Are Wizards worth it


Pathfinder Society

1/5

I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?

Grand Lodge 4/5 5/55/5 **

Draven Torakhan wrote:

I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?

According to the PFS FAQ wizards can copy spells from generic NPCs for 50% of the scribe cost. So you don't actually have find scrolls and spell books to learn new spells, it just a little cheaper when you do.

Sovereign Court 4/5

I've heard one of the biggest draws for building a wizard's spell book is from other PCs who are wizards. While this doesn't work too well with small groups, it would have bigger benefit for those playing at conventions or game days with a broader player pool (assuming there are enough wizards there to take advantage of this).

If I am not mistaken, and I may be as I've never played a wizard, you can copy spells from scrolls. So while it would be not as cost effective, all of the scrolls you can get from low levels can eventually be copied into one's spellbook. But again, that's only if you can indeed copy spells from scrolls.

4/5

Draven Torakhan wrote:

I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?

Wizards can copy spells out of "NPC Spellbooks" for half the cost of writing the spell. For example, if they want to get Fireball, they can find someone at the Grand Lodge some time in between scenarios and copy it out of their spellbook for 90gp (cost of writing it) + 15gp (cost of access to the spelbook) = 135gp.

Much cheaper than buying a scroll and more consistent than looking for a captured spellbook.

The FAQ entry is here.

1/5

Nifty. Thanks for the replies.

2/5

Aram Zey is in several Season 3 scenarios and might be a nice "mentor" for your wizard.

1/5

Draven Torakhan wrote:

I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?

At worst they'll end up like a sorceror with a better caster level.


You still get 2 spells per level, you can get spells off spellbooks and scrolls you find, and the spell books from other players. How much those pop will vary between characters greatly.

A sorc and wizard of the same level have the same caster level. At odd levels after 1st he'll have 1 spell level over, if that's what you meant badger.

Edit: I should note if you prestige and your a prepared arcane caster, it does cost you an arm and a leg.

Silver Crusade 4/5

Funky Badger wrote:
Draven Torakhan wrote:

I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?

At worst they'll end up like a sorceror with a better caster level.

Actually, almost any wizard should start with more level 1 spells than a sorcerer, so even that worst case scenario is better than a sorc.

In general, I like sorcerer bloodlines better than wizard schools, but the variety of spells for a wizard, along with all their skills, make them a different and interesting class to play.

Shadow Lodge

Akerlof wrote:
For example, if they want to get Fireball, they can find someone at the Grand Lodge some time in between scenarios and copy it out of their spellbook for 90gp (cost of writing it) + 15gp (cost of access to the spelbook) = 135gp.

Err... math is right, numbers are wrong. That should be 90gp + 45gp = 135gp.

Obviously that 15gp a typo (considering you got the final total right), but I figure it's better to point it out to avoid confusion...

Grand Lodge 4/5

Fromper wrote:
Funky Badger wrote:
Draven Torakhan wrote:

I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?

At worst they'll end up like a sorceror with a better caster level.

Actually, almost any wizard should start with more level 1 spells than a sorcerer, so even that worst case scenario is better than a sorc.

In general, I like sorcerer bloodlines better than wizard schools, but the variety of spells for a wizard, along with all their skills, make them a different and interesting class to play.

The loading for spell choice is different for the classes.

Sorcerers have a more limited list of spells known, but a much deeper ability, in some ways, to cast them.

Wizards have a wider variety of spells to choose from, but, in general, a much shallower ability to cast any particular spell as often as it might be needed.

Sorcerer knows X spells of Y level, and can cast up to Z times, split as needed amongst those spells.

Wizard has X spells of Y level written in his spellbook, but can only prepare Z number of spells, total, split among them. If he wants to cast more than one Magic Missile, for example, he has to burn multiple slots learning it.

Overall, a Sorcerer with a good spell selection is more likely to use up all their spell slots in an adventure; but a Wizard who can "forecast" their adventure needs can cast a few spells that might be a slightly better fit for the specific need.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Whiskey Jack wrote:
Aram Zey is in several Season 3 scenarios and might be a nice "mentor" for your wizard.

