Is the sorcerer a weak spellcaster

Post/Author/DateTimePost
#1

NirvanS

Nov 07, 2014 19:48:08

 

Comparing the sorcerer, warlock, and wizard it seems that the sorcerer is not that great. The wizard is still the best because if access to numerous spells, specialization, ability to have more spells available to cast due to using you intelligence modifier + spell level, arcane recovery, and signature spells.

 

Warlocks get special abilities based on the God and the eldritch invocations. But are limited on spells available.

 

Sorcerers have limited spells, if pick wild origin, you see if DM lets you roll on wild surge table and the see what happens. I know they get spell points, but to me it seems weak.

 

If someone has a different view, please tell me.

 

Thank you

#2

Jay_Ibero_911

Nov 07, 2014 19:53:35

Sorcerers have the best nova potential with Quicken and Twin metamagics, and especially with twin they get the ability to affect more targets with some spells then anyone else.

#3

NirvanS

Nov 07, 2014 20:07:51

Sorry, don't understand nova potential. 

 

But the number of spells are limited. It doesn't make sense that if they have innate magic ability, why they are penalized and can't change their spells until they level up. So at level 20 the spells they have are fixed permanently. 

#4

Jay_Ibero_911

Nov 07, 2014 20:17:25

NirvanS wrote:
#5

mellored

Nov 07, 2014 20:19:03
for example, a sorcerer can cast twinned disintigrate, getting twice as much damage in half the time, and half the slots. Very power, but short lived and narrower scope.
#6

FrogReaver

Nov 07, 2014 20:24:45

Sorcerers get con save proficiency.

 

They get enough spells to get a few good buff and debuff and damage spells.  Not sure why selection matters since the generally useful spells are the most used anyway.

 

Sorceror points are one of the strongest caster mechanics in the game.  Twin spell haste on two allies.  Make it easier for your save or suck spell to hit....

 

Imo I think sorcerer is better than wizard.  

#7

NirvanS

Nov 07, 2014 20:40:21

But that is if you have haste. I guess I like the ability to change spells based on campaign/need. IE sorcerer has mainly for based spells but is in an adventure where the enemy is resistant or immune. You have no option to rest and change your repertoire. I think that you have only 15 known spells, but have 22 spell slots.  If one has innate magic within, more known spells should be permitted

#8

Jay_Ibero_911

Nov 07, 2014 20:48:00

NirvanS wrote:
#9

DaveDash

Nov 07, 2014 21:10:48

Wizards are fricken amazing to have along in an adventure due to their massive spell selection and ritual casting.
Sorcerers are great to have in combat, but are lacklustre out of combat.
I'm playing in a game with a Sorcerer as another player, and DMing in a game with a Wizard as a player. Wizard is more useful overall IMO, since there is so much more to this game than just damage or buffs.
Wild Mage certainly has room for some great memories though. :)

#10

Zardnaar

Nov 08, 2014 0:57:50

Sorcerer is about the only way in the game to cast multiuple buff spells and to cast 2 level 9 spells per day. They can twin foresight for example, or wish/meteor swarm etc. They are also proficient in con saves.

 

(Reply to #10)

1eejit

Zardnaar wrote:
(Reply to #8)

NirvanS

Jay_Ibero_911 wrote:
#13

NirvanS

Nov 08, 2014 2:11:46

Khelben "Blackstaff" are great wizards. All the most powerful spellcasters of FR are wizards

(Reply to #3)

SilentSin

NirvanS wrote:
(Reply to #14)

NirvanS

SilentSin wrote:
#16

NirvanS

Nov 08, 2014 4:13:06

A bars knows 22 spells vs 15 for sorcerer/warlock

(Reply to #8)

NirvanS

Jay_Ibero_911 wrote:
#18

NirvanS

Nov 08, 2014 5:03:41

I have yet to be convinced how WoTC did not ruin the sorcerer's potential by limiting spells

(Reply to #13)

TheMilkyBarKid

NirvanS wrote:
(Reply to #18)

AaronOfBarbaria

NirvanS wrote:
#21

Yunru

Nov 08, 2014 5:39:15
Question @ OP: Are you here to discuss or argue?

