[B]Wizards and Memorizing Spells:[/B] Options? [Archive] - Wizards Community

Post/Author/DateTimePost
HolyGrenadeFrenzy

12-31-06, 05:37 PM
Ok, I have been playing this game since May 2nd 1979 and 3rd/3.5 is doing rather well. (Raised Hand) When wizards memorize a spell in the standard rules/system it stays in their memerization until cast or the next day when they are able to memorize new/diferent spells. The trouble is I don't believe they should forget uncast spells unless they replace the memorized spell with another one with this system nor in the Spell Point system in UNEARTHED ARCANA either but instead in the first system "When cast its gone until rememorized and in the second"it remains in place until replaced" thus keeping a wizards spell book from them doesn't completely make them helpless every morning. Also there needs to be mentioning of the Hows on Preparing a different spell than ones memorized this morning so it is "possible" to change a spell no matter the penalty or not...ie..time or whatever... So if the Book and Time are available we don't have to wait until Tomorrow to get the party saving spell accessible. There need to be things for this......They existed in the latter material for 2nd edition with the Spell Points and house rules galore but as a DM with rules arguing in the house I could really use some for this current material....Any sugestions?
Neochronic

12-31-06, 05:56 PM
I'm not looking at the book at the moment, but I was sure you kept your spells prepared until you cast them, or until you decided to unprepare them during your morning preperation. So if you don't have your book, you'd still have all the spells you prepared the previous day.

Also, a wizard could leave some slots unprepared, and then later take 15 minutes to prepare a spell in that slot.
Tempest Stormwind

12-31-06, 06:01 PM
Correct.

In earlier editions, which were more directly inspired by Jack Vance, the term was "memorization" and they literally "forgot" them. This works in the Dying Earth series, but always seemed odd to me in D&D. Yes, it seemed odd in older editions, too.


Generally, as a wizard, I leave 1/4 of my spell slots open, and take 15 minutes if necessary to prepare that situational spell we need.

Of course, when I don't feel like playing a bloody accountant, I just play a psion.
Oswald Krato

12-31-06, 08:03 PM
Mage of the Arcane Order. Solves all your wizard-related problems. Prepare spells you KNOW you'll need, and situational/problem-solving spells can be called from the Spellpool.

Far as memorization...

Morning, Day 1.
Will Wizard prepares Haste, Scorching Ray, Alarm, and Prestidigitation, leaving some of his slots open for other things. ((Will isn't very smart))

Afternoon, Day 1.
That ogre went down easy, after burning Scorching Ray. Will still has Haste, Alarm, and Prestidigitation left.

Evening, Day 1.
Alarm spell to protect us while we sleep. Still has Haste and Prestidigitation.

Early Morning, Day 2.
Will was awakened early in the morning...too early for a mage, who needs his beauty sleep (he needs all he can get, having 6 charisma). He can't prepare any new spells, but he's still got Haste and Prestidigitation.
Krevon

01-01-07, 04:25 AM
well, they cast the majority of the spell except the last few sylables so its easy to just forget the rest.
Sphere

01-01-07, 04:54 AM
Of course, when I don't feel like playing a bloody accountant, I just play a psion.

How so? Calculating power points requires more math than crossing off a spell slot.
Neochronic

01-01-07, 05:19 AM
How so? Calculating power points requires more math than crossing off a spell slot.

Yeah, but having a set list of powers known is easier then having 3000 spells you could potentially use, and trying to figure out which ones you want to prepare for the day... every day.
Tempest Stormwind

01-01-07, 06:57 PM
Yeah, but having a set list of powers known is easier then having 3000 spells you could potentially use, and trying to figure out which ones you want to prepare for the day... every day.

Not to mention individual costly material components, their relevant GP costs, the costs for scribing spells into the spellbook -- not to mention generating the spellbook....

