Sorcerer spell know

Post/Author/DateTimePost
#1

Sorxores

Aug 12, 2014 5:47:56

ok from 3.x edition, the main difference between the wizard was the sorcerer knew all his spell and could cast them at anytime without preparing them in advance. He knew less spell then the wizard but could cast them more often.

 

in 5e edition, the sorcerer get the SAME number of spell per day as the wizard (same spell/day table and the sorcerer spell font grant the same amount of bonus spell then arcane recovery) Except the Wizard gain extra abilities that do not interfer with his spell regeneration. the sorcerer if he use his spell font to add a metamagic ability to a spell he cannot use those spell font to cast an extra spell.

 

The wizard still prepare spell, but now can cast any of those as he want. So mechanically, the sorcerer automatically and instateneously "prepare" his spell known when he level up, compare to the wizard who prepare his Intmodifier+wizard level each morning. So at level 1 the sorcerer know 2 spell level, the wizard can prepare up to 4 spell (use a maximum of 15 from the point buy system, +1 from racial you get a 16 Int that give you a +3 modifier) at level 20, the sorcerer knows 15 spell, the wizard can prepare up to 25 spell (20 Intellect give you a +5 modifier +20 wizard level).

 

The wizard got a bigger spell list then the sorcerer.

The wizard got access to rituals

So The wizard prepare more spell then the sorcerer

The wizard can adapt better then the sorcerer since he can change his prepare spell every day.

They can both cast the same amount of spell.

The sorcerer got the abilities to cast less spell per day, to add metamagic effect on there spell.

 

I like to play a full spellcaster, I don't like the wizard flavor who need to studie a spellbook and get his spell from his spell book, I like the flavor of the sorcerer who cast his spell from within himself, he his a special magical entity. But mechanically the sorcerer is so much weaker then the wizard on EVERY spell casting aspect.

 

If I go wild magic and IF my DM give me a chance to roll on the random effect table, I might have a silly effect happen (blue skin) I might have a good effect happen for free (become invisible, cast magic missile etc...) or I might kill my party (cast fireball centered on me)

 

If I go dragonic bloodline, I'll be able to go in melee and fight in melee, but I still lack weapon profiency, I still have one of the lowest HP pool of all classes. and if I wanted to go melee I would be playing a melee class (arcane trickers/eldritch knight if I still want magical abilities)

 

While the wizard gain more spellcasting capabilities with there specialisation (Evocator gain spell sculp, maximize spell damage, fireball at will etc...) I play in DnD adventure, so I cannot simply talk with my DM and homebrew a new sorcerer specialization to make him a full spellcaster like the wizard or to homebrew the wizard to cast his magic from within like a sorcerer.

 

Did I miss something or does the sorcerer is a weaker spell caster then the wizard?

 

I hope that WotC could make an errate that will add more spell known to the sorcerer so the sorcerer knows more spell then the wizard can prepare (but the wizard still have more spell in his spellbook, and change that spell list every day) in the sorcerer spell table and/or from the sorcerous origin (For example: fire dragonic bloodline, you automatically burning hand, scorching ray, Fireball, Firewall, Delayed fireball, Fire Storm, meteor swarm and 2 more fire spell). Maybe add more Sorcery points, or reduce cost of spell slot conversion to sorcery points. and Give us the spell swap ability like we had in 3.5 and 4e. I would really love a Magical bloodline, that woul dmake the sorcerer comparable (but still different) full spell caster. something like:

-add to your spell knows list 2 spell per spell level

- Gain some ritual utilities power as innate abilities reflecting your control on the raw magical energy swirling around you:

at level 1 you gain the ability to sense magic, you can detect magic like the spell.

If you spend 1 sorcery point you can see the energy lines within the item, giving you the abilty to identifier the item as per the spell identify

at level 3 you can spend 2 sorcerer point to manipulate the leylines and prevent them from getting away from you for up to 10 minutes (concentration) making you and 20 feet around you undetectable by magic (spell like detect magic, scrying etc... cannot be use on your group)

at level 11 while you use your detect magic ability you can spend 3 sorcerer point to read the magical leyline of the world and obtain answers as per the Cummune spell (consider the deity as being a True neutral entity with knowledge similar to the one a god of magic would possess)

at level 15 you can suppress the magical leyline centered on you creating an anti magic field as per the spell.

 

Etc...

#2

malisteen

Aug 12, 2014 6:01:17

Sorxores wrote:
#3

mellored

Aug 12, 2014 6:02:34

You underestimate the meta-magic.

Twinned spells for isntance, is like an action surge and a free spell slot.

 

The wizard can adapt better then the sorcerer since he can change his prepare spell every day.
(Reply to #3)

Sorxores

mellored wrote:
#5

mellored

Aug 12, 2014 7:28:07

Well i'm not going to convince you if you've already made up your mind.

 

So just belive what you want.

#6

Eric888

Aug 12, 2014 7:41:17

Sorcerers can have many more slots than a wizard. They can spend sorcery points to gain spell slots of any level they want. Also, they can turn spell slots of one level into spell slots of another level by converting the slots they don't care about into sorcery points, and then from sorcery points into new spell slots. A level 5 sorcerer can cast 6 fireballs in a day if he is so inclined.

 

And sorcerers in 3e did not really have that much more spells. A sixth level sorcerer had 3 fireballs a day. A sixth level wizard, specialized in evocation, had 3 fireballs each day, and he had a lot more at fifth level than his slower-progressed friend.

 

They are a lot better now, not worse.

#7

Kalani

Aug 12, 2014 8:45:07

Eric888 wrote:
#8

Chaosmancer

Aug 12, 2014 13:02:17

There are two things I've figured so far that give a sorcerer a small bright spot.

 

Sorcerers get the most cantrips out of anybody (6 cantrips by the end) and that could be very useful

 

Also, sorcerer's "go nova" impressivley. Quicken a high level spell then cast a cantrip. Empower, twin, ect. whatever you want out of those spells. They lay out the hurt faster than anyone else can without additional magic. This however is overshadowed by the fact that they will burn out faster than the others at this pace as well.

#9

Mephi1234

Aug 12, 2014 13:05:03

Chaosmancer wrote:
#10

mellored

Aug 12, 2014 13:37:03

Mephi1234 wrote:
#11

Kalani

Aug 12, 2014 14:21:37

Triple nitpick: High Elf Book Warlocks with the Magic Initiate and Spell Sniper feats get 12 (not counting multiclass characters).

(Reply to #11)

Ashrym

Kalani wrote:
(Reply to #12)

Azzy1974

Ashrym wrote:
#14

Kalani

Aug 12, 2014 16:59:23

Ashrym wrote:
#15

Mephi1234

Aug 13, 2014 3:28:58

Kalani wrote:
(Reply to #15)

Sorxores

Mephi1234 wrote:
#17

Mephi1234

Aug 13, 2014 4:56:56

Sorxores wrote:
#18

Dark_Stryke

Aug 13, 2014 5:59:00

Ashrym wrote:
#19

frothsof

Aug 13, 2014 6:09:41
SORCERERS RULE
(Reply to #15)

Ashrym

Mephi1234 wrote: