Sorcerer (Dungeons & Dragons): Difference between revisions

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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. 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.


[[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 14:49, 27 April 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. 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.

Prestige out of this class immediately if you can.

Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class
Dungeons & Dragons 4th Edition Classes
Player's Handbook 1 ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Heroes of X Blackguard* • Binder* • Cavalier* • Elementalist* • Hexblade* • Hunter* • Mage* • Knight* • Protector* • Scout* • Sentinel* • Skald* • Slayer* • Sha'ir* • Thief* • Vampire* • Warpriest* • Witch*
Settings Book ArtificerBladesinger* • Swordmage
Dragon Magazine Assassin
Others Paragon PathEpic Destiny
*·: Non-AEDU variant classes
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