To anyone who says it'd be less work to run a wizard than a psion:

1) I can build an entire psion, feats and power selections and equipment and everything, faster than you can get just the spellbook a wizard of equivalent level finished. This assumes the wizard has NOT traded spells, researched unique ones, or scribed scrolls into his book.
2) In the time it takes you to prepare your ideal selection of spells for any given day, I've reread the notes we took on our last encounters and have thought of a dozen unique ways to apply the (fewer yet familiar) powers that I know.
3) Your power point selection is NOT difficult math. You look up ONE number, then use ONE formula, and that's your power point total. You subtract a number from that pool every time you use a power; if you need to use a second Ectoplasmic Coccoon, you never have to worry about not having it prepped or not having enough 3rd level slots available, you just worry about a uniformly distributed resource. Meanwhile, a caster needs to look at no fewer than two tables to reference how many spells they get per day, which is altered far easier by equipment as well, and manage both known and available spells of any given level (i.e. if you burn all your 3rd level slots on Fireball, you're left wasting slots (since a 4th level slot can still *cast* the spell, but it's a waste) or SOL (since you can't combine 2nd level slots to cast a 3rd level spell) if you need that spell again.

Doesn't sound like magic to me. Sounds like ACCOUNTING.
Sphere

01-01-07, 09:01 PM
I do believe I will take the time to refute your statements. Simply because wizards aren't as bad as people imagine them to be.
Not to mention individual costly material components, their relevant GP costs, the costs for scribing spells into the spellbook -- not to mention generating the spellbook....

I am not certain this is any different than exp costs associated with powers that would have required costly material components as a spell, or generating powers for an NPC psion. The only difference is you don't pay anything to learn a new power. But if a wizard lays claim to an enemy spellbook they don't have to spend anything to learn them either.

To anyone who says it'd be less work to run a wizard than a psion:

1) I can build an entire psion, feats and power selections and equipment and everything, faster than you can get just the spellbook a wizard of equivalent level finished. This assumes the wizard has NOT traded spells, researched unique ones, or scribed scrolls into his book.

That is only because most people don't play psions and as a result there is less material for them. You limit a spell and feat selection to just one book and it significantly cuts down the time needed to make a wizard too. But being significantly limited in your options can hardly be called a good thing.

2) In the time it takes you to prepare your ideal selection of spells for any given day, I've reread the notes we took on our last encounters and have thought of a dozen unique ways to apply the (fewer yet familiar) powers that I know.

One hour is a long time? Maybe if you are itching for action. But considering that you can break that time down and not prepare all your spells at once it is hardly as rigid as you think. Fifteen minutes are all you need to prepare any spells, up to one fourth of your total, depending on whatever situations arise during the day. Start out with some general purpose spells then work on countering more specific threats later on.

3) Your power point selection is NOT difficult math. You look up ONE number, then use ONE formula, and that's your power point total. You subtract a number from that pool every time you use a power; if you need to use a second Ectoplasmic Coccoon, you never have to worry about not having it prepped or not having enough 3rd level slots available, you just worry about a uniformly distributed resource. Meanwhile, a caster needs to look at no fewer than two tables to reference how many spells they get per day, which is altered far easier by equipment as well, and manage both known and available spells of any given level (i.e. if you burn all your 3rd level slots on Fireball, you're left wasting slots (since a 4th level slot can still *cast* the spell, but it's a waste) or SOL (since you can't combine 2nd level slots to cast a 3rd level spell) if you need that spell again.

Table 2-1 page 18 xhb. The same stats that modify spell slots modifies the power pool. That table and their class table counts at two I belive. Also, yes it is a bit wasteful to cast a lower level spell in a higher level slot, but that is what metamagic is for, wizards even have the bonus feats to burn on them.

The only argument I see, is that people don't like having lots of options as it is more time consuming to sort threw them all. And I say that being limited is not the same as being easier. In fact, limitations make a class harder to play. If you pick the wrong power, or spell and can only learn a limited amount of them, you are stuck with dead weight for at least one level. This forces you to put more consideration into what you pick than classes with limitless spells known, and is quite harder than merely picking whatever you want to have.
Neochronic

01-01-07, 10:32 PM
2) In the time it takes you to prepare your ideal selection of spells for any given day, I've reread the notes we took on our last encounters and have thought of a dozen unique ways to apply the (fewer yet familiar) powers that I know.

