| Matthew Downie |
Arcane Addict wrote:I cannot believe I forgot this one! Metamagic! Wizards don't take as long as sorcerers do when casting metamagic'ed up spells!On the flip side though, wizards have to prepare metamagic in advance, committing higher level spell slots.
I'd agree that sorcerers tend to benefit more from metamagic feats. Those new high level spell slots where you've only got one spell known? Now they can be used for a variety of powerful metamagic spells.
On the other hand, metamagic rods are better for wizards. Wizards get the benefit of spontaneous use, and unlike a sorcerer, they can draw the rod as a move action in the same round.
Alceste008
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Drahliana Moonrunner wrote:Arcane Addict wrote:I cannot believe I forgot this one! Metamagic! Wizards don't take as long as sorcerers do when casting metamagic'ed up spells!On the flip side though, wizards have to prepare metamagic in advance, committing higher level spell slots.I'd agree that sorcerers tend to benefit more from metamagic feats. Those new high level spell slots where you've only got one spell known? Now they can be used for a variety of powerful metamagic spells.
On the other hand, metamagic rods are better for wizards. Wizards get the benefit of spontaneous use, and unlike a sorcerer, they can draw the rod as a move action in the same round.
Yeahh, I agree. Since every caster worth their salt carries multiple metamagic rods (ie the rods are much, much better than the feats). Wizards can use the rods as a standard action while sorcerers have to use a full round action. This is a pretty clear advantage for Wizards.
| wraithstrike |
The real question here is, why even bother playing a Sorcerer when the Blood Arcanist exists?
They might want the feats and bonus spells. If they plan to be binding outsiders a sorcerer is more likely to have a higher charisma making the task easier. Arcanist also still have to prepare spells, and that is one reason to avoid an arcanist and a wizard.
| Hubaris |
Hubaris wrote:The real question here is, why even bother playing a Sorcerer when the Blood Arcanist exists?They might want the feats and bonus spells. If they plan to be binding outsiders a sorcerer is more likely to have a higher charisma making the task easier. Arcanist also still have to prepare spells, and that is one reason to avoid an arcanist and a wizard.
While I can get the sentiment, you can easily make the Feats up with the Metamagic Exploits, Potent Magic for Spell Focus, Dimensional Slide for mobility (versus the ever present Nimble Moves) and a higher Int to offset the Skill Focus feat thats generally in the pool.
I suppose Bonus Spells from the Bloodline is a decent reason, though being stuck to Charisma again is a downer.
Preparation is easily fixed by Quick Study, but maybe I look a little too much into it.
| wraithstrike |
wraithstrike wrote:Hubaris wrote:The real question here is, why even bother playing a Sorcerer when the Blood Arcanist exists?They might want the feats and bonus spells. If they plan to be binding outsiders a sorcerer is more likely to have a higher charisma making the task easier. Arcanist also still have to prepare spells, and that is one reason to avoid an arcanist and a wizard.
While I can get the sentiment, you can easily make the Feats up with the Metamagic Exploits, Potent Magic for Spell Focus, Dimensional Slide for mobility (versus the ever present Nimble Moves) and a higher Int to offset the Skill Focus feat thats generally in the pool.
I suppose Bonus Spells from the Bloodline is a decent reason, though being stuck to Charisma again is a downer.
Preparation is easily fixed by Quick Study, but maybe I look a little too much into it.
Those abilities may not replace the feats of the specific bloodline.
If you are asking from an optimization point of view then the arcanist is a better class in my opinion, even without that archeytpe. Otherwise it all boils down to what the player wants specifically for that build.| UnArcaneElection |
Mongrel Mage is actually broken, and not in a good way. Yes, it lets you use your Mongrel Reservoir to activate Bloodline Powers at your full Sorcerer level, choosing powers of level that goes up with yours . . . Until you get to 7th level. No Bloodline has a 7th level Bloodline Power! The next Bloodline Power in any Bloodline is at level 9, and the next one after that is at level 15, which Mongrel Mage doesn't even address until you get to level 20. It also takes away Bloodline Spells, and then consumes the (admittedly usually not great) Bloodline feats to get them back in weirdly bunched intervals.
| Scavion |
Mongrel Mage is actually broken, and not in a good way. Yes, it lets you use your Mongrel Reservoir to activate Bloodline Powers at your full Sorcerer level, choosing powers of level that goes up with yours . . . Until you get to 7th level. No Bloodline has a 7th level Bloodline Power! The next Bloodline Power in any Bloodline is at level 9, and the next one after that is at level 15, which Mongrel Mage doesn't even address until you get to level 20. It also takes away Bloodline Spells, and then consumes the (admittedly usually not great) Bloodline feats to get them back in weirdly bunched intervals.
Its pretty obvious that that ability comes online at 9th and its hardly a deal breaker.
You get to switch your Bloodline Arcana from day to day and get to swap out your bloodline spells! If thats not awesome I guess I dont know what is.
Hmm
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Let me just state that this argument is silly.
Well-played sorcerers and well-played wizards (and arcanists too) both kick ass, but in different ways. I love sorcerers because I love spontaneous casting and charisma and social skills. Mnemonic vestment, wands and scrolls fill my weak spots.
All the arcane casters are great. This argument is old. The thing to remember is that each has different strengths that you can build towards, and different weaknesses that you can shore up.
Vive la difference!
Hmm
| The Golux |
Since a lot of people here seem to be really good at this, how do you think the balance would be for giving sorcerers bloodline spells 1/day the level before they get access to the equivalent spell (bumping it back two levels from where it is, to where wizards get access to that level of spell)?
Also, for all you wizards and especially Thassilonian Specialists, what schools do you eschew? I have a hard time picking, though Necromancy is usually one of them (though it has some really useful spells, like spectral hand and false life)
Deadmanwalking
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That would be a huge boost in power for sorcerers. I would move them forward 1 level, so that 2nd is less of a dead level, and sorcs always get at least two spells of a given level to cast.
I do this and give them 4 skill points per level and a couple of Class skills (Knowledge-Local and Performance).
Works pretty well in my experience.
| Xethik |
| 2 people marked this as a favorite. |
Hubaris wrote:The real question here is, why even bother playing a Sorcerer when the Blood Arcanist exists?Because the Mongrel Mage Sorcerer is so cool!
And also Razmiran Priest. I played this in a short campaign before I started forum browsing and catching onto good class options, so man was I surprised to feel so powerful. I did abuse the costly material component work around without really even realizing it, which helped.
Just a Mort
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I prefer wizards, because prepared spellcasting, you can prepare stuff to suit the day. Like if the table has no divine caster, you're going underwater for a jaunt, you can just go get a waterbreathing up. Facing a red dragon? Communal resist energy from a reach rod. Standard action. High int gives you more skills, and an excuse to yell at the party, beat that skeleton with a stick, not a sword.
With clever wordplay/bruising intellect/student of philosophy, wizards can be the party face. They have more skill points to burn too.
I'm happy not to be the party face. Enough people can't understand me when I get excited anyway(It's in part an accent problem, and also I'm not allowed to make too much noise where I play). Plus, I don't talk crap well on the fly.
| wraithstrike |
Since a lot of people here seem to be really good at this, how do you think the balance would be for giving sorcerers bloodline spells 1/day the level before they get access to the equivalent spell (bumping it back two levels from where it is, to where wizards get access to that level of spell)?
Also, for all you wizards and especially Thassilonian Specialists, what schools do you eschew? I have a hard time picking, though Necromancy is usually one of them (though it has some really useful spells, like spectral hand and false life)
It wouldn't really matter. The player's effectiveness would only marginally increase.
As a wizard I tend to sacrifice the enchantment and illusion schools, but I still prefer sorcs because I have more fun with them.
| UnArcaneElection |
UnArcaneElection wrote:Mongrel Mage is actually broken, and not in a good way. Yes, it lets you use your Mongrel Reservoir to activate Bloodline Powers at your full Sorcerer level, choosing powers of level that goes up with yours . . . Until you get to 7th level. No Bloodline has a 7th level Bloodline Power! The next Bloodline Power in any Bloodline is at level 9, and the next one after that is at level 15, which Mongrel Mage doesn't even address until you get to level 20. It also takes away Bloodline Spells, and then consumes the (admittedly usually not great) Bloodline feats to get them back in weirdly bunched intervals.
