Elegant way to nerf the wizard to approximately sorcerer powerlevels?


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Hi everyone,

I'm searching for a way to nerf the wizard down to approximately meet the powerlevel of the sorcerer (with human fav class ability nerfed to 1/2 for spontanious casters). I'm looking for a simple solution not involving complicated rule changes (staying as close to the original PF mechanics as possible), probably something involving the spells known table.

One idea in my head is to slow the wizard's spell progression by one level. Do you think that would be appropriate?

Do you think that if this is done to the wizard, the cleric and druid should be nerfed as well?

Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

Thanks in advance!

-- Spock


... you do realize the Sorcerer is commonly viewed as superior to the Wizard right?

Now I agree the Wizard needs some reworking. Give me a few minutes.

I would simply make it to where they don't get any spells on level up. Those free spells alongside the favored class bonus being reduced similar to the Spontaneous casters would work much better.


SpoCk0nd0pe wrote:
Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

1. I don't agree.

2. I don't agree.

Disagreement, however, doesn't prevent me or anyone else from attempting to help you with your perceived problem.

On topic, there are a variety of ways to "nerf" the wizard without changing any mechanics. Most of them actually involve using the rules many GMs conveniently ignore.

Example I: Destroy/steal their spellbook. This is generally consider a "d***-move" by many players, but that doesn't make it any less practical, valid or whatever. The wizard's major weakness is his spellbook. He loses it or it gets destroyed, he's got only what's left in his memory. Generally, you shouldn't use this more than once or twice over the course of a campaign.

Example II: Interrupt that 8 hours of uninterrupted rest they need to memorize spells. Self-explanatory and way too easy to do.

Example Mechanic I: What Az said.

Example Mechanic II: Revert them to d4 Hit Die.

Example Mechanic III: Wizards, for whatever reason, have to make progressively difficult spellcraft checks to cast spells - any spell. Why don't other casters? Well, wizards are special like that (for whatever reason you come up with).
cantrip (DC - automatic) 1st (1), 2nd(5), 3rd(8), 4th(12), 5th(17), 6th(22), 7th(26), 8th(30), and 9th(35).

Just a few ideas. Even if they don't help, maybe they'll inspire.


I don't think reducing their HD is a good idea...

Though a Concentration check to cast wouldn't be bad. Spellcraft ends up with the same problem 3.5 had with the Concentration Skill.

Interrupting sleep is a wonderful way to weaken them. And making it difficult to obtain a Ring of Sustenance can go a long way to that.


Azaelas Fayth wrote:

... you do realize the Sorcerer is commonly viewed as superior to the Wizard right?

Who made the poll? in my experiencel wizard are viewed as superirors most of times.


Nicos wrote:
Azaelas Fayth wrote:

... you do realize the Sorcerer is commonly viewed as superior to the Wizard right?

Who made the poll? in my experiencel wizard are viewed as superirors most of times.

A survey on around 14 forums came up with this.

Wizards are superior in terms of versatility.

Sorcerers are superior in terms of combat.

As the game has a focus on combat Sorcerers are viewed typically as the superior choice for a Arcane Caster.

Personally I feel they don't require any work beyond a little tweaking.

What makes you feel otherwise?


Azaelas Fayth wrote:
Nicos wrote:
Azaelas Fayth wrote:

... you do realize the Sorcerer is commonly viewed as superior to the Wizard right?

Who made the poll? in my experiencel wizard are viewed as superirors most of times.

A survey on around 14 forums came up with this.

Wizards are superior in terms of versatility.

Sorcerers are superior in terms of combat.

As the game has a focus on combat Sorcerers are viewed typically as the superior choice for a Arcane Caster.

Personally I feel they don't require any work beyond a little tweaking.

What makes you feel otherwise?

At 3rd level wizards have second level spells, sorceres do not.

EDITED.


Who else in party?

