Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sorcerers have more potent spells because of metamagic and Heighten spell can make them even better at CC at times, but if a Sorcerer didn't pick the right spell, they need to have a scroll for it or go to camp and respec. All Wizards need to do is just swap spells around. And it doesn't hurt that Wizards have more spells prepared than Sorcerers have spells known. This means you have more options at any given moment.
Edit. If you wanted to buff the Wizard in some way, I wouldn't go the "power creep" way of buffing their DC or anything like that. I might do something like this: Give them access to all rituals they have in their spell book even when they don't prepare them and *maybe* give them extra spells known based on their proficiency bonus. This would make it so that Sorcerers and Wizards would still feel different classes and would emphasize Wizards as utility casters with great spell access and Sorcerers as more limited in their spell access but more powerful spells with metamagic.
Also, I would argue rituals like Disguise self , Feather fall, Detect thoughts or Speak with dead are useful through the game. Sure, you can have items and potions for these, but that means you aren't using other potions or items. Opportunity cost is a consideration.
Wizards have the potential to learn every (arcane) spell in the game, where as Sorcerers only have access to a limited amount, and can only swap ONE of them out per level up.
Also, depending on your school specialty, Wizards get some additional buffs that make them way more useful than just being a more potent blaster.
Evocation specialists don't need to fear their allies getting caught in the radius of their AoE spells, meaning you're free to cast FIREBALL with reckless abandon.
The Transmutation school has a chance to create an additional Alchemy product by passing a DC15 Medicine check, and can't eventually create a Philosopher Stone to improve the holder's ability scores.
Necromancers get temporary HP from killing enemies, similar to a Fiend Pact Warlock. They can also raise multiple corpses once you get access to 3rd level spells.
Abjurists get a potent shield they can activate when casting a spell from their respective school.
Diviners get two pre-rolled dice after each long rest that they can whip out to replace the roll of friend and foe alike.
Those are just the immediately useful ones that come to mind. Haven't played around with the other schools enough to know how they pay off in the long run.
Twin-Crown of Madness
Twin-Confusion
Twin-Hold Person
Oh, I didn't realize confusion was AoE!
Still, though, Evocation is pretty powerful too. Since your allies become immune to your AoE attacks. You can upcast your FIREBALL directly into melee without having to worry about friendly fire.
Wizards can easily solo - they're the "solution to every problem" class, although personally I would go with Druid-11/Wizard-1 because you get all the utility of the Wizard from Scribe Spell in addition to max caster lvl and all the perks from Druid. Only thing you lose is one feat.