Its pretty obvious that that ability comes online at 9th and its hardly a deal breaker.
You get to switch your Bloodline Arcana from day to day and get to swap out your bloodline spells! If thats not awesome I guess I dont know what is.
I don't feel safe playing something that has been so poorly thought out that it wasn't even proofread at a basic level.
| Derek Dalton |
Played both actually in Wrath of the Righteous. Started off as an Arcane Int based Sorcerer. He was a blaster which is what I wanted. The problem with him was lack of spell selection. The first module scrolls with several spells are offered as treasure, including a few higher level spells. Later switched to an Exploiter Wizard finding it a better fit for me and the campaign. With the Exploiter I gave up a school specialization and a Bond but the abilities offered were more then worth it.
Later on in the series I became Mythic and my power level jumped. The bonus feats a Wizard gets actually made a huge difference compared to the Bloodline powers. To be honest most Bloodline powers don't really excite me. Draconic is about the only really nice one but to be devastating you need to take the Prestige class made for it. The favored class of various races actually helped make it easier between Wizard or Sorcerer. Most Sorcerer favored class bonuses are not exciting more like eh. Wizards usually get more spells which is the goal of any Wizard. Yes you need to pick them but you have a versatility Sorcerers cannot compete with.
Specialization in a school I would avoid and having a Familier. Now the Bond is sweet considering what you can do with it.
| Gisher |
MeanMutton wrote:Lol, i read that guide and my first thought was "just build a witch", battlefield control, buffs and debuffs, sounds like a witch's territory. The witch can't put out damage, but it doesn't matter when everything has been hexed to sleep and you're just coupe de gracing all day with a greataxe.
Your best source of advice for starting out as a wizard is Treantmont's Guide to Pathfinder's Wizard: Being a God. Understanding how the spells work, particularly how battlefield control works and how much buffing helps and debuffing hurts, is the real key to playing a wizard.
When Treantmonk wrote that guide, there were no Witches.
| nicholas storm |
In wrath of the righteous, mythic gives a huge edge to sorcerers in that you can spend a mythic point to cast any wizard spell - so sorcerer's get wizard versatility. I played a mystic theurge in that AP as a sorcerer/oracle and had to reign back my character to not hog the spotlight.
In regular games, I still prefer sorcerers over wizards because the flexibility of not picking your spells each day means you can cast 20 fireballs in one day or cast 20 glitterdust, etc.
As a wizard, you have to pick and choose what you can cast in a battle, especially early in the day; often choosing to not use an optimal spell for an encounter, because you want to save it for a more important encounter.
Because of this, I think it takes more skill to build and play a wizard well than a sorcerer.
| Anzyr |
In wrath of the righteous, mythic gives a huge edge to sorcerers in that you can spend a mythic point to cast any wizard spell - so sorcerer's get wizard versatility. I played a mystic theurge in that AP as a sorcerer/oracle and had to reign back my character to not hog the spotlight.
In regular games, I still prefer sorcerers over wizards because the flexibility of not picking your spells each day means you can cast 20 fireballs in one day or cast 20 glitterdust, etc.
As a wizard, you have to pick and choose what you can cast in a battle, especially early in the day; often choosing to not use an optimal spell for an encounter, because you want to save it for a more important encounter.
Because of this, I think it takes more skill to build and play a wizard well than a sorcerer.
Reverse actually. It takes more skill to play a Sorcerer, because if you make poor choices in your spells, you become incredibly weak. A Wizard can easily fix this issue at the next town. And the flexibility of knowing more spells is superior and helps to make Wizards easier to play.
| nicholas storm |
nicholas storm wrote:Reverse actually. It takes more skill to play a Sorcerer, because if you make poor choices in your spells, you become incredibly weak. A Wizard can easily fix this issue at the next town. And the flexibility of knowing more spells is superior and helps to make Wizards easier to play.In wrath of the righteous, mythic gives a huge edge to sorcerers in that you can spend a mythic point to cast any wizard spell - so sorcerer's get wizard versatility. I played a mystic theurge in that AP as a sorcerer/oracle and had to reign back my character to not hog the spotlight.
