Prethen
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I've often contemplated trying out a Wizard class. Every time I "do the math", they seem too underpowered when compared to Sorcerers and the new Arcanist class.
The only advantages I see are:
* They gain higher level spells at one class level sooner.
* They can use a Metamagic spell slot without the increase of casting time (but so can an Arcanist). I've also never chose a Metamagic feat because I have so few spell slots and loathe to give a precious higher level one for a Metamagic spell.
* They get an extra spell slot for their school of specialization (but take penalties for opposition school).
I've looked at the archetypes and none seem to be appealing enough to actually create the character.
the Diviner
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The main advantage to the Wizard are in my opinion these things:
- Fast spell progression
- Can prepare whatever he needs for the day(shared by the Arcanist)
- With a feat Opposition research you only have one school of magic that is expensive to cast.
- More spells than the Arcanist per day(when specialized)
| avr |
The higher level spells is pretty solid. Don't underestimate that.
Metamagic can be very good. If you refuse to use it that's your own lookout.
You're almost always going to know many more spells than a sorcerer. You can prepare more different spells than an arcanist, which can be handy or a trap depending on your smarts (not the characters'.)
There are some very nice arcane discoveries. No other class can get these.
You should seldom need to prepare spells from all eight schools of magic if there is any sort of focus to your character anyway.
Really, the wizard is noticeably more powerful than a sorcerer and about on a par with an arcanist.
| Gavmania |
They also get school powers, which range from awesome to meh.
The Scryer school makes you eligible for Early Entry Eldritch Knight, but that's only of interest if you want to go down that route.
Ultimately it's a matter of playstyle; if you like to be able to spam your spells play a soreror. If you like to have the one spell that every situation demands, play a Wizard; if you like a bit of both play an Arcanist.
| strayshift |
The Sorcerer is better in my opinion IF you design one well (including metamagics) however if you have good 'intelligence' you can tailor your spell load to the challenge ahead (the spontaneous caster generally is taking spells they are 'likely to need for generic adventuring situations'). The good 'intelligence' thing is a pretty big if at low levels and it depends on how your DM runs scrying/divination magic.
The stat Intelligence based casting also gives you more skill points so Knowledge Skills can be a real asset to you, especially against monsters you are unfamiliar with.
Item Creation also favours a Wizard too, they get bonus feats and they can again change their memorised spells, again some DM's are easier on this than others (I personally don't like my players crafting).
I suppose it all comes down to play-style preferences of the individual wizard player and the DM.
Prethen
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I forgot to add, this would be for PFS play so Item Creation is a non-starter. But, the other things you guys are noting make sense.
I really got to restart thinking about a good Wizard build. One possibility I've been mulling over is an Illusionist. You don't see that much in PFS play and I wonder if I can come up with one that could really help turn the tide in various scenarios.
| Anzyr |
I forgot to add, this would be for PFS play so Item Creation is a non-starter. But, the other things you guys are noting make sense.
I really got to restart thinking about a good Wizard build. One possibility I've been mulling over is an Illusionist. You don't see that much in PFS play and I wonder if I can come up with one that could really help turn the tide in various scenarios.
I don't know if it's PFS legal but the Arcane Discovery Resilient illusions can give you some insane save DCs.
Prethen
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Prethen wrote:I don't know if it's PFS legal but the Arcane Discovery Resilient illusions can give you some insane save DCs.I forgot to add, this would be for PFS play so Item Creation is a non-starter. But, the other things you guys are noting make sense.
I really got to restart thinking about a good Wizard build. One possibility I've been mulling over is an Illusionist. You don't see that much in PFS play and I wonder if I can come up with one that could really help turn the tide in various scenarios.
WOW...that looks like a cool book (Pathfinder Player Companion: Magical Marketplace) where that feat comes from. And, it looks like it's PFS legal. Yet another book I need to add to my wish list.