There are many words that I would use to describe Aram Zey. "Nice" is not one of them. ;-)

3/5

You can share with other wizards you play with too. So take advantage of that.

3/5

Ah that might be the oportunity how others would handle that a wizard who tries to divine at the start of the scenario, which spells he might need, so he can prepare usefull spells.

The players idea is that the GM then has to tell him which spells he should prepare, in order to be "really" prepared. Like a spiderclimb, or that he knows fire spells won´t be any help today, etc.


Wizards and worth. A wizard (I have a universal 12th level) is whatever you have chosen plus clever use of spells. Efficiency is tough across many scenarios, but tactical options can be built up. Creativity in using any spell/spell group is best. Most of all, plan to have fun. There are benchmark spells of course. Color spray is darn useful, as is burning hands. When it comes down to contact, mage armor and shield are pretty useful, but not offensive. Find a balance. If your group is restricted, getting another wizard to buddy with you might not happen. The good thing about copying spells is that you can be selective about which ones you get. Nothing worse than two wizards with the same spells or prohibited schools of spells trying to copy out new spells. And remember, wizards might be the only party member to use a magic device in scenario. In short, spell lists are limited, but they are also open for creative use.

1/5

Benjamin Falk wrote:

Ah that might be the oportunity how others would handle that a wizard who tries to divine at the start of the scenario, which spells he might need, so he can prepare usefull spells.

The players idea is that the GM then has to tell him which spells he should prepare, in order to be "really" prepared. Like a spiderclimb, or that he knows fire spells won´t be any help today, etc.

I'm not sure I'd phrase it as "GM has to tell him". Suggestions, yes. Then again, unless you're running with newbs (which I'm not), you should know what to do with the knowledge you have. If there's no reason for the pcs to know they might even -think- about fighting someone with fire resistance, for example; well, crap happens. If the PC should know, I have no problem with that. (I.e.; "The VC said you're going to Irrisen. You know it's cold up there, might want to prep Protection from Elements.")

Grand Lodge 4/5 5/5 *

I just finished a scenario where my Wizard definitely carried her weight.

Starting off with a mix of buffs (for her and the group): I put up Protection from Arrows (Communal), Protection from Eneryg-Fire (Communal), Bullet Shield (Extended), Mage Armor (Extended), Overland flight with a Haste in reserve. (Not that it was neaded.. high level Summoners are fun with a 2nd level Haste to cast. :D )

In the actual scenario fights we got ambushed by a BUNCH of Red Mantis Assassins. She unloaded with an Empowered Fireball that literally vaporized one monster and left her sister open for a piddling 12 point hit from one player. All but ONE Assassin missed the 22 DC save and were either hurt or a smokey shadow on the floor. The players didn't hurt a bit of damage due to the protections.

One of the other fights started with a Battering Blast blowing two mooks off a cliff and a Hydralic Push leaving an Assassin feather falling down the waterfall. Till she flew out and hammered him with a magic missile.

Wizards are VERY useful, but some of the other posters are right. You have to plan out things. I mixed up a mix of elemental evocations (she's an admixture wizard) and force effects with either scrolls or utility spells to fill out the mix.

Here is a mix of her current spells (I have 2 1st level, 2 2nd level and 1 4th open right now), 3 Pearls of Power (1st level), Several metamagic rods (Selective(Lesser), Rime (Lesser), Reach (Lesser) and Merciful). Between my tiefling's favored class option bumping her versatile evocation to 13/day, the rods and other items it lets her put down a pretty nasty mix of spells. I'm still experimenting with Necromatic spells (I just got Oppposition Research (Necromancy))

Spoiler:

Wizard Spells Prepared (CL 10):
5 (3/day) Overland Flight, Fireball, Empow (DC 22), False Life, Greater, Extend, Lightning Arc (DC 24)
4 (5/day) Burning Arc, Empow (DC 21), Burning Disarm, Empow, Inten (DC 19), Burning Arc, Empow (DC 21), Protection from Arrows, Communal, Extend, Protection from Energy, Communal
3 (5/day) Fireball (DC 22), Fireball (DC 22), Bullet Shield, Extend, See Invisibility, Extend, Ray of Enfeeblement, Empow (DC 19), Battering Blast (DC 22)
2 (6/day) Scorching Ray, Burning Disarm, Inten (DC 19), Mage Armor, Extend, Burning Arc (x2) (DC 21), Lipstitch (DC 20)
1 (6/day) Magic Missile, Hydraulic Push, Enlarge Person (DC 19), Burning Disarm (DC 19), Snowball (DC 19)
0 (at will) Ray of Frost, Read Magic, Detect Magic, Prestidigitation (DC 18)