One hour is a long time? Maybe if you are itching for action. But considering that you can break that time down and not prepare all your spells at once it is hardly as rigid as you think. Fifteen minutes are all you need to prepare any spells, up to one fourth of your total, depending on whatever situations arise during the day. Start out with some general purpose spells then work on countering more specific threats later on.

He's not talking game time, he's talking real time. It could take as much as 15 minutes to an hour of real time to choose which spells your character will prepare. Meanwhile, the rest of the group is bored as hell waiting on you.

On a somewhat related topic, I've had an idea about how to let the artificer fill the flavor of a preperation wizard... It's kinda involved though, so I'll break that off into a different thread.

Link will be in my sig once I make the post.
Tempest Stormwind

01-01-07, 11:24 PM
I do believe I will take the time to refute your statements. Simply because wizards aren't as bad as people imagine them to be.Certainly, if you don't look at the complaints.I am not certain this is any different than exp costs associated with powers that would have required costly material components as a spell, or generating powers for an NPC psion. The only difference is you don't pay anything to learn a new power. But if a wizard lays claim to an enemy spellbook they don't have to spend anything to learn them either.There are far fewer XPH XP-cost powers than there are either JUST costly-material-component spells, without even getting into XP cost spells.

Proof: In the XPH, there are 16 powers with XP costs. In the SRD, there are 6 XP cost spells, and 49 spells with an expensive material component or focus.

A wizard does need to translate the enemy spellbook, by the way. Success isn't guaranteed without spending a cantrip. Extra steps, you see -- this is why it's not much fun to play IMHO.That is only because most people don't play psions and as a result there is less material for them. You limit a spell and feat selection to just one book and it significantly cuts down the time needed to make a wizard too. But being significantly limited in your options can hardly be called a good thing.Bollocks. Compare the number of psionic powers for ANY EotCclass (which were all reprinted in a waste of space in Complete Psionic), and you'll get a number comparable to the number of SORCERER/WIZARD spells in the PHB alone. I'm tired, I'm not counting for you. (Note that I don't count duplicates; Astral Construct appears on the Creation mantle and the shaper list, but is still one power).

The real point is that a wizard of any level can invest a lot of his wealth in his spellbook and get HUGE returns -- my 6th level shaper had about 12 powers known that I had to keep track of, and as such I could learn their nuances back to front... while my 6th level wizard knows 77 spells, which can each be prepared in any number of total combinations. Which leads us to... One hour is a long time? Maybe if you are itching for action. But considering that you can break that time down and not prepare all your spells at once it is hardly as rigid as you think. Fifteen minutes are all you need to prepare any spells, up to one fourth of your total, depending on whatever situations arise during the day. Start out with some general purpose spells then work on countering more specific threats later on.Neochronic hit it on the nose.

You spend about twenty minutes debating what spells your character prepares today. I was ready when the game day started. Sorcerers were like me as well. Tome of Magic classes and Incarnates? A handful of choices. Tome of Battle? A fistful. Wizard? A metric boatload of potential options at the start of the day.

Prep time in game-time doesn't matter to the players unless you're on a timer -- and you'll note that most classes can get by with about 5 minutes prep, or 15-60 if you're an arcane caster, or 60 minutes if you're a divine caster. What matters is PLAYER CHOICE. Wizards are nearly as bad as divine casters in that regard -- but wizards take longer to design since you have to choose your spellbook spells instead of saying "I know them all." Table 2-1 page 18 xhb. The same stats that modify spell slots modifies the power pool. That table and their class table counts at two I belive. Also, yes it is a bit wasteful to cast a lower level spell in a higher level slot, but that is what metamagic is for, wizards even have the bonus feats to burn on them. Not quite. Notice how bonus PP scales by a formula they give you explicitly?