In regular games, I still prefer sorcerers over wizards because the flexibility of not picking your spells each day means you can cast 20 fireballs in one day or cast 20 glitterdust, etc.
As a wizard, you have to pick and choose what you can cast in a battle, especially early in the day; often choosing to not use an optimal spell for an encounter, because you want to save it for a more important encounter.
Because of this, I think it takes more skill to build and play a wizard well than a sorcerer.
It's not rocket science to pick useful sorcerer spells if you spend time making spell selections.
If you have that down, I stand by my assertion that picking the right feats and spell selection as a wizard is more difficult than playing a sorcerer effectively.
| Anzyr |
Anzyr wrote:nicholas storm wrote:Reverse actually. It takes more skill to play a Sorcerer, because if you make poor choices in your spells, you become incredibly weak. A Wizard can easily fix this issue at the next town. And the flexibility of knowing more spells is superior and helps to make Wizards easier to play.In wrath of the righteous, mythic gives a huge edge to sorcerers in that you can spend a mythic point to cast any wizard spell - so sorcerer's get wizard versatility. I played a mystic theurge in that AP as a sorcerer/oracle and had to reign back my character to not hog the spotlight.
In regular games, I still prefer sorcerers over wizards because the flexibility of not picking your spells each day means you can cast 20 fireballs in one day or cast 20 glitterdust, etc.
As a wizard, you have to pick and choose what you can cast in a battle, especially early in the day; often choosing to not use an optimal spell for an encounter, because you want to save it for a more important encounter.
Because of this, I think it takes more skill to build and play a wizard well than a sorcerer.
It's not rocket science to pick useful sorcerer spells if you spend time making spell selections.
If you have that down, I stand by my assertion that picking the right feats and spell selection as a wizard is more difficult than playing a sorcerer effectively.
But the same is true of the Wizard. It's not rocket science to make good preparations at the start of the day and easier on you since you can change them the next day.
| nicholas storm |
The point is if you are going through a day with an unknown number of encounters (say 5-10), a sorcerer can cast haste in every encounter without doing anything special. A wizard would have to either do it through consumables or greater spell specialization, or use up 10 spell slots for haste.
If the wizard does that, then the sorcerer can still cast fly or fireball, or some other 3rd level slot. It takes effort for a wizard to use an effective spell in every encounter, especially when he doesn't know how many he will have in that day.
I admit I am not a great wizard player. Though I wonder if all this so called wizard advantage is theory crafting or if it really exists. Or if these pro wizard players only play a small number of encounters per day.
| strayshift |
A sorceror picks spells that they know they will need and those that are relevant to it's principle attacking role. The hardest levels are the lower ones because of the lack of spells known, however once you hit mid-high levels you begin to have spells for all the roles that you will play (area control, blasting, buffing, etc) and you have enormous tactical flexibility especially when applying meta-magic situationally. The human favoured class bonus is of MASSIVE benefit in this respect (possibly too good).
I've played both for over 35 years and all types of level, it ultimately comes down to play-style, party balance, the DM and the adventure you are doing. In other words: they are just different, one is not better than the other.
Just a Mort
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I can think of a reason to go sorc instead of wiz. Like if the campaign involves lots of water crossings/underwater stuff, of too low level for extradimensional storage(I.e handy haversacks), and no waterproof inks then yes. In fact please steer clear of any class that uses spell books/formulae books. Its the water and the ink running, you know?
| Grey Lensman |
nicholas storm wrote:But the same is true of the Wizard. It's not rocket science to make good preparations at the start of the day and easier on you since you can change them the next day.Anzyr wrote:nicholas storm wrote:Reverse actually. It takes more skill to play a Sorcerer, because if you make poor choices in your spells, you become incredibly weak. A Wizard can easily fix this issue at the next town. And the flexibility of knowing more spells is superior and helps to make Wizards easier to play.In wrath of the righteous, mythic gives a huge edge to sorcerers in that you can spend a mythic point to cast any wizard spell - so sorcerer's get wizard versatility. I played a mystic theurge in that AP as a sorcerer/oracle and had to reign back my character to not hog the spotlight.