Grand Lodge 5/5

My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

Grand Lodge 4/5 5/5 *

Seth Gipson wrote:
My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

And don't forget..with the new rules on spell purchasing you get more bang for your buck.. but the FIRST action I do with a Wizard at the table with me is compare spells.

A MUST do action for any wizard of any level!


Thomas Graham wrote:
Seth Gipson wrote:
My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

And don't forget..with the new rules on spell purchasing you get more bang for your buck.. but the FIRST action I do with a Wizard at the table with me is compare spells.

A MUST do action for any wizard of any level!

Magus too! If I remember right anyway.

Grand Lodge 4/5 5/5 *

MrSin wrote:
Thomas Graham wrote:
Seth Gipson wrote:
My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

And don't forget..with the new rules on spell purchasing you get more bang for your buck.. but the FIRST action I do with a Wizard at the table with me is compare spells.

A MUST do action for any wizard of any level!

Magus too! If I remember right anyway.

Definitely. I offer any Magi or Witches a glance..though the way I understand it.. Witches can't recipocate. Neither can Alchemists.

Grand Lodge 5/5

Thomas Graham wrote:
MrSin wrote:
Thomas Graham wrote:
Seth Gipson wrote:
My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

And don't forget..with the new rules on spell purchasing you get more bang for your buck.. but the FIRST action I do with a Wizard at the table with me is compare spells.

A MUST do action for any wizard of any level!

Magus too! If I remember right anyway.
Definitely. I offer any Magi or Witches a glance..though the way I understand it.. Witches can't recipocate. Neither can Alchemists.

You are correct; they cannot.

2/5

Michael Eshleman wrote:
Whiskey Jack wrote:
Aram Zey is in several Season 3 scenarios and might be a nice "mentor" for your wizard.
There are many words that I would use to describe Aram Zey. "Nice" is not one of them. ;-)

Well, better than when I offer new first level PCs a chance to be "special friends" with Adril Hestrom (who is described as lecherous with the less experienced pathfinders in Seekers of Secrets).

The Exchange 5/5

Witches actually can't "copy" spells from wizards. Alchemists can though.

The Exchange 5/5

here's the advice I give from one wizard to another about how to share spell books.

Wall of Text Advice on sharing spellbooks:
:

It helps to have a list of the spells in your book that you can hand to another player. that way it doesn't cut into table time while he reviews your book to see what he can use/wants/doesn't have. And also stick on a big sticky note - that way, when he returns the spell list to you, he should have noted what he has that you don't - that you can add to your book. Get him to note his PFS character number too, that way you have a record of who you got the spell from (I have just started doing this last part). I stick this sticky note on the back of my chronicle for that game, as well as noting the cost of scribing the spells on the front.

So it goes something like this:

me to other player as we are sitting down at the table: "here's my spell book. Look thru and copy what you want. I'd like you to note what you have that I don't on this. Pass it back when your done."

Other player: "HA! like you're going to have something I don't... wait, you've got 5th level spells in your 1st level wiz/6th level rogues book??"

Me: "yeah, I adventure with a lot of wizards. This is my 'Wizard Bait'. Anyway, if you have anything I don't just note it ok?".

Me to the Judge: "If we have time & money before the adventure - we'll copy spells, if not, we'll do it at the end afterword. Is that ok? I'll copy anything he has that I don't."

I've had more than one player say "heck, even if we stop the game now, I've had a GREAT game! I'm a lot poorer - but LOTS of new spells!"

I've been doing this sense season 2, when you only got spells if you paid for the scrolls (not this half scribing cost stuff that we have now).

This way it only takes a couple minutes away from the RP of the table, reduces table crosstalk, does the needed bookwork, and (most important) doesn't cut into the DMs time/setup/etc.