What exactly trying to fix? "Power" too vague. AoE Damage? Save-or-suck spells dominating combat? Versatility? Etc.

Favorite Wizard nerf from current threads is Letting Fighters Fly. Flying fighters would fix Wizards good.

Scarab Sages

Nicos wrote:


At 4th level wizards have second level spells, sorceres do not.

What crazy rules are you playing with?


minoritarian wrote:
Nicos wrote:


At 4th level wizards have second level spells, sorceres do not.
What crazy rules are you playing with?

Sorry, sorry i mean at 3rd level.


A 3rd level Wizard might have 2nd level spells. But look how few spell slots they have. Now look at a Sorcerer. They have more spell slots in exchange for limited number of available spells. They Also gain more versatility from bloodlines. Say you know you are going to be fighting cold vulnerable enemies a lot. Take the Elemental(Water) bloodline.

Silver Crusade

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The benefits that wizards have over sorcerers is that they get their spells a level earlier and have more versatility. Sorcerers have a lot going for them in the expanded rules as I have begun to find out. I don't think wizards need nerfing. They're different classes. I certainly PREFER wizards over those pretty boys, but I think nerfing them would hurt the game.

I ESPECIALLY think that setting back their spell progression is a terrible idea.

If you do that, you essentially have the following situation.

You now have a wizard who gets his spells at the exact same time as a sorcerer does AND he is gonna be 2 spell slots behind the sorcerer. If he wants to sacrifice two schools to gain a specialty school, now he's only 1 spell slot behind the sorcerer on the same spell progression. Meanwhile, if you are allowing the b@!$+~&$ human favored class alternative, even if it is at 1/2 progression, that's 10 extra spells that the sorcerer knows, and while versatility is nice, there are only about 4-5 spells at every level that are really MUST have spells.


Elamdri is right. They Also have to spend time to even be able to cast the spells in the first place.

Silver Crusade

I mean, sorcerers can do crazy things like Magic Jar 7x per day if they want. As much as I love my wizards, they cannot do that. Especially because Necromancy is usually one of my sacked schools.


Even then with a 20 INT a Wizard probably wouldn't have that many spell slots.


Most elegant and efficient way: make wizards simply sorcerers with the sage bloodline.

Silver Crusade

Analysis wrote:
Most elegant and efficient way: make wizards simply sorcerers with the sage bloodline.

I mean, I guess I kinda agree, if your problem is with the class, maybe the solution is to restrict the class rather than try to homebrew a fix. Especially if the "Fix" is just to make Wizards into nerfed sorcerers.


I don't see what the problem is. Most players that can give you a headache with a wizard can also do so with a sorcerer.

I would advise listing problems you are having at the table so you don't get solutions to a problem you don't have.


Azaelas Fayth wrote:
A 3rd level Wizard might have 2nd level spells. But look how few spell slots they have. Now look at a Sorcerer. They have more spell slots in exchange for limited number of available spells. They Also gain more versatility from bloodlines. Say you know you are going to be fighting cold vulnerable enemies a lot. Take the Elemental(Water) bloodline.

at 3rd level a 18 cha sorcerer would have 6 1st level spells.

at 3rd level a 18 int wiz would have 5 1st level spells plus 3 2nd level spells from a total of 8. Two more thatn the sorcerer.


But the Wizard must assign the spells to those slots before be can cast them.

The Sorcerer does not.


Azaelas Fayth wrote:

But the Wizard must assign the spells to those slots before be can cast them.

The Sorcerer does not.

it is about to choose good spells. At 4 level when the sorceer learn his first second elevel spells he can only have one spell known, the wizard would have 4. And what happens if the sorcerer spell do not work in a given situation? then the sorcerer would have 4 useless slots.


The Wizard would only have 2 level 2 spells unless they Pathfinder to scribe more into their Spellbook. If you even give them 2 free spells.

Plus a Sorcerer can choose to cast other spells using those spell slots. A Wizard preping the wrong spells means they waste those spell slots.


