can make you a horse that can fly, but its bones and muscles will be so light it won’t stand to carry you. A horse with wing able to fly you to a party, even on a short distance, will no more look like a horse. But I can make you a horse with wings. That can’t fly.
Still in D&D you can ride a flying Pegasus. It is not the real world, every explanation is viable. I can imagine reasons for a world where the bad guys are green and crawl, while the good ones are blue and fly, and wrap it in a marvelous package.

About a spell point approach, I have once used it in a altered version of Runequest, and it works fine, but I don’t think my players will approve this kind of changes, which basically is rather the same than lifting the need to prepare spells. But it’s a good way.

Most, if not everybody seems to think wizard is the most powerful class when not to powerful. I think we have not the same notion of power, but let’s agree with that, as you are numerous to think so, and thus are probably right. But I plan that change for Pathfinder, where I have got the impression that the wizard is kind of “leveled down” ? Is it no true ?

And also, if this point is here in order to bring balance to the game, don’t you think it is a very...

The wizard is powerful because he can solve almost any situation with spells if he has the correct knowledge. With your idea he will be able to solve any situation. Why does he even need a party?

Rogue: I will unlock the door.
Wizard: I cast knock
Rogue or rogue: I can talk us into the party
Wizard: I cast suggestion or charm person
Druid: I can change into a small animal and fly onto the window sill to spy on the enemy
Wizard: I can just go invisible and teleport or fly since it's of a lower level than teleport
Melee guy: I will protect you while you cast spell.
Wizard: Go sit down, I can summon something to hold the line.

Druid or Cleric: I did not prepare spells for this situation
Wizard: You guys are losers. A real caster can cast any spells he knows anytime he wants.
Sorcerer: I can do that.
Wizard: (Making fun of the sorcerer) Oooh I can know 3 spells (ha ha ha). Us wizards can learn infinite amounts of spells, which reminds me why are you even in the party? Go over there and sit beside the fighter.

Power is not just about things you can do in combat. It is about how much you can do. As an example if I gave the fighter 8 skill points, and the ability to magical disable traps then why bother with a rogue.


wraithstrike wrote:
Jean-Marc Belval wrote:

As I said before, explanations are just words. Not games mechanisms. I have nothing against Jack Vance, in fact I enjoyed most of his novels, but a good idea in a novel doesn’t mean it will be a good game point. A little too specific for such a widely played game as D&D, no ? Let’s try my own explanation : The wizard as to concentrate and meditate to gather, or focus the power for the spells. So far no difference. Then in place of a “trigger”, let’s see the components of the spell as a way to direct, to shape this energy into the spell he wants. Not a worse point of view as others. Of course I am partial here.

I have once read a novella where scientists can shape pets for rich people, and a lady wants a Pegasus to ride flying to a party. The genetician said : I can’t do that. I can make you a horse that can fly, but its bones and muscles will be so light it won’t stand to carry you. A horse with wing able to fly you to a party, even on a short distance, will no more look like a horse. But I can make you a horse with wings. That can’t fly.
Still in D&D you can ride a flying Pegasus. It is not the real world, every explanation is viable. I can imagine reasons for a world where the bad guys are green and crawl, while the good ones are blue and fly, and wrap it in a marvelous package.

About a spell point approach, I have once used it in a altered version of Runequest, and it works fine, but I don’t think my players will approve this kind of changes, which basically is rather the same than lifting the need to prepare spells. But it’s a good way.

Most, if not everybody seems to think wizard is the most powerful class when not to powerful. I think we have not the same notion of power, but let’s agree with that, as you are numerous to think so, and thus are probably right. But I plan that change for Pathfinder, where I have got the impression that the wizard is kind of “leveled down” ? Is it no true ?

And also, if this point is here in order to bring balance to the game, don’t you

...

To the Wizard comment, as far as I know they can cast ONE spell that they know anytime they want, and the rest have to be made into scrolls. Which means he might as well fork them over to the sorcerer anyway.

Aside from that, the Wizard's main weakness is not having enough spells. If a wizard flubs a spell due to them making the save or a distraction he's usually out of luck. The sorcerer just shrugs and tries again. Pearls of Power are a good answer to this, but take a standard action to retrieve the slot. In general if you know exactly what you want you want a wizard, and if you don't know you have a sorcerer instead.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
jlord wrote:
I liked the Shadowrun drain magic system myself, but there is no way to fit it into d&d that I am aware of.