It often results in a Wizard player who spends the first 10 minutes of the game with his nose in a spell book - giggling to himself. But I figure this is good role play. Every wizard is a little bit crazy..

Dark Archive 3/5

So...just off the topic on the top of the thread.

Are wizards worth it?

YES!

The most difficult thing I have to deal with among all my players...are them dern wizards.

They can do things...powerfully painful things...things! THINGS!

Let me say...animal growthed, dire tiger, smiting demons.

Wall in the way? No problem. Enemy fled to where? Teleport...no problem.

They can solve almost everything with a few well placed spells. They are the lex luthors of the adventuring world. Give them enough time, and they can take down superman.

Silver Crusade 4/5

Kyle Elliott wrote:

So...just off the topic on the top of the thread.

Are wizards worth it?

YES!

The most difficult thing I have to deal with among all my players...are them dern wizards.

They can do things...powerfully painful things...things! THINGS!

Let me say...animal growthed, dire tiger, smiting demons.

Wall in the way? No problem. Enemy fled to where? Teleport...no problem.

They can solve almost everything with a few well placed spells. They are the lex luthors of the adventuring world. Give them enough time, and they can take down superman.

Lex Luthor never took down Superman. Batman, on the other hand, managed to knock Supes down more than once...

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Kyle Elliott wrote:

So...just off the topic on the top of the thread.

Are wizards worth it?

YES!

The most difficult thing I have to deal with among all my players...are them dern wizards.

I've heard that whenever someone says emergency force field at your table you start sobbing now; is this the case?

Or is that only with control winds?

=P

The Exchange 5/5

1 person marked this as a favorite.

We wizards are completely worth it.

Now give me your lunch.

Shadow Lodge **

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Seth Gipson wrote:
Thomas Graham wrote:
MrSin wrote:
Thomas Graham wrote:
Seth Gipson wrote:
My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

And don't forget..with the new rules on spell purchasing you get more bang for your buck.. but the FIRST action I do with a Wizard at the table with me is compare spells.

A MUST do action for any wizard of any level!

Magus too! If I remember right anyway.
Definitely. I offer any Magi or Witches a glance..though the way I understand it.. Witches can't recipocate. Neither can Alchemists.
You are correct; they cannot.

Two witches can reciprocate with each other, though -- their familiars teach the spells to each other.

Silver Crusade 4/5

1 person marked this as a favorite.
pH unbalanced wrote:
Seth Gipson wrote:
Thomas Graham wrote:
MrSin wrote:
Thomas Graham wrote:
Seth Gipson wrote:
My level 8? Wizard's book has somewhere around 50 non-Cantrip spells in it, thanks to buying a few scrolls and playing with another Wizard a couple times. Definitely worth it.

And don't forget..with the new rules on spell purchasing you get more bang for your buck.. but the FIRST action I do with a Wizard at the table with me is compare spells.

A MUST do action for any wizard of any level!

Magus too! If I remember right anyway.
Definitely. I offer any Magi or Witches a glance..though the way I understand it.. Witches can't recipocate. Neither can Alchemists.
You are correct; they cannot.
Two witches can reciprocate with each other, though -- their familiars teach the spells to each other.

They get familiar with each other?

I always wondered how that worked. Do they just go over and start sniffing each other's butts, or is there some other method?

4/5 *

Are wizards worth it?

Oh for sure!

My slow specialist wizard does an amazing job of neutralizing threats. I can't wait for him to get the cooler high level spells, too, like telekenesis and disintegrate, since he is transmutation specialized anyway because of slow. It's so exciting to get a new selection of spells...so many more things your character can do!

However, I will say that a wizard is much trickier to play than most classes, so make sure your player is aware of that.

But don't let my advertising detract someone from a sorcerer. Those can be just as potent as a wizard. I prefer a large spell selection myself that the wizard offers, and like intelligence-based characters so I am good at knowledges, but I understand the power of many spells per day and high charisma as well.

Dark Archive 3/5

Walter Sheppard wrote:
Kyle Elliott wrote:

So...just off the topic on the top of the thread.

Are wizards worth it?

YES!