Azaelas Fayth wrote:
The Wizard would only have 2 level 2 spells unless they Pathfinder to scribe more into their Spellbook. If you even give them 2 free spells.

they choose two spells at level 3 and two spells at level 4 for a total of 4 second level spells.

Silver Crusade

Or you go find a wizard and pay them to copy their spells. Or you murder them and take their spellbook.

Wizards!


Thank you so far for your suggestions! d4 hit dice (I don't like player deaths) and concentration checks (I like to keep the die rolls at a minimum), even though being good ideas, are not exactly what I had in mind. I'd rather like to reduce their ability to cast directly (not that I'm not open to other ideas, this just seems most practical to me since it's what makes the wizard superior).

I did think about attacking the wizard by his weak point: the spellbook but if I succeed as a DM it would make the player very unhappy. So I'd rather not take that route (unless the player is really careless about his spellbook).

Da'ath wrote:
SpoCk0nd0pe wrote:
Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

1. I don't agree.

2. I don't agree.

Disagreement, however, doesn't prevent me or anyone else from attempting to help you with your perceived problem.

The sole intend in this was to prevent a discussion about wether the wizard really is more powerful. I did not mean to offend anyone.

Maybe this makes my point more clear: aside from bonded items, pearls of power, scribe scroll, the ability to leave open slots and other tricks to offset the wizards more limited spells people forget that sorcerers start a new spell level with just one spell known. So even if the wizard is set back a level he will have more versatility in the highest level of spells (on top of the same amount of castings).
If you really do the math on spells available in the top 2 casting levels of the wizard vs those available to the sorcerer at the same level, the wizard always wins (without a nerf). By the time the sorcerer has his spontanious mechanics overshadow the wizard in lower levels he has so many spell slots and some pearls of power they suffice for the usual encounters per day (unless heavy dungeon crawling). So I find him mechanically strictly superior to the sorcerer (aside from metamagic use and spells like feather fall).
Since the wizard already is the most powerful class in the game instead of buffing the sorcerer I'd rather nerf the wizard.

Since this (mechanical prowess of wizards vs sorcerers) is an issue at least some people seem to share I hope for oppinions on how to even it out.


The problem is a Wizard can only scribe spells equal to the highest spell they can cast. So setting their spells back Also means they reduce the number of does they get per level.

I actually buff them by using a modular spell slot rule. This buffs the Sorcerer and keeps the Wizard the same.

Silver Crusade

SpoCk0nd0pe wrote:

Thank you so far for your suggestions! d4 hit dice (I don't like player deaths) and concentration checks (I like to keep the die rolls at a minimum), even though being good ideas, are not exactly what I had in mind. I'd rather like to reduce their ability to cast directly (not that I'm not open to other ideas, this just seems most practical to me since it's what makes the wizard superior).

I did think about attacking the wizard by his weak point: the spellbook but if I succeed as a DM it would make the player very unhappy. So I'd rather not take that route (unless the player is really careless about his spellbook).

Da'ath wrote:
SpoCk0nd0pe wrote:
Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

1. I don't agree.

2. I don't agree.

Disagreement, however, doesn't prevent me or anyone else from attempting to help you with your perceived problem.

The sole intend in this was to prevent a discussion about wether the wizard really is more powerful. I did not mean to offend anyone.

Maybe this makes my point more clear: aside from bonded items, pearls of power, scribe scroll, the ability to leave open slots and other tricks to offset the wizards more limited spells people forget that sorcerers start a new spell level with just one spell known. So even if the wizard is set back a level he will have more versatility in the highest level of spells (on top of the same amount of castings).
If you really do the math on spells available in the top 2 casting levels of the wizard vs those available to the sorcerer at the same level, the wizard always wins (without a nerf). By the time the sorcerer has his spontanious mechanics overshadow the wizard in lower levels he has so many spell slots and some pearls of power they suffice for the usual encounters per day (unless heavy dungeon...