'Cause I'm seeing less of the former and more of the latter.

#22

Morukai

Nov 08, 2014 6:48:01

NirvanS wrote:
#23

Jay_Ibero_911

Nov 08, 2014 7:38:48

NirvanS wrote:
#24

Morukai

Nov 08, 2014 8:17:24

NirvanS wrote:
(Reply to #18)

FrogReaver

NirvanS wrote:
#26

mellored

Nov 08, 2014 9:13:25
Sorcerer's are like fighter. That hit stuff hard. Wizards are like rogues. They don't hit as hard, but they have a lot of other utility.
#27

Yunru

Nov 08, 2014 9:27:06
One could argue that Sorcerers are the best spellcasters. Spell for spell, the Sorcerer can do it better.
#28

cowleymen

Nov 08, 2014 10:09:01

this is like comparing a shotgun to a sniper rifle. These classes have different points. I dont think the OP is seeing a differince in the two classes that was intentional, but does not think the Sorcerer has any redeming qualities. To the OP, just dont play a sorcerer. I dout anything we can say will make you think other wise. Sorcerer's dont "learn spells" in game. The power of their soul grows. NO matter how much a human learns about biology, we cant change where our hearts sit in our bodies.

(Reply to #28)

FrogReaver

cowleymen wrote:
#30

NirvanS

Nov 08, 2014 10:26:11

I know it seems more like arguing than a debate, it's just my tone. I would like to play sorcerer but I feel like I am a bit shackled with the inability to change the spells learned

 

Based on info placed on forum, even with limited spells, they can be formidable due to sorcery points and what can be done with them. As long as you select the spells that works well with the meta magic.  I just see the sorcerer differently then what is published.

#31

ChrisCarlson

Nov 08, 2014 10:41:18

NirvanS wrote:
(Reply to #30)

Morukai

NirvanS wrote:
#33

Huntsman57

Nov 08, 2014 17:32:53

Zardnaar wrote:
#34

mellored

Nov 08, 2014 17:43:35

Huntsman57 wrote:
(Reply to #34)

Gruff_Ironfist

Am I understanding the sorcery points (SP) and flexible casting correct in this example?

 

13th level sorcerer, starts the day with 13 SP

 

1) Convert 7 SP to +one 5th spell slot (now have 6 SP available)

2) Expend three 1st spell slots to gain +6 SP (now have 12 SP available)

3) Convert 7 SP to +another one 5th spell slot (now have 5 SP available)

 

Repeat steps 2 and 3, making sure never to have more than 13 SP available at any time (per cap imposed by table), until...

You've converted your full initial 13 SP and converted all four 1st, all three 2nd, all three 3rd, and all three 4th level spells slots...

To get nine more 5th level spell slots.

 

If so, this 13th level sorcerer could start the day with eleven 5th level spell slots, one 6th, and one 7th.

If this is possible, and presuming you didn't really care about using Metagmagic, this is an interesting alternative to a 13th level Warlock (with three 5th per rest, then the same one 6th and one 7th).

 

Is this legit?

#36

Elfcrusher

Nov 08, 2014 19:45:56

Sorcerers should have a 20th level ability that lets them change a spell for each 5 days of Downtime, or something like that.  (Same with Warlocks and Invocations.)

#37

Jay_Ibero_911

Nov 08, 2014 20:50:31

Gruff_Ironfist wrote:
(Reply to #37)

Gruff_Ironfist

Jay_Ibero_911 wrote:
#39

Jay_Ibero_911

Nov 08, 2014 20:52:57

Gruff_Ironfist wrote:
#40

the_move

Nov 09, 2014 0:51:55

Jay_Ibero_911 wrote:
#41

Huntsman57

Nov 09, 2014 6:56:13

mellored wrote:
#42

mellored

Nov 09, 2014 9:08:16

Huntsman57 wrote:
#43

whitishknight

Nov 09, 2014 10:03:43

On the flip side, I'm playing a wizard but I feel underpowered compared to the sorcerer at low levels