Imbicatus
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I forgot to add, this would be for PFS play so Item Creation is a non-starter. But, the other things you guys are noting make sense.
Actually, you can enchant an arcane bond item in PFS. It's the only way to get around the no-crafing rule, and it allows you to cast any spell in your spellbook without preparation.
| Gregory Connolly |
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As someone who played an oracle in a home game where there was also a wizard in the party I can state that having a level more of spells is really good and not having it can make you very jealous and unhappy. Levels 3, 5, 7, 9, and 11 are 5/11ths of your career in PFS, and those are the levels you want to be a prepared caster instead of a spontaneous one.
All three of the classes you mentioned are really powerful, I'm not gonna sit here and tell you that Arcanists or Sorcerers are weak. Wizard is going to reward system mastery and punish a lack of it more than any other class in the game. In PFS Wizards get Spell Focus instead of Scribe Scroll as a bonus feat, and that is a major upgrade. Nonhuman wizards can pull off human wizard shenanigans and human wizards can pull off some crazy stuff.
The messageboards can make the class seem to be really powerful, but they assume a lot of system mastery. They also assume that you will be fine not being great at low level for the payoff of being great at mid and high level. There is more parity in PFS as they retire you around the point where full casters start to pull away from everyone else.
| strayshift |
As someone who played an oracle in a home game where there was also a wizard in the party I can state that having a level more of spells is really good and not having it can make you very jealous and unhappy. Levels 3, 5, 7, 9, and 11 are 5/11ths of your career in PFS, and those are the levels you want to be a prepared caster instead of a spontaneous one.
All three of the classes you mentioned are really powerful, I'm not gonna sit here and tell you that Arcanists or Sorcerers are weak. Wizard is going to reward system mastery and punish a lack of it more than any other class in the game. In PFS Wizards get Spell Focus instead of Scribe Scroll as a bonus feat, and that is a major upgrade. Nonhuman wizards can pull off human wizard shenanigans and human wizards can pull off some crazy stuff.
The messageboards can make the class seem to be really powerful, but they assume a lot of system mastery. They also assume that you will be fine not being great at low level for the payoff of being great at mid and high level. There is more parity in PFS as they retire you around the point where full casters start to pull away from everyone else.
Against that however is the spell spamming, meta-magic flexibility & extra spells to cast that a Sorcerer has. In addition a Wizard can be left with spells that are completely useless to the situation at hand or not enough of the right spell to help the entire party. Horses for courses.
| Blackwaltzomega |
| 1 person marked this as a favorite. |
The sorcerer is the easiest option to pick up and play, and in my opinion spontaneous casting is more fun. You don't need to have a big spell book you're always rearranging, you just build a move list and work with your bloodline powers. That said, being unable to change their move list on a day-by-day basis is a much bigger pitfall than you'd think, and the sorcerer loses HARD to the Wizard and the Arcanist in terms of versatility. Its primary advantage at this point is that it gets more spell slots, but speaking as a GM, you've gotta work at it to make the players feel that difference.
The wizard is the god of system mastery option. They won't outperform a sorc or arcanist in the hands of someone who doesn't really know what they're doing, but someone that knows Pathfinder well is g#$!*+n devastating with one. They get to all the big spells fastest, and their arcane schools mean they've got the Arcanist beat in both progression and spells per day and the Sorcerer beat in skills and versatility. Arcane discoveries can get pretty potent, too, particularly Opposition Research meaning you can avoid the primary pitfall of the Arcane School without much difficulty. They also get an arcane bond for free, which Sorcerers have to be Arcane and Arcanists need to spend class features on. School powers vary, much like bloodlines, but some of them, like the Divination school, are the reason it's not unreasonable when theory crafting to always assume that the Wizard isn't surprised and wins initiative to unleash hell on anyone who looks at him funny late game.