When it comes down to it, the two classes are balanced as such

Wizard: Fewer spell slots and have to prepare spells, Spells galore.

Sorcerer: Spell slots galore and spontaneous casting, Few spells.

Now, Wizards have the obvious benefit that they can purchase pearls of power to offset the spell slots at lower levels (And even surpass sorcerors) but it becomes rather cost prohibitive at higher levels.

However, Human Sorcerers can easily offset the Sorcerers one real weakness by their favored class alternative, which makes them quite strong.

If you are like me, you pretty much exclusively play controller casters, and in that respect, both classes do a good job. Each spell level has got a handful of great control spells and then everything else is just sorta...well not that exciting.

Nerf the class if you like, it's your game. I'm just throwing in my 2 cents that I don't think said nerf is required.


SpoCk0nd0pe wrote:
I did think about attacking the wizard by his weak point: the spellbook but if I succeed as a DM it would make the player very unhappy. So I'd rather not take that route (unless the player is really careless about his spellbook).

It's a move I only recommend 1-2 times over a 20-level campaign. It's harsh, but it can certain make them wake up and smell the coffee. Limiting their ability to buy the pain in the butt magic items helps a lot, too. As does insuring that those pearls of power are mysteriously sold out. They are in high demand, afterall by all the other wizards and spellcasters. In fact, inflation, due to demand, could make them well-nigh unpurchasable by some folks.

SpoCk0nd0pe wrote:
I did not mean to offend anyone.

I wasn't offended, I was just being a smart-mouth. I might not agree with your view on wizards, but I'll gladly help if I can.=)

SpoCk0nd0pe wrote:
Maybe this makes my point more clear: aside from bonded items, pearls of power, scribe scroll, the ability to leave open slots and other tricks to offset the wizards more limited spells.... and some pearls of power they suffice for the usual encounters per day (unless heavy dungeon...

From what I'm reading, you're problem (in my opinion) isn't the Wizard class so much as it is all the junk that's been put in print by d20 publishers to separate us all from our cash.

As the GM of your setting, you are well within your right to look at something that's causing an imbalance and chuck it out the window, which is what you're doing, so kudos. However, you may - again, in my opinion - be targeting the wrong thing.

I may be wrong, but I think what you should probably do is list all these items, tricks, and what not that are detracting from your game and making the Wizard "over-powered" from your perspective, determine which ones you'll keep, and toss the rest. That is SO much easier than trying to rebalance a class without boning it up (I know from experience). I have an entire section of my House Rules devoted to magic items that just don't exist in my game - same with archetypes, prestige classes, and so on.

Hope it helps!


Da'ath I think hit the mark. It seems more item over load rather than the class being a problem.


While I think the others are more correct (item bloat rather than class problem), I'll give you a potential "fix" that you may like: give the wizard the sorcerer's spell progression/spells per day, but leave him a prepared INT-based caster with all the other mechanics identical. That more or less seems to be what you're asking for, yes?

Anyway, hope this helps.


All your setting's Pearls of Power are actually tools of Asmodeus. Use them at the peril of your sanity and soul.

Wizards memorize spells because of a mental curse. Leaving those "spots" in your brain empty invites demons to enter. Prepare all your spells each morning, or else! And pity the poor Wizard who does not get eight hours sleep...


Tacticslion wrote:

While I think the others are more correct (item bloat rather than class problem), I'll give you a potential "fix" that you may like: give the wizard the sorcerer's spell progression/spells per day, but leave him a prepared INT-based caster with all the other mechanics identical. That more or less seems to be what you're asking for, yes?

Anyway, hope this helps.

That is a buff... unless you make it to where they prepare their spells known and cast those spontaneously.

Next question how would you change the Arcane School feature?