In regular games, I still prefer sorcerers over wizards because the flexibility of not picking your spells each day means you can cast 20 fireballs in one day or cast 20 glitterdust, etc.
As a wizard, you have to pick and choose what you can cast in a battle, especially early in the day; often choosing to not use an optimal spell for an encounter, because you want to save it for a more important encounter.
Because of this, I think it takes more skill to build and play a wizard well than a sorcerer.
It's not rocket science to pick useful sorcerer spells if you spend time making spell selections.
If you have that down, I stand by my assertion that picking the right feats and spell selection as a wizard is more difficult than playing a sorcerer effectively.
It might be campaign dependent - I have played under GM's who run from modules, and under others who are still pretty good despite making thing up on the fly. A sorcerer is often a better choice under the latter, since there is no amount of divination magics that can tell you what hasn't even popped into the GM's mind yet.
| pjackson |
I've played both for over 35 years and all types of level, it ultimately comes down to play-style, party balance, the DM and the adventure you are doing. In other words: they are just different, one is not better than the other.
Since sorcerers were only introduced in 2000 with 3.0 you haven't been playing them that long. Wizards maybe - I have. :)
Sorcerers were less flexible in 3.5 and were rated tier 2 for only being able to break the game in a few ways depending on build, where wizards were tier 1 for being able to break the game in lots of ways.
Pathfinder seems to have mad sorcerers closer to wizards, so I think now I agree it is down to playstyle. Wizards work best when they know what they will be doing and can prepare for it. So if your group does reconnaissance first a wizard should be stronger. If they just charge into the unknown a sorcerer probably is. In my experience the latter is more common.
| Oxylepy |
| 1 person marked this as a favorite. |
Personally as a GM I prefer prepared casters by a wide margin. Just strikethrough the spell you cast.
As a player, and for PCs in my games, I greatly prefer spontaneous casters. First because it cuts down paperwork. Second because my players are cheating **** ******** ****** ***** **** ******* mother ******* *** ********* ***. bad at paperwork. Third, I like the ways of breaking them more.
| Derek Dalton |
Sorcerers are in my mind easier with spell selection since you should pick the basics. Magic Missile, Shield and Mage Armor. All three are solid choices giving the Sorcerer defense and offense. The fact he can choose to cast one of these all day are all three once makes them pretty easy to use.
Now Wizards do have to pick their spells per day so he needs to consider what has happened and plan for what he thinks will happen. That isn't always going to work. Pick Fireball that day realize everything is immune to fire. Could happen to a Sorcerer.
The one advantage I like Sorcerer over Wizard is Metamagic Feats. They spend a higher spell slot and a full round action and the spell has it. Wizards have to memorize the spell with the metamagic feat.
| pjackson |
Sorcerers are in my mind easier with spell selection since you should pick the basics. Magic Missile, Shield and Mage Armor. All three are solid choices giving the Sorcerer defense and offense.
At first level Magic Missile is weak, and you don't want to spend 2 of your limited spell selection on boosting AC. Mage Armour is the only solid choice of the three.
Unless you expect to be mostly facing undead Colour Spray or possibly Burning Hands are better offense. You can swap out Colour Spray for Magic Missile later. Grease. Enlarge Person and Silent Image would make good third choices.
ProfPotts
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For those who dislike some of the first level Bloodline powers, I'd recommend a look at the Bloodline Familiar option in the Familiar Folio. An Abyssal Bloodline cat Familiar with the Mauler Familiar archetype looks interesting, for example (1d6/1d6/1d8 natural attacks when it gets the Battle Form feature at level 3) for those looking for an arcane 'combat pet', or a Bloodline Familiar with the Sage archetype for those wishing to make up for the Sorcerer's lack of Knowledge skills (compared with a Wizard, that is).