#44

Zardnaar

Nov 09, 2014 12:07:34

Huntsman57 wrote:
#45

Jay_Ibero_911

Nov 09, 2014 12:11:22

Zardnaar wrote:
#46

Zardnaar

Nov 09, 2014 12:37:43

Jay_Ibero_911 wrote:
#47

NirvanS

Nov 09, 2014 14:49:46

 

So, a sorcerer could instead know only spells above level 4 let's say, and convert the spell slots from level 1 through 3 to spell points and add more slots to level 4 or 5.

 

Theoretically, the sorcerer can know 2 level 9 spells ie wish and power word kill, but obviously able to cast only 1 9th level spell until long rest. 

 

That actually does make a sorcerer a potent caster as he can cast spells at higher levels , therefore, more damage or effect.

 

#48

NirvanS

Nov 09, 2014 14:55:08

Does that also imply that with the Netamagic Quiken spell, you can use it to cast the cantrip True Strike, followed by chromatic orb?

#49

Yunru

Nov 09, 2014 15:12:05

Sure you could (provided Chromatic is a cantrip), but True Strike still won't do anything until the next turn.

#50

Zardnaar

Nov 09, 2014 15:35:24

NirvanS wrote:
#51

Judou_Hanabi

Nov 09, 2014 15:59:36

NirvanS wrote:
#52

NirvanS

Nov 09, 2014 16:01:16

Chromatic orb is not a cantrip, but True Strike is. 

I know you can't cast two spells at the same time normally, but it seems that a sorcerer can.  

Use Metamagic to cast True Strike as a bonus spell, then cast an attack spell as Chromatic orb

 

It's  like the paladin/ranger casting Hunter'smark, then attacking

#53

NirvanS

Nov 09, 2014 16:04:11

Then what's the benefit of the Quikened Metamagic spell. 

Is it to cast a cantrip after regular spell?

#54

NirvanS

Nov 09, 2014 16:05:44

Quickened Metamagic cast fireball followed by fire bolt. Is that it?

#55

Yunru

Nov 09, 2014 16:36:37
Nah, Quickened Scorching Ray followed by Eldritch Blast. With Hex up. :P
(Reply to #51)

NirvanS

Judou_Hanabi wrote:
#57

mellored

Nov 09, 2014 17:54:28
You can cast true strike then quicken cchromatic orb. Though you don't get advantage till next turn (which could be another chromatic orb). You cannot cast quicken true strike and then chromatic orb.
(Reply to #54)

grendel111111

NirvanS wrote:
#59

NirvanS

Nov 09, 2014 18:27:12

I thought you can't do two Metamagic spells unless one of them is Empowered

 

#60

mellored

Nov 09, 2014 18:36:00

NirvanS wrote:
(Reply to #60)

NirvanS

mellored wrote:
#62

Zardnaar

Nov 09, 2014 21:35:51

Can you twin a spell then quicken a spell using a different metamgic effect on the new spell?

(Reply to #61)

grendel111111

NirvanS wrote:
#64

Timborama

Nov 10, 2014 6:50:39

To the OP: It sounds like you just like Wizards. And that's fine! But Sorcerers are nice and powerful, even if they're not your particular playstyle. I've said this a lot, so other readers are free to skip this:

 

When someone is trying to decide if they want to be a Sorcerer or a Wizard, I have them look at the spell lists. If the Sorcerer can pick 10-20 MUST HAVES then yeah, Sorcerer is probably the class for them. If they simply can't choose because all the spells look amazing, then Wizard is their thing. WIzards have greater utility and better access to spells. Sorcerers, however, greater use of the spells they have access to.

 

Wizards cast and access more spells, but sorcerers simply cast them better!

#65

Chaosmancer

Nov 10, 2014 6:52:38

My problem with the sorcerer is two fold.