Az: how is it a buff (over-all, not in one specific instance)? Yes, they gain more spells per day, but have slower progression, and still fall under the normal class restriction. Actually allowing them to spont-cast their prepared spells is a HUGE buff, and not one that I recommended, thus the "all other rules as a wizard" for the wizards. In case it wasn't clear, then, Sorcs remain Sorcs.

Also, they could be required to specialize (with 3.5 limits), limiting their potential spells known, while leaving the sorc free range. Or reduce the number of their relative spells per day by 1 (at their highest level).

Shadow Lodge

I think that the sorcerer's on-the-fly flexibility would have balanced out their limited spells known. Nerfing their spell progression seems like nothing more than trying to keep the wizard as the top dog. Decrease the spell progression to the sorcerer's level for a decent fix.


Tacticslion wrote:

Az: how is it a buff (over-all, not in one specific instance)? Yes, they gain more spells per day, but have slower progression, and still fall under the normal class restriction. Actually allowing them to spont-cast their prepared spells is a HUGE buff, and not one that I recommended, thus the "all other rules as a wizard" for the wizards. In case it wasn't clear, then, Sorcs remain Sorcs.

Also, they could be required to specialize (with 3.5 limits), limiting their potential spells known, while leaving the sorc free range. Or reduce the number of their relative spells per day by 1 (at their highest level).

It still leaves them with more spell slots. The reduced spell level advancement isn't really a penalty. They still get all the bonuses of the Wizard but none of the Sorcerer's "Drawbacks".

Personally it doesn't phase me. I find no trouble with the Wizard.

Silver Crusade

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Ok, lets try to break this topic down

When we are looking at spellcasters, we have to consider the following factors that determine the balance of spellcasters.

There are two main factors:
1: How many spell levels do they get?
2: How do they cast (Prepared or Spontaneous)?

And three lesser factors derived from the main factors:
3: What is the spell progression?
4: How many spell slots do they get?
5: How many spells can they know?

So lets look at all the classes:

Paladin and Ranger both have 4 levels of spellcasting. They both are prepared casters. They both take 3 levels to get spells and gain a new spell tier every three levels. They both have a maximum of 4 spell slots and they both know all their spells.

Bard, Summoner, Inquisitor all have 6 levels of spellcasting. They all are spontaneous casters. They all gain a new spell tier every 3 levels. They all have a maximum of 5 spell slots and they all can know a maximum of 6 spells.

Alchemist and Magus both have 6 levels of spellcasting. They are both prepared casters. They both gain a new spell tier every 3 levels. They both have 5 spell slots available to them and they both can know all their spells.

Cleric, Druid, Wizard, and Witch have 9 levels of spellcasting. They are all prepared casters. They all have 4 spell slots, and most can get a 5th restricted spell slot based on a class ability. (The witch is an anomaly here because of her hexes). They all gain a new spell tier every 2 levels. They all either know or have the potential to know all possible spells.

Sorcerer and Oracle have 9 levels of spellcasting. They are both spontaneous spellcasters. They both gain a new spell tier every 3 levels. They both have 6 spell slots and they both can know a maximum of 5 spells. They both gain an extra limited spell list based on a class ability.

So here we can see the trend:

Martial Casters (1-4th level spells) only get 4 spell slots and must prepare spells. They also cannot cast until 4th level. There are no spontaneous Martial Casters

Half-Casters (1-6th level spells) always get 5 spell slots, regardless of casting style and always gain a new spell tier every 3 levels. Spontaneous casters know 1 additional spell over Full Casters. Half-Casters are the most similar when comparing spontaneous and prepared casters.

Full-Casters (1-9th level spells) display the biggest difference between prepared and spontaneous casters. Prepared casters get between 4-5 spell slots (with one slot being limited) and gain a new spell tier every 2 levels. Spontaneous casters get 6 spell slots but spontaneous casters only know 5 spells per level + the spells they get from their class ability

So as we can see, the biggest effect on spellcaster balance is what level spells they can cast. Once we have identified that, we next look to whether they prepare spells or cast spontaneously. These two factors determine the spell progression, spell slots and spells known.