The most difficult thing I have to deal with among all my players...are them dern wizards.

I've heard that whenever someone says emergency force field at your table you start sobbing now; is this the case?

Or is that only with control winds?

=P

...how many trees did you kill with your druid? HOW DOES IT FEEL!?!?!??! HUNH!!!! HUNH!!!!!

...I hate wizards too. Unless I'm playing them. Then their awesome.

Liberty's Edge 3/5

This brings back painful memories of a sorcerer emergency force shielding himself and my wife's ranger to avoid a fireball, followed by the BBEG summoning a swarm of bats inside the bubble.

I like to think my wife's ranger still wakes up in the middle of the night going "Bubble of Bats! No!"

Still waiting for an intelligently built summon-specced wizard to show up in a PFS scenario. *crosses fingers for 4-26*

The Exchange 5/5

DrSwordopolis wrote:

This brings back painful memories of a sorcerer emergency force shielding himself and my wife's ranger to avoid a fireball, followed by the BBEG summoning a swarm of bats inside the bubble.

I like to think my wife's ranger still wakes up in the middle of the night going "Bubble of Bats! No!"

Still waiting for an intelligently built summon-specced wizard to show up in a PFS scenario. *crosses fingers for 4-26*

sigh... you do realize that the BBEG could not target the area inside the force shield to summon the bats - unless he were inside it as well? He can see it, but cannot target the area inside the bubble. Just like you can't target an ice storm thru a Resilient Sphere, or a Wall of Force.

(it would be cute though... ice storm[i] and [i]Resilient Sphere and you have trapped someone in a giant snow globe!)

(Edit)

added rules on Line of Effect for spells:
:
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.
bolding mine.

Sczarni 2/5

Fromper wrote:
I always wondered how that worked. Do they just go over and start sniffing each other's butts, or is there some other method?

That's essentially it but it is still customary to at least buy drinks before hand and make small talk.

2/5

Is this thread title a joke? Wizards (still) have real ultimate power.

Liberty's Edge 3/5

nosig wrote:
...

Yeah, I know, but I didn't at the time. Besides, 'twas funny.

Liberty's Edge 1/5

A wizard is "worth" it if the player in mind enjoys the class. But, like all classes, it is difficult in the first few levels. My first experience playing this particular class in Pathfinder was through PFS. I've REALLY come to enjoy it! The class is capable of doing various things, especially with the sub-schools associated with each of the main schools of magic.

I play a Conjuration wizard who took the Teleportation sub-school. Not once has he ever cast a single 'Summon Monster' spell. I know it's odd, but that's part of the character. Encourage this new player to look through the sub-schools, it might help them get a better idea of what they would want to do with the class.

And as others have stated already, it can be a difficult class to play just because of the formula's associated with spells and how they function. It just takes a little time and effort, but when research is done, the class can be pretty awesome. Just like any other class.

Silver Crusade 2/5 *

I personally think that the sorcerer is better suited for PFS scenarios. Two real pillars of the wizard's strength are minimized in PFS. Wizards have lots of extra feats that are good for crafting. Secondly, their ability to adapt to a given situation by coming back the next day or next week with the right spells ready is rarely of any use either.

This is not to say that wizards can't do very well in PFS. I'm just saying that wizards are even better in homebrew, whereas the sorcerer is very much the same in both.

Dark Archive 4/5 5/5 ****

David, I would say it a little differently...

Wizards are somewhat less potent if they do not have the chance to re-memorize their spells, as they have to stay relatively general in the spell selection. If they have the chance to tune their selections, then they can be much more powerful.

Sorcerers have their innate advantages (more castings per day per spell level, can cast any spell at any time assuming they have castings left), but do have significant disadvantages (very few spells known, slower progression to higher level spells).

I personally think that the differences come down to play styles (I personally don't care for spontaneous casters in general due to the lack of choices).

However, both are greatly aided by having a proper set of expendables ready, especially scrolls. Now, in a homebrew game, the Wizard would win out here by a long shot, as he could write his own scrolls, preparing a veritable arsenal of utility at half price, but PFS doesn't give us that option.