 

1) Less of a problem and more just I want more sub-classes. Neither sub-class really jumps out at me and some of the abilities are a little odd (Acid Dragon Sorcerer getting almost no use out of their elemental ability)

 

2) Not enough metamagic/too slow. You start with two metamagics and gain a third at lv 11 I think. Then a final one at like level 18. That is incredibly limiting considering how important metamagic is to the sorcerers shtick, and most people will pick the same 4-5 choices, because you need generally useful stuff since you get so few. Quicken and Twin will be the most common two to start out with, and many people will follow that wth empowered. I wish we had gotten just little bit more so the sorcerer could gain more things and didn't have to feel so constrained into one or two options.

#66

mellored

Nov 10, 2014 6:59:00

Chaosmancer wrote:
#67

Elfcrusher

Nov 10, 2014 8:00:12

Sorcerers do need some more spells that use damage types other than fire.  

(Reply to #66)

Coredump00

mellored wrote:
#69

mellored

Nov 10, 2014 8:36:38

Elfcrusher wrote:
(Reply to #69)

Morukai

mellored wrote:
(Reply to #46)

randl

Zardnaar wrote:
#72

mellored

Nov 10, 2014 9:53:18

Morukai wrote:
(Reply to #71)

Morukai

randl wrote:
(Reply to #73)

randl

Morukai wrote:
(Reply to #67)

Timborama

Elfcrusher wrote:
#76

NirvanS

Nov 10, 2014 13:02:13

I am beginning to like the sorcerer alot. They can be more potent that other casters in combat.

I agree with some of the posts about adding a new Metamagic to change type of damage ie fire to ice. In addition to get a Metamagic sooner or an additional one. 

#77

NirvanS

Nov 10, 2014 13:16:54

I know everyone states that the sorcerer has Con prof which helps maintain concentration. But it seems to me most of the good spells do not require concentration

#78

Zardnaar

Nov 10, 2014 13:38:42

NirvanS wrote:
(Reply to #78)

NirvanS

Zardnaar wrote:
#80

Zardnaar

Nov 10, 2014 13:52:47

Twineed haste and greater invisability are offensive spells. Greater invisability provides advantage to hit (nasty on Rogues and sharp shooter, great weapon master feat) and disadvantage to get hit and twinned haste should be obvious. Greater invisability has non combat applications as well so it is win win IMHO

(Reply to #80)

NirvanS

Zardnaar wrote:
#82

Yunru

Nov 10, 2014 14:20:36
Hex says hi, beam spam ftw.
#83

Zardnaar

Nov 10, 2014 15:21:40

NirvanS wrote:
#84

Knight_Marshal

Nov 10, 2014 15:25:12

mellored wrote:
(Reply to #81)

NirvanS

NirvanS wrote:
#86

NirvanS

Nov 10, 2014 22:19:03

I think a sorcerer is outside the box is some respects. 1st, I don't think they can have 2 concentration spells going with the Twinned Metamagic. 

 

2nd. I think with the Quickened Metamagic spell, he can cast another spell. A sorcerer can already cast 2 spells with twinned. Even if he doesn't have the spell slot available. Cost is sorcery points equal to level. And it doesn't have to be a cantrip. 

 

Why can't he cast another spell with quickened. He is forced to use a spell slot to do it. Cost sorcery points and spell slot. 

#87

DaveDash

Nov 10, 2014 22:41:33

Even if the Sorcerer got access to all metamagic at level 3, id still rather play a Wizard.
Sorcerers are pretty underwhelming at lower levels whereas Wizards can quickly start to have a lot of fun with rituals, having an immediate impact on the group.
For general adventuring having things like detect magic, leomunds tiny hut, waterbreathing, find familiar, on call is just freaking awesome.
And I like Wizard specialists way more. Abjurer rocks.

#88

Zardnaar

Nov 11, 2014 0:06:41

NirvanS wrote:
#89

Yunru

Nov 11, 2014 1:30:14
No it doesn't. Twin casts one spell with two targets. This is an important distinction as anything that affects the spell effects both targets.
(Reply to #89)

Morukai

Yunru wrote:
#91

Knight_Marshal

Nov 13, 2014 13:09:41

I just got to level 3 with my sorcerer and had a blast playing in the AL.