So why did I go through that? To illustrate a point. If you believe that Wizards are unbalanced spellcasters, then you are also asserting that Druids, Clerics and Witches are also unbalanced because they all use the same casting conventions. Now obviously there are deviations based on the class, but if the issue is that because of the way in which they cast, Wizards are overpowered, then you are stating that the other three classes are also overpowered.

Understanding these rules are important to custom class creations. Reading the rules as I have outlined above, I can INSTANTLY know for example that if a Class is a Full Caster, Prepares Spells, and has 6 Spell Slots, it is unbalanced because it breaks the balancing conventions. Likewise, if a class is a Half-Caster, Spontaneously Casts, has 6 spell slots, and knows 6 spells, it is unbalanced because it breaks casting conventions. Another good example would be A Half-Caster who prepares spells and gains a spell tier every two levels and is therefore is unbalanced.

Likewise, I can tell you that a Wizard who gains a new spell tier every 3 levels is automatically unbalanced (although it's underpowered, not overpowered) because it's breaking with the casting conventions.


K: I think you took it the opposite of what I was trying to say? Or maybe I'm confused about reading your point?

Az: I don't particularly agree with the OP either (though I do like my wizard versatility), but that seems to be more in line with what his perceptions/expectations/wants are, and, given that, it's a (minor) nerf/trade-off, especially if paired with the "must specialize" and "prohibited = never" 3.5 traits. Otherwise, it's similar to the PF Core rules. The two extra spells per level is nice, but not having access to higher level spells is more or less what the OP seems to be focusing on without using a Sorc archetype. If it was really a thing, dropping the Wiz a single highest-level spell slot could also help perceived balance issues (but just directly slowing down the wizard isn't good and harms the class strongly).


They don't need changes.

As mentioned before:

Wizards get lots of spells, but not as many spell slots.
Sorcerers don't get as many, but get a lot of spell slots.

But it should be noted greatly that sorcerers get bloodline powers, which are extremely varied, and some are just devastating and so great (Some get the ability to fly permanently, others resistances, and etc.) I find those to be way better than the wizard's abilities.

In addition, while not in a core book, Runestone of Power is the equivalent of a Pearl of Power for spontaneous casters.

(On a side note, Sorcerers make better Liches.)

If you don't like Wizards as they are, you can always just ban them.


Nicos wrote:
Azaelas Fayth wrote:

But the Wizard must assign the spells to those slots before be can cast them.

The Sorcerer does not.

it is about to choose good spells. At 4 level when the sorceer learn his first second elevel spells he can only have one spell known, the wizard would have 4. And what happens if the sorcerer spell do not work in a given situation? then the sorcerer would have 4 useless slots.

I have never seen that happen. A player that knows his stuff will almost always have a spell he can use. I will admit he might not have the best spell for the situation, but wizards often have the same issue. In that case you think outside the box and made good use of what you have.


SpoCk0nd0pe wrote:

Thank you so far for your suggestions! d4 hit dice (I don't like player deaths) and concentration checks (I like to keep the die rolls at a minimum), even though being good ideas, are not exactly what I had in mind. I'd rather like to reduce their ability to cast directly (not that I'm not open to other ideas, this just seems most practical to me since it's what makes the wizard superior).

I did think about attacking the wizard by his weak point: the spellbook but if I succeed as a DM it would make the player very unhappy. So I'd rather not take that route (unless the player is really careless about his spellbook).

Da'ath wrote:
SpoCk0nd0pe wrote:
Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

1. I don't agree.

2. I don't agree.

Disagreement, however, doesn't prevent me or anyone else from attempting to help you with your perceived problem.

The sole intend in this was to prevent a discussion about wether the wizard really is more powerful. I did not mean to offend anyone.