Powers:
1 table: Look up the base power points. Add in (ML * key ability mod / 2), and there's your power points. Powers are typically 3+2/level for psions (a few levels are odd and only give +1), 1/level for psywars, and 1+1/2levels for wilders.

Spells:
1 table: base spells.
2 tables: Ability modifier effects on spells.
3 tables: Spells known by level (if applicable).

Now, let's say you desperately need three fireballs. The wizard only prepped 2. You're hosed. The sorcerer can throw out those three pretty easily. The only argument I see, is that people don't like having lots of options as it is more time consuming to sort threw them all.Which was sort of the point of my argument -- as a DM, I want to spend time designing the adventures, not the book in the back of the randomly-rolled NPC wizard. Similarly, as a player, I'd rather not have to call the game for a pizza break every day when I choose new spells. And I say that being limited is not the same as being easier. In fact, limitations make a class harder to play. If you pick the wrong power, or spell and can only learn a limited amount of them, you are stuck with dead weight for at least one level.Yes, and you have all of your other spells and powers. Which scale. And you retain the spell SLOTS or power points, so you can continue to use those. This is less of an issue when Psychic Reformation or retraining quests are available.This forces you to put more consideration into what you pick than classes with limitless spells known, and is quite harder than merely picking whatever you want to have.You make that choice once. Maybe more if you use Psychic Reformation. After that, the class is a blast to play.

Plus you still have access to the big spell list. Pack a wand or three.
IdleAltruism

01-01-07, 11:55 PM
Hmm I think this thread got thrown off topic. Core wizard is my favorite class, I can create a spellbook and fill all my slots, with just about every splat book available for just about every level in 30 minutes or less.Thats just me, I've devoted alot of time to the wizard and it pays off. I guess I'm an oddity but I actualy enjoy writing up spell lists and books. When I gain a level I look foward to scribing down new spells onto my sheet. If you are really lazy or really can't afford 5-10 minutes at the most to look at whats in your spellbook and fill your slots, yes you shouldn't be playing a wizard. If you're going to make 10-20th level wizard straight up yeah sure its gonna take an hour or two, the same with most characters that level. You play your wizard long enough you're going to find your favorite spells and you'll find what spells are useful and it really doesn't take long at all. Unless I want a blaster, I really would much rather have a wizard then a psion IMHO they are more useful. Prep time isn't an issue, unless you've never played a wizard before and even then you should start at relatively low enough level to get the feel of it. Components have never been an issue for me, I have enough to cast X amount of these spells I note it and move on. For me its part of the charm of the wizard to have all powerful spells that cost me dearly to use.

I think this should be a new thread "Wizards vs Psion who can make their characters faster!"

Thats just my :twocents: on the off topic subject.
HolyGrenadeFrenzy

01-25-07, 12:15 AM
What about when you have memorized all your slots and then you come to a situation where you have time(an hour or whatever)but not the right spell prepared yet you have the spell you could use in your spell book? Is there something to be done to change the prepared spell before you cast it into a different spell if you have the time to do so? If so how? If not why?
Tempest Stormwind

01-25-07, 12:39 AM
What about when you have memorized all your slots and then you come to a situation where you have time(an hour or whatever)but not the right spell prepared yet you have the spell you could use in your spell book? Is there something to be done to change the prepared spell before you cast it into a different spell if you have the time to do so? If so how? If not why?

As has been said, you can leave spell slots open for just this situation, and then prepare the spell on the spot (it takes 15 minutes for just one spell). (I generally recommend leaving 15-25% of your spell slots open for this reason, but it's up to the individual wizard to determine which level of slot to keep open.)

Or you could have made scrolls with that shiny Scribe Scroll feat -- I know, though, this feels very "neener neener, you screwed yourself over if you didn't do it"*, but it's the truth of the game.