We were attacked by 3 ettercaps and 2 giant spiders. The bard cast faerie fire and only got one giant spider to fail the save. I blew it the hell up with scorching ray. One ettercap went right around our wagons and the other went left. The last one and the other giant spider came after me, the spider didn't make it to me, but the ettercap did, but due to my 15 AC missed both attacks. The bard cast faerie fire again and both failed their saves.

 

"Oh, they are so screwed!"

Twin scorching ray with one of the bolts critting the ettercap ended with two very toasty and dead mobs.

The fighter killed his ettercap and the other one which was getting plinked by arrow by another party member decided to bug out.

He didn't make it.

He took another arrow and I moved to where I could get clear line of sight and one quickened magic missile fillowed by a fire bolt and it was face down.

 

I am now thinking about not taking any warlock at all or at least holding off until after 6th level so I can get my chrisma add to damage.

(Reply to #91)

Morukai

Knight_Marshal wrote:
#93

Psikerlord

Nov 14, 2014 18:52:57

The best way to play a sorceror is in a party with no wizard. And vice versa. If you want a sorceror to have more versatility, take ritual caster feat would be my suggestion, followed by arcane initiate or the skilled feat. And personally I would go with wild magic, just for the fun of the chaos and the memories it will provide.

#94

Kentus

Nov 15, 2014 15:22:46

I personally think, that these both classes are quite different, even though both would claim similiar roles in combat. I think reasons why sorcerer's are seen less powerful are mostly:

  1. Limited spellist (especially element-wise, when one of two subclasses gives most bonuses) - Most likely be solved by passing time and oncoming rule-books.
  2. Too few subclasses - See above
  3. Too less metamagic options - See above, even though I think it's sufficient. And I'm sure, there'll be a metamagic feat in the future (learn one metamagic for up to X Sorcery Points and use it once a day; or get X Sorcery Points and a metamagic feat [which would be easier to handle])
  4. Much less known spells - Seriously, all the vital spells I ever saw necessary in any campaign I know are there and there are only few and since you don't need a damage spell on each spell level, you can take them without much worry

 

Some months ago, I wrote a post on my blog about the comparison, today I've some further points which might be considered, written in a general overview of the sorcerer class. In the latter I explain, that I see the sorcerer's true potential in resource management: Waste less spell slots (and actions) on succeeding saves or weak damage rolls, use one action for double targets, etc. If you hit a boss fight, use the spell slots you won't probably use for fueling your spells for the utmost nova.

 

The goal of this class is not being a better or even as good spellcaster than the wizard, that'd be poor design and is the reason, why the sorcerer class never got me before. It's about having raw and unrefined potential, which leads to uncommon reconstructions of the spells, which the wizards would've deemed unchangeable but by the gods. I would never call the sorcerer weak (squishy, but not weak), the base class (means without sub-class) works much better than the wizard's imo and the subclasses only adds to the fundamentals, while a wizard is much more defined by its subclass. So a wizard which got a bad Arcane Tradition would be (imo) much worse off than a sorcerer with a bad origin. Especially considering that the current Arcane Traditions sometimes rivals in the things, every sorcerer could do (sometimes even better than a sorcerer could do, but these aren't called specialists for show).

 

In short, I disagree with the OP.

 

Ah, and warlocks are a wholly different class than any other, so I don't think, that any comparison would be fair here.

#95

DaveDash

Nov 15, 2014 16:53:42

I don't agree with you that the Wizards base class is worse than the Sorcerers.
Go compare their two spell lists and think of them as resource abilities each can pick. The Wizards spell list is far superior to the Sorcerers by itself, and throw ritual casting on top of that opens up a lot of flexibility and possibilities.
They come out about the same Imo, the Sorcerer is designed to be more of a combat mage, which it excels at, and the Wizard more of an adventuring mage, which it excels at.