Maybe this makes my point more clear: aside from bonded items, pearls of power, scribe scroll, the ability to leave open slots and other tricks to offset the wizards more limited spells people forget that sorcerers start a new spell level with just one spell known. So even if the wizard is set back a level he will have more versatility in the highest level of spells (on top of the same amount of castings).
If you really do the math on spells available in the top 2 casting levels of the wizard vs those available to the sorcerer at the same level, the wizard always wins (without a nerf). By the time the sorcerer has his spontanious mechanics overshadow the wizard in lower levels he has so many spell slots and some pearls of power they suffice for the usual encounters per day (unless heavy dungeon...

Are you worried about potential problem, or a problem that has occured? I ask because they are close enough in power that I have never seen any difference, and I have seen them played by vets and noobs.

Lantern Lodge

Perhaps he should be looking at making the sorcerer change instead of wizard.

If he changes the wizard the other full casting classes would have to change as well. But the sorcerer is the only class I know of (core only sorry don't know about others) that is late a level in spell level progression.

Therefore, let the sorcerer get 2nd lvl spells at third level, then he would be more a match for the OPs statement of problems. (I never understood why they get 2nd lvl late anyway, the limited list is balancing enough I think, then again I couldn't power-game a character if my life depended on it)

RPG Superstar 2012 Top 16

SpoCk0nd0pe wrote:

Hi everyone,

I'm searching for a way to nerf the wizard down to approximately meet the powerlevel of the sorcerer (with human fav class ability nerfed to 1/2 for spontanious casters). I'm looking for a simple solution not involving complicated rule changes (staying as close to the original PF mechanics as possible), probably something involving the spells known table.

One idea in my head is to slow the wizard's spell progression by one level. Do you think that would be appropriate?

Do you think that if this is done to the wizard, the cleric and druid should be nerfed as well?

Please post only if you agree that 1. wizard is the most powerfull class in PF and 2. Wizards are mechanically superior to sorcerers. This thread is about how to fix it for people who think this is an issue not to discuss wether it is, so please stay on topic.

Thanks in advance!

-- Spock

The easy way to limit the wizard is to limit Spells Known.

Have the absolute limit of spells the WIzard can learn equal to those gained per level + INt Bonus.

A 20 Int wizard would thus have a maximum of 9 Spells per level, +2 if a specialist.

This limits his versatility, which severely cramps the style of Schroedinger's Wizard having the perfect spell for all occasions.

It also means the human FC bonus of +1 Spell Known for a Wizard actually becomes EXTREMELY USEFUL, and valuable, because you can't sub gold for it anymore. Being able to spend a trifling amount of gold to expand his spell choices has always been the #1 power of a wizard.

The wizard will almost always have more Spells Known then a Sorc, but with hard limits in place, will have to resort to the same kind of compromises as the sorceror.

Really, limiting spells known is all you have to do.

==Aelryinth

Silver Crusade

wraithstrike wrote:
Nicos wrote:
Azaelas Fayth wrote:

But the Wizard must assign the spells to those slots before be can cast them.

The Sorcerer does not.

it is about to choose good spells. At 4 level when the sorceer learn his first second elevel spells he can only have one spell known, the wizard would have 4. And what happens if the sorcerer spell do not work in a given situation? then the sorcerer would have 4 useless slots.
I have never seen that happen. A player that knows his stuff will almost always have a spell he can use. I will admit he might not have the best spell for the situation, but wizards often have the same issue. In that case you think outside the box and made good use of what you have.

A sorcerer who knows one spell per level:

1: Grease, 2: Glitterdust, 3: Stinking Cloud 4: Black Tentacles 5: Magic Jar, 6: Disintegrate, 7: Reverse Gravity, 8: Maze, 9: Time Stop

I mean, your life would suck, but you will rarely find yourself unable to ANYTHING in combat.