Try here. The associated spell point system also allows some added versatility.


You don't need to fill your spell slots as a Wizard every day. Just leave a few open just in case.
Spont casting for a wizard is too much. As a Wizard player I think its too much. And what happens to the Sorcerer?


I agree the use of the empty slots (PHB 177), which I don't know till now, along with the ability of the wizard to make scrolls render the need of such a change almost useless.
But to write the wizards won't need anybody if he had access to all his spell list seems a little bit excessive, except when you reach extravagant level I have never pesonnaly reached or mastered. How many times a wizard can cast knock, when a rogue can do it at will, the same applying to the fighter who has no limit in the number of hits he can deal, while the wizard can cast a limited number a destructive spells.
When I suggest this change, I also have in mind the druid the cleric, the paladin and other spellcaster. For the sorcerer he can still cast MORE spells. I think the point of how many spells is cast a day is often forgotten here. And I didn't intented to change that.
Everyone seems to have forgotten the poor 1st level wizard with his 2 spells a day, to focus on the 25th level archmage, who, it is true, don't need such an enhancement. After all he is probably already pocket full of wands, scrolls, potions, amulets and other magic items. But so are the others, no ? Or his the wizard the only scavenger ?


Jean-Marc Belval wrote:
As I said before... Not games mechanisms...

Simple. For every day you have skipped your daily preparations, treat ALL spells as needing a level higher slot to cast.

Dark Archive

Jean-Marc Belval wrote:
Everyone seems to have forgotten the poor 1st level wizard with his 2 spells a day, to focus on the 25th level archmage, who, it is true, don't need such an enhancement. After all he is probably already pocket full of wands, scrolls, potions, amulets and other magic items. But so are the others, no ? Or his the wizard the only scavenger ?

Well, meet the younger brother of the 10th-level evoker from before. His INT is "only" 18, so you are correct...only two 1st level spells (+1 evocation spell) and 7 force missiles dealing 1d4+1 points of damage, plus free cantrips, plus any spell he knows once per day through his bonded item. This wizard starts with 7 spells for free in his spellbook...

Compared to the 1st-level sorcerer who knows...4 zero-level spells and 2 first...he can freely cast his four cantrips, like the wizard, and he does get an ability comparable to the 7 force missiles...and yes, he can use those two first level spells a total of...4 times per day...That's the same number of times per day as the Wizard but knowing roughly 1/4 the number of spells...


Jean-Marc Belval wrote:

I agree the use of the empty slots (PHB 177), which I don't know till now, along with the ability of the wizard to make scrolls render the need of such a change almost useless.

But to write the wizards won't need anybody if he had access to all his spell list seems a little bit excessive, except when you reach extravagant level I have never pesonnaly reached or mastered. How many times a wizard can cast knock, when a rogue can do it at will, the same applying to the fighter who has no limit in the number of hits he can deal, while the wizard can cast a limited number a destructive spells.
When I suggest this change, I also have in mind the druid the cleric, the paladin and other spellcaster. For the sorcerer he can still cast MORE spells. I think the point of how many spells is cast a day is often forgotten here. And I didn't intented to change that.
Everyone seems to have forgotten the poor 1st level wizard with his 2 spells a day, to focus on the 25th level archmage, who, it is true, don't need such an enhancement. After all he is probably already pocket full of wands, scrolls, potions, amulets and other magic items. But so are the others, no ? Or his the wizard the only scavenger ?

Three spells per day if he is a specialist :)

As many as you can scribe scolls. This bonus feat is a gem, use it often. My Mr Wizard spent a whole session casting off scrolls. Costs a bit of gold but thats the price you pay for being the most powerful member in the party. Chuckle.
Seriously...
Memorise anything which needs a DC save or Feather Fall.
Scribe onto scrolls all your utility spells the ones that you need once in a blue moon but need it NOW!


Spacelard wrote: 'Scribe onto scrolls all your utility spells the ones that you need once in a blue moon but need it NOW!'

Possibly the best advice for a Wizard...ever!

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