This has actually been an interesting thread for me, as I am in the process of building a new character (have GM credits to spend), and was thinking that an arcane caster would be a good choice, as I've got three characters already that are focused on mundane combat.

The Exchange 5/5

DrSwordopolis wrote:
nosig wrote:
...
Yeah, I know, but I didn't at the time. Besides, 'twas funny.

oh, beyond a doubt! ;)

that's why I gave the example of ice storm and Resilient Sphere - I want to do a researched spell snow globe that combines the two effects! and some way to shake it!

The Exchange 5/5

One of the advantages of wizard in PFS that everyone seems to be looking past is the knowledge skills. Wizards get a ton of skill points (yeah, 2 plus INT), and all knowledges are class skills. At Tiers "3 to 7" and "5 to 9" they are a real help to the party at monster IDs, or other just odd skills... 1 rank +5 INT +3 class skill gives them a +9 on a knowledge skill, and I regularly see wizards with +11 or more in all. I've seen a wizard PC "help" her teammates do 3 of thier faction missions, just with odd skills, (knowledge - Engineering, Apparise, Knowledge Nature), and then do her own with an extra point she put in Disable Device.
.
Another that many players/judges forget is identification of magic items... I've seen a judge give the PCs the magic items, tell them what they are, and then realize that no one in the party had detect magic, let alone the spellcraft to id the items (something you can't T10 on, IDing magic items while concentrating on a detect magic spell).

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Kyle Elliott wrote:
Walter Sheppard wrote:
Kyle Elliott wrote:

So...just off the topic on the top of the thread.

Are wizards worth it?

YES!

The most difficult thing I have to deal with among all my players...are them dern wizards.

I've heard that whenever someone says emergency force field at your table you start sobbing now; is this the case?

Or is that only with control winds?

=P

...how many trees did you kill with your druid? HOW DOES IT FEEL!?!?!??! HUNH!!!! HUNH!!!!!

...I hate wizards too. Unless I'm playing them. Then their awesome.

TREEEEEBEEAAAARDDDDD!!!!

Best 7th player ever.

Sovereign Court 4/5 5/5 ***

Pathfinder Starfinder Adventure Path Subscriber
Silbeg wrote:
Wizards are somewhat less potent if they do not have the chance to re-memorize their spells, as they have to stay relatively general in the spell selection. If they have the chance to tune their selections, then they can be much more powerful.

One trick that I've picked up is whenever I'm playing a prepared caster in a scenario, ask the GM if I would have time to prepare spells after the mission briefing. If there's large amounts of traveling time or some other reason that would let me reprepare spells, then I can tailor them to the mission at hand. If the GM says no, I load my generics in and am ready to go.

Silver Crusade 4/5

Prepared casters can also leave a slot or two open, and spend 15 minutes preparing a spell during the adventure. I forget the details off the top of my head, but it's in the magic chapter of the Core Rulebook.

The Exchange 5/5

Fromper wrote:
Prepared casters can also leave a slot or two open, and spend 15 minutes preparing a spell during the adventure. I forget the details off the top of my head, but it's in the magic chapter of the Core Rulebook.

and the prep time for Alchemist is only 1 minute...


Silbeg wrote:
I personally think that the differences come down to play styles

This is a big part of it. The various casters all have a different feel and you can build them very differently. There are lots of small little differences that can be big in the long term. Oracles have a ton of class features, but if you pick a mystery or curse you don't like life can be rough. Spontaneous casters face an important decision with spell selection(though human favored class helps). Sometimes a school power is something that really pulls you in. Witches can be played almost exclusively with hexes, though I don't suggest it, the ability to spam hexes endlessly can be much different than going through a spell list that you fire and forget.

I usually play casters. Which one to play and what class features to pick are big. Spell selection is defining, but I feel prepared is much easier to deal with that, even in PFS where it doesn't feel as easy to know every spell. I've played games where you don't get any spells beyond what you learn as a wizard, and they're still pretty fun. Spells are powerful things.

Silver Crusade 2/5 *

What Silbeg said.

3/5

Don´t forget there are pages of spell knowledge and those rings now, which help spontaneous casters a lot. On the other hand, the fast study let´s wizards prepare a spell in one minute from level 5 on.

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