I think people tend to forget when comparing the wizard to the sourcerer that wizards tend to be better prepared, but usually only when they have advanced notice. A varied sourcerer selection can be just as/more powerful, a single themed sourcerer will usually be worse (I'm glaring at you single-elementalist/warmage builds) when they run into something resistant to their spell type, with actual SR or that doesn't require blowing up and/or knocking down.

What anyone should be asking here is this:
1) What non-core materials do you allow?
2) Are there any other classes getting this treatment?
3)Is there a specific player getting out of hand? If so, what is the rest of the party like and what is he doing?
4) If there is a problem PC: How much item access/free time/advanced notice is he getting?


Elamdri wrote:
wraithstrike wrote:
Nicos wrote:
Azaelas Fayth wrote:

But the Wizard must assign the spells to those slots before be can cast them.

The Sorcerer does not.

it is about to choose good spells. At 4 level when the sorceer learn his first second elevel spells he can only have one spell known, the wizard would have 4. And what happens if the sorcerer spell do not work in a given situation? then the sorcerer would have 4 useless slots.
I have never seen that happen. A player that knows his stuff will almost always have a spell he can use. I will admit he might not have the best spell for the situation, but wizards often have the same issue. In that case you think outside the box and made good use of what you have.

A sorcerer who knows one spell per level:

1: Grease, 2: Glitterdust, 3: Stinking Cloud 4: Black Tentacles 5: Magic Jar, 6: Disintegrate, 7: Reverse Gravity, 8: Maze, 9: Time Stop

I mean, your life would suck, but you will rarely find yourself unable to ANYTHING in combat.

About all that's missing there is a Dim Anchor style spell.

Silver Crusade

Tristram wrote:
Elamdri wrote:
wraithstrike wrote:
Nicos wrote:
Azaelas Fayth wrote:

But the Wizard must assign the spells to those slots before be can cast them.

The Sorcerer does not.

it is about to choose good spells. At 4 level when the sorceer learn his first second elevel spells he can only have one spell known, the wizard would have 4. And what happens if the sorcerer spell do not work in a given situation? then the sorcerer would have 4 useless slots.
I have never seen that happen. A player that knows his stuff will almost always have a spell he can use. I will admit he might not have the best spell for the situation, but wizards often have the same issue. In that case you think outside the box and made good use of what you have.

A sorcerer who knows one spell per level:

1: Grease, 2: Glitterdust, 3: Stinking Cloud 4: Black Tentacles 5: Magic Jar, 6: Disintegrate, 7: Reverse Gravity, 8: Maze, 9: Time Stop

I mean, your life would suck, but you will rarely find yourself unable to ANYTHING in combat.

About all that's missing there is a Dim Anchor style spell.

Hey, I was trying to build a sorcerer who only knows 1 spell each level and wants to be useful all the time. The cleric can go beg her deity for a Dim Anchor if one is necessary.

Lantern Lodge

Or you can have wizards take longer to cast each spell of less then one round casting time, each such spell takes one step larger of an action to cast (SA to 1R, MA to SA, SA to MA, etc).

Not that I think the wizard needs nerfing but hey.

Edit: Glitterdust did nothing but get a friendly barbarian not friendly and thankfully, very blind.


@Elamdri: thank you so much for listing the casting conventions. I can use that.

I guess one could say a Pearl of Power could be used to give a spontaneous caster an extra spellslot at the cost of increased casting time. Say like a scroll.

Lantern Lodge

I thought pearls of power already gave spontaneous casters an extra slot, let me look it up real quick.

Edit: Must have been thinking of a ring of wizardry.


Rather than nerf the wizard you could possibly buff the Sorcerer. I never understood why it was a full round action to add a metamagic. Take that away adds alot of versatility to Sorcs. If thats not enough you could always let them gain their next level of spells a level earlier to be equal with Wizards. Personally I think the two classes are balanced as is. I have been contemplating the Metamagic change though in my next game.

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