Generally I find Sorcerers better specialist casters, due to certain of the Bloodline Arcana (if you stack the bonuses with Feat and Trait bonuses and the like). That's not to suggest they can't step outside their particular specialty of course (and no opposition school penalties either) and they usually only need a couple of key spells to fulfill that role.
As for Sorcerers and Intelligence... I don't think I've created a Sorcerer with less than 13 Intelligence since Ultimate Magic came out - the Spell Specialization Feat is an absolute must for most of my Sorcerer builds (works best on blasters, of course, as does everything based on increased caster level).
On the other hand, there are lots of options for giving Wizards spontaneous or pseudo-spontaneous casting these days (and everyone can get Bloodline powers with some Feats now), so the gaps between the classes are really quite blurred.
IMHO, of course.
ProfPotts
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Oh, and slightly off-topic, but somewhere waaay upthread there was an opinion that few Sorcerers would take Feather Fall. Whilst I'd not suggest taking it as one of your first spells known, it's an absolutely brilliant spell for Sorcerers to take - just remember that it's an immediate action to cast and works on objects as well as creatures and you should see how it can be a life-saver against many types of traps or natural hazards (anything involving stuff falling towards you, really)... plus defending against people who've taught their pet bird the 'bombard' trick...
Just a Mort
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Derek - sorry to burst your bubble, a sorcerer starts with only 2 spells known per day. Lets assume you pick mage armor and magic missile, since shield is too short duration to do jack.
Most sorcerers won't have a str score of more then 10 (unless doing DD route, which is more unorthodox), so you get to do 4 magic missiles per day, for 1d4+1, if you don't use mage armor? How...useful. Considering acid splash does 1d3+1 (once you use adventurers armory), and you can spam it unlimited number of times.
Mage armor lasts for an hour. Unless you don't need to travel anywhere, you won't be able to hold it up for long. The best defence for sorcerers, really at low levels is to find someone to hide behind.
Also, usually the fighter, if not the rogue, is the one who trips the traps, so it shouldn't be you having to take the pit. The fighter has the hp for it, the rogue will probably make his reflex save and not fall in. The use of featherfall to prevent bombard is also not allowed.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Since alchemist fires and the lot have like a 10 feet range increment, it's definitely not going to be falling that "quite a distance" and so the spell will have no effect.
| Derek Dalton |
I agree a Sorcerer and a Wizard at low levels should stay way out of combat. In Wrath of the Righteous I did everything to avoid getting stuck in melee combat. Trying and succeeding two separate things. My Sorcerer saw more melee combat then almost anyone else. Things happened where the monsters often got the jump on us and zeroed in on the weakest looking character, me.
Regarding my Sorcerer I chose traits and bloodlines that essentially gave me magic missile several times beyond memorized. The trait increased it's power by a level as well. I was a blaster. Problem was I no matter where I was often got jumped by the monsters a lot.
Now the reason I liked my Exploiter Wizard is the fact that a lot of the treasure for the campaign were scrolls. Scrolls that I could use to put in my spell book. Two of them contained like one third and two fourth level spells. One I wanted the other was nice but not something I would have picked. I still stayed a blaster but I at later levels started to diversify pleased with the way he turned out.
In hindsight I would have chosen the Arcanist class over a straight Sorcerer or Wizard.
| pjackson |
My Sorcerer saw more melee combat then almost anyone else. Things happened where the monsters often got the jump on us and zeroed in on the weakest looking character, me.
Surely you mean the most powerful looking character. Intelligent foes should target casters because they are often the biggest threat. That is what PCs usually do. Of course less intelligent ones might go for one that looks most vulenerable.
That is why my casters often try to look like another class: wear a monk's outfit; a rapier at your waist and a lyre on your back; or a leather jacket and several daggers.
| Mage of the Wyrmkin |
| 1 person marked this as a favorite. |
Sorcs and Wizards are very different despite sharing the same spell list. I would say that Wizards are easier to play at low levels (1-5) but after that point Sorcs really begin to shine. At higher levels the ability to cast spontaneously is a huge benefit in both preserving and making the most of your spell slots. Wizards and Sorcs also complement each other amazingly well and a high level party will find that there is not much that their Wizard-Sorc or Sorc-Wizard duo cannot accomplish.