Sorcerer (Dungeons & Dragons): Difference between revisions
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Players of Sorcerers (not to be mistaken with [[Saucerer]]s) often enjoy the [[Dragonborn|dragon blood]] fluff, and use it in some vague attempt of [[roleplaying]], but we all know that deep down inside they're just playing a sorcerer because they want to throw more fireballs per day than the [[wizard]]. But then again, with the right specialization and PrCs a wizard can have more spells per day than the sorcerer, rendering him useless. | Players of Sorcerers (not to be mistaken with [[Saucerer]]s) often enjoy the [[Dragonborn|dragon blood]] fluff, and use it in some vague attempt of [[roleplaying]], but we all know that deep down inside they're just playing a sorcerer because they want to throw more fireballs per day than the [[wizard]]. But then again, with the right specialization and PrCs a wizard can have more spells per day than the sorcerer, rendering him useless. | ||
Sorcerers make sacrifices in the number of spells they can know at any one time in order to be able to cast two more spells of every level per day than [[wizard]]s. If your group is a hack-and-slash, combat-centric group, you're probably gonna want to roll a Sorcerer. If your group [[/tg/ gets shit done|actually does anything]] besides kick in doors and behead goblinoids/innocent [[dorf|dwarves]]/the [[Tarrasque]] (haha, beheading the [[Tarrasque]], it'd just grow a new head before you could blink), then consider the [[wizard]]'s immense versatility an advantage. | Sorcerers make sacrifices in the number of spells they can know at any one time in order to be able to cast two more spells of every level per day than [[wizard]]s (however wizards can very easily surpass a sorcerer's spells per day with specialization and the right builds). If your group is a hack-and-slash, combat-centric group, you're probably gonna want to roll a Sorcerer. If your group [[/tg/ gets shit done|actually does anything]] besides kick in doors and behead goblinoids/innocent [[dorf|dwarves]]/the [[Tarrasque]] (haha, beheading the [[Tarrasque]], it'd just grow a new head before you could blink), then consider the [[wizard]]'s immense versatility an advantage. | ||
On the other hand a sorcerer represents the chaotic side of magic. Free to face the encounter with all that he knows. Ever ready to adapt and prevail. Wizards represent the methodical, logical, and lawful mechanics of magic. So long as they have planned accordingly the night before and morning of, they can face any situation as it comes. But any one thing unpredictable comes along, and the sorcerer gets to loot the wizards corpse. | On the other hand a sorcerer represents the chaotic side of magic. Free to face the encounter with all that he knows. Ever ready to adapt and prevail. Wizards represent the methodical, logical, and lawful mechanics of magic. So long as they have planned accordingly the night before and morning of, they can face any situation as it comes. But any one thing unpredictable comes along, and the sorcerer gets to loot the wizards corpse. Of course the Sorcerer also has to plan ahead, because he prepares his spells once and doesn't get to change them until he gets to the next level so you can't afford to have shitty spells. | ||
[[Prestige classes|Prestige]] out of this class immediately if you can. | [[Prestige classes|Prestige]] out of this class immediately if you can. | ||
Revision as of 14:37, 3 May 2011
Sorcerers are really just singleminded versions of their Wizard brothers, able to cast spells spontaneously (e.g. without preparation in the morning).
Players of Sorcerers (not to be mistaken with Saucerers) often enjoy the dragon blood fluff, and use it in some vague attempt of roleplaying, but we all know that deep down inside they're just playing a sorcerer because they want to throw more fireballs per day than the wizard. But then again, with the right specialization and PrCs a wizard can have more spells per day than the sorcerer, rendering him useless.
Sorcerers make sacrifices in the number of spells they can know at any one time in order to be able to cast two more spells of every level per day than wizards (however wizards can very easily surpass a sorcerer's spells per day with specialization and the right builds). If your group is a hack-and-slash, combat-centric group, you're probably gonna want to roll a Sorcerer. If your group actually does anything besides kick in doors and behead goblinoids/innocent dwarves/the Tarrasque (haha, beheading the Tarrasque, it'd just grow a new head before you could blink), then consider the wizard's immense versatility an advantage.
On the other hand a sorcerer represents the chaotic side of magic. Free to face the encounter with all that he knows. Ever ready to adapt and prevail. Wizards represent the methodical, logical, and lawful mechanics of magic. So long as they have planned accordingly the night before and morning of, they can face any situation as it comes. But any one thing unpredictable comes along, and the sorcerer gets to loot the wizards corpse. Of course the Sorcerer also has to plan ahead, because he prepares his spells once and doesn't get to change them until he gets to the next level so you can't afford to have shitty spells.
Prestige out of this class immediately if you can.
| Dungeons & Dragons 4th Edition Classes | ||
|---|---|---|
| Player's Handbook 1 | Cleric • Fighter • Paladin • Ranger • Rogue • Warlock • Warlord • Wizard | |
| Player's Handbook 2 | Avenger • Barbarian • Bard • Druid • Invoker • Shaman • Sorcerer • Warden | |
| Player's Handbook 3 | Ardent • Battlemind • Monk • Psion • Runepriest • Seeker | |
| Heroes of X | Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch* | |
| Settings Book | Artificer • Bladesinger* • Swordmage | |
| Dragon Magazine | Assassin | |
| Others | Paragon Path • Epic Destiny | |
| *·: Non-AEDU variant classes | ||