The Arcanist is generally stronger than the sorcerer but not quite as powerful as a wizard in full system mastery mode, by my reckoning, although they have some fairly insane toys that can help them make up the gap. Potent Spells is ridiculously strong as an option if the Arcanist is big on save-or-lose effects, and it only gets worse if the Arcanist was able to steal a Bloodline Arcana that further boosts spells; if you want unreasonably high save DCs, the Arcanist is your man. Its spell casting means it's more forgiving to those that don't prepare just the right selection of spells, too, although again it gets them slower and gets less of them than its parent classes.
Prethen
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There seems to be a theme here about "System Mastery" for a Wizard. I've been playing for about a year and a half and I must admit that I'm not quite the power gamer for figuring out all the ins-and-outs of various classes. Can someone enlighten me as to some powerful ways the Wizard can really "master" a table?
the Diviner
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There seems to be a theme here about "System Mastery" for a Wizard. I've been playing for about a year and a half and I must admit that I'm not quite the power gamer for figuring out all the ins-and-outs of various classes. Can someone enlighten me as to some powerful ways the Wizard can really "master" a table?
Two characters are both specialized in say Illusion. They are given the job to enter an area known to harbor many undead creatures.
The Sorcerer will have to rely on the limited number of spells she got that are not mind-affecting.Where as a Wizard who has invested in just a few more spells than those he gets per level and who has prepared for such a thing can swich out some of those spells for things that might prove usefull in such a situation.
So the mastery part is knowing what spells to prepare. And in particular in PFS being able to rearrange your prepared spells to fit your current party.
To have combo's ready for different situations so that you can tackle just about any situations.
| Blackwaltzomega |
| 1 person marked this as a favorite. |
There seems to be a theme here about "System Mastery" for a Wizard. I've been playing for about a year and a half and I must admit that I'm not quite the power gamer for figuring out all the ins-and-outs of various classes. Can someone enlighten me as to some powerful ways the Wizard can really "master" a table?
The sorcerer/wizard spell list can successfully answer basically every challenge the GM is capable of creating without breaking the rules of the game.
Sorcerers have to make do with how much of it they KNOW, which is usually pretty good.
The wizard, however, can learn enough of it that a sufficiently crafty wizard player is nearly unstoppable. Magic contains most of the broken super-combos in the game, and the wizard gets to all that stuff first, but you won't see your average blaster-caster pulling it off. However, you can observe how a wizard can one day be the damage king, hurling fireballs with various nasty tricks attached at frost giants and the like for massive damage (and later on, stun-locking them to death with his Dazing Spells), while other days the wizard can be the master of craftily evading your enemies, scouting ahead with their familiar or divination spells, turning invisible to fly around and make a plan to get the drop on or evade an encounter, and so on. Another day the Wizard is the master debuffer, hurling out spells that render the enemy pathetically unprepared to withstand the rest of the party's attacks and changing the battlefield for maximum advantages. And let's not get into what kinda stuff a wizard pulls off when his thoughts turn to summoning and binding...
A spontaneous caster can generally master one of those roles, but a canny wizard can master them all. The Arcanist can do similarly, although it does so slower and with fewer spell slots to work with.
Prethen
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Prethen wrote:There seems to be a theme here about "System Mastery" for a Wizard. I've been playing for about a year and a half and I must admit that I'm not quite the power gamer for figuring out all the ins-and-outs of various classes. Can someone enlighten me as to some powerful ways the Wizard can really "master" a table?The sorcerer/wizard spell list can successfully answer basically every challenge the GM is capable of creating without breaking the rules of the game.
Sorcerers have to make do with how much of it they KNOW, which is usually pretty good.
