Of Paper and Blood: Wizards and
Sorcerers
When the third edition of DnD was first announced and
followed by fans across the world, the big question was “Why would
someone want to play a sorcerer?” Sorcerers, unlike Mages,
did not have spell books, they have a list of known spells, and can cast them a
set number of times per day (by level), much like a celestial being or dragon
can use spell like abilities. Mages, on the other
hand, can draw from all the spells he has previously scribed into his spell
book, and cast them as needed. So, when the numbers
came out and it looked like a low level sorcerer would have access to fewer
(and lower level) spells then a mage, and with out the versatility, cries of
“my sorcerer is broken! Underpowered!” came
ringing across forums and game sites around the world.
I was one of those that thought sorcerers were bad and
underpowered. We were wrong. Horribly
wrong.
My first play session of a pen and paper game showed me
how powerful Sorcerers are. They can cast VAST amounts of combat
spells and STILL have plenty left for the next battle, when a mage is out of
options fast, especially a hasted mage. They can drop high
level spells for low level ones, ensuring an extra disintegrate or flesh to
stone, should the first six castings fail to slay. In
a video game setting, Sorcerers have a giant advantage, since if you played a
wizard there are a certain number of necessary combat spells to take, but you
would have to rest constantly to use them each fight. Admit
it, most of you pick combat spells after you rest in games like Icewind Dale
and Baldur’s Gate. “Let’s see, I have 6
first level spells. Let’s take 4 magic missile and 2
chromatic orb. *sigh*” A Sorcerer
will take the same spells and have free on-the-fly access to them with out
needing to rest (or reload) nearly as often. Anyone who has
played a Sorcerer in Baldur’s Gate II and it’s
expansion knows exactly how powerful these guys can be, especially at high
levels. For some hard stats on Sorcerers and
Wizards, the open gaming source version of the core rulebooks can be found at
the link at the end of this article.
However, while I largely enjoy Sorcerers now more then
mages, in Pen and Paper the Wizard is much closer in power level, and I do say
they are balanced. In video games, no, the sorcerer has a clear
advantage, which has made several folks upset, myself
included.
I think that will change with Greyhawk:ToEE, for several
reasons.
First, the fine lads at Troika are integrating item
creation, one of the most fascinating aspects of the 3E
system. To create an item, you have to have the appropriate
spells that go with it. Boots of speed require the Haste
spell to be cast one time each day the item is being
manufactured. If you’re a sorcerer, spending
time, money, and experience on boots of speed is sort of silly, since you can
CAST haste about 7 times a day or so, if it is one of the small number of
spells you have picked (and if you don’t pick haste ASAP as a sorcerer,
shame on you!). A wizard can make use of his item
creation feet to make these boots, then only prepare 1 haste for the day, and
wear the boots for later use if needed.
This leads to my second point about mages’ return
to power in video games, Wizards get a free (bonus) feat every 5th
level. This means, not only are they better, more adept, and
versatile with creating various types of items, they get the option of choosing
some extra feats that include item creation feats. In ToEE,
the level cap is 10, so a maxed out Wizard can have two extra feats then a
sorcerer, and Wizards can start out with Scribe Scroll, which is a very big
deal, since if a mage can take the time to scribe some scrolls, he has the same
casting potential as a sorcerer (in theory) while retaining his own
versatility. And Scrolls, after inflation, are practically
free to make.
This isn’t to say a sorcerer cannot take scribe
scrolls, however since you can only scribe scrolls you can cast or are in your
spell book the sorcerer sort of falls short with this (and many other item
creation feats). Honestly, how many magic missiles or sleep spells
do you think your going to need that you have to create an item to let you cast
more? If you’re a sorcerer, use your feats to get
spell focus in your favorite schools, so your spells are better focused and
have a greater chance of working, or spell penetration, you’ll wish you
had it at some point or another to overcome Spell Resistance
easier. Creating items is a mage’s domain, and I am
thrilled this is going to be in.
So the video game mage becomes more practical because of
magic items, it’s true, but that isn’t the only reason ToEE mages
will be viable (more so then other games of late).
Another fantastic thing about the mage is a naturally higher Intelligence (INT)
score (sorcerers use Charisma (CHA), since this stat will determine the
difficulty with which spells are resisted when he casts them, as well as bonus
spells per level with which to cast per day. Which means she
will enjoy more starting languages as well as (more importantly) have more
Skill Points per level, since these are based on INT as
well. Again, this isn’t to say a Sorcerer cannot have
a higher INT, but if your using point buy, or aren’t a follower of Lady
Luck with the dice, most sorcerers will put there best score in CHA for more
bonus spells. So, a mage will have a natural advantage just
like a rogue will have a natural side effect of having a higher armor class
(most players want a high Dexterity with there rogues).
I am for the first time since the video game industry
started using 3E excited to use a Mage over a Sorcerer in a video
game. Mages have been short sheeted in any game a sorcerer appears
in for many reasons, and now it seems they will be the equals they are in Pen
and Paper once again, for which magic lovers the world over may rejoice
over.
-Bleed The Freak
http://www.opengamingfoundation.org/srd.html