The wizard, however, can learn enough of it that a sufficiently crafty wizard player is nearly unstoppable. Magic contains most of the broken super-combos in the game, and the wizard gets to all that stuff first, but you won't see your average blaster-caster pulling it off. However, you can observe how a wizard can one day be the damage king, hurling fireballs with various nasty tricks attached at frost giants and the like for massive damage (and later on, stun-locking them to death with his Dazing Spells), while other days the wizard can be the master of craftily evading your enemies, scouting ahead with their familiar or divination spells, turning invisible to fly around and make a plan to get the drop on or evade an encounter, and so on. Another day the Wizard is the master debuffer, hurling out spells that render the enemy pathetically unprepared to withstand the rest of the party's attacks and changing the battlefield for maximum advantages. And let's not get into what kinda stuff a wizard pulls off when his thoughts turn to summoning and binding...
A spontaneous caster can generally master one of those roles, but a canny wizard can master them all. The Arcanist can do similarly, although it does so slower and with fewer spell slots to work with.
I agree that sounds pretty damaging/powerful (and only if you really know what/how to prepare that stuff). However, in the case of PFS play (which is most what I do) it sounds like it might be difficult for a Wizard to quickly re-prepare to just the right spells as a scenario gets underway.
| Oliver McShade |
It really depends on the DM.
Although the number of times, that i have joined a group, and started out butt naked, without a spell book, has been often enough, that my First question is ? Do you allow level dips into Monk :-)
The main advantage, is no spell book to protect. No other class is teathered to an Item, like a Wizard. And one good failed save on a fireball, or a teleport into a acid lake. And (( Depending on DM )), you might be kissing that spell book goodbye.
The Cost to build a back up spell book / Rebuild a lost or destroyed spell book, and keeping your spell book save from Theft. (( every Rogue trying to make a buck, and every other wizard looking for new spell, is after it )).
Why i prefer Sorcerer..... with all the money you save buy not having a spell book... you can buy other magic items.
| Exguardi |
* They gain higher level spells at one class level sooner.
Yep, got it in one! Wait, was there more that needed to be examined? Of the strongest, most diverse and most interesting class feature in the game, "Spells," the wizard gets better (or even just cooler) ones the fastest.
I'm sold.
twells
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I find that the theory-crafting loses part of its luster particularly with PFS as you often cannot just stop and divine your way into a perfect spell selection. These things are timed and there are often consequences for stalling.
Furthermore, some poster's ideas of battle field control (i.e. God-mode) can really slow play down quite a bit, so take that into account.
I have also seen in my area that wizard's do not, in PFS, change their spell selection as much as you would think.
I always encourage people to play what they like, and that is what I would say to you.
Imbicatus
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I find that the theory-crafting loses part of its luster particularly with PFS as you often cannot just stop and divine your way into a perfect spell selection. These things are timed and there are often consequences for stalling.
Furthermore, some poster's ideas of battle field control (i.e. God-mode) can really slow play down quite a bit, so take that into account.
I have also seen in my area that wizard's do not, in PFS, change their spell selection as much as you would think.
I always encourage people to play what they like, and that is what I would say to you.
Any wizard can leave a spell slot empty and fill it in 15 minutes, or one minute with fast study. This is more than enough time to prepare a spell tailored to the situation.
Magda Luckbender
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However, in the case of PFS play (which is most what I do) it sounds like it might be difficult for a Wizard to quickly re-prepare to just the right spells as a scenario gets underway.
There's huge variation between scenarios, although the it's rarely even mentioned as a thing.
Some scenarios you show up the table and are immediately in the thick of things, on a timer, with no time to prepare. Spontaneous casters do well in this case. I played one game where we heard 'Roll for Initiative' less than 30 seconds from start time. E.g. you learn you will be facing Undead, but there's a timer running so you can't prepare different spells and the Wizard who does Illusions & Enchantment is stuck with the wrong prepared spells. In this case those players with the system mastery to leave Open Spell Slots do well, because there's always time for a 15 minute break.
Other scenarios you have days or weeks before the first encounter, with lots of time to change it up. Some even give you a chance to divine what's ahead. Prepared casters have the edge here. For example, one session I played level 7 iconic Kyra and prepared lots of Summon Monster spells, which are not on her default list at all. This changed Kyra from a medico to a battlefield controller, just by swapping out spells.