There are also a few feats, like Signature Spell, which let you do something different with your prepared slots, but none that do what you're implying you want to do (cast an arbitrary (not specified in advance) spell you don't have prepared from your spellbook).


*Much like the whole idea behind preparation mages, actually. Tell me that's not a Gygaxian hallmark.
HolyGrenadeFrenzy

01-26-07, 09:16 PM
As has been said, you can leave spell slots open for just this situation, and then prepare the spell on the spot (it takes 15 minutes for just one spell). (I generally recommend leaving 15-25% of your spell slots open for this reason, but it's up to the individual wizard to determine which level of slot to keep open.)

Or you could have made scrolls with that shiny Scribe Scroll feat -- I know, though, this feels very "neener neener, you screwed yourself over if you didn't do it"*, but it's the truth of the game.

There are also a few feats, like Signature Spell, which let you do something different with your prepared slots, but none that do what you're implying you want to do (cast an arbitrary (not specified in advance) spell you don't have prepared from your spellbook).


*Much like the whole idea behind preparation mages, actually. Tell me that's not a Gygaxian hallmark.

OH, I get it yet I have played every version of this game and in the past their where options in either the primary or secondary materials.

New angle: perhaps a 0lvl spell called Unprepare because most wizards leave those open anyway. It would unprepare a spell and open up one chosen slot.....Thoughts people? Just an idea and it may really contribute to the game.
Leo

01-27-07, 07:36 AM
Well, no wonder you claim spellcasters are so overpowered. You' twist the rules so much in their favor that effectively in your games nothing can get in their way. The books say clearly you have one chance per day of preparing the spells, and then you're done. It may be more logic that you can preprare them whenever you feel the need, but you know what? Its magic, it's not logic in the first place. Maybe there is some rule about magic that demands that you preprare all your spells at once.



Anyway, the idea behind the vancian magic system is to keep things balanced, not to answer your urges for power. Sure, you can blast the world, but only if you bothered to prepare the right spell in the morning. Didn't prepared it? Better run and hide till next day then. Versatiltiy and power aren't free, you know? The wizard can learn ANY spell in the game, plus make scrolls and wands for support, so to keep things balanced, it needs to prepare it's spells in advance and be unable to trade them. The sorceror, in the other hand, can choose the spells he needs when he needs them. If you change those rules, of course the sorceror becomes underpowered.

I really can't understand. You yourself break the game, and then come here complaining that is broken.
Neutronium_Dragon

01-27-07, 08:33 AM
I think the problem is that the party's progress can come to a screeching halt just because the wizard didn't prepare the right spell that morning, one which they now need to progress.

Open slots can help, but you might not have one of the right level and/or may have already used it by later in the day. Sure, you can wait for the next day - but waiting for the next day may not always be practical (and is almost never condusive to a story).

I've considered a feat to address this, actually. It was originally inspired by the fact that martial adepts can change their readied maneuvers. Simply put, it's "Adaptive Casting" and allows preparation-based casters to exchange prepared spells in the same way as they fill open slots. Given 15+ minutes of study, they can both fill open slots and reassign currently filled ones. This is still far short of spontaneous casting, but it avoids the, "Oops, we have to wait a day," problem.
Tempest Stormwind

01-27-07, 12:01 PM
Well, no wonder you claim spellcasters are so overpowered. You' twist the rules so much in their favor that effectively in your games nothing can get in their way. The books say clearly you have one chance per day of preparing the spells, and then you're done. It may be more logic that you can preprare them whenever you feel the need, but you know what? Its magic, it's not logic in the first place. Maybe there is some rule about magic that demands that you preprare all your spells at once.Wrong. Observe:

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.

As you can see, it's quite clear that a wizard can leave slots open and fill them later. Divine casters (who rely on faith and godly blessing) cannot do this -- it's not a property of preparation mages, but rather a property of wizards.






Anyway, the idea behind the vancian magic system is to keep things balanced, not to answer your urges for power. Sure, you can blast the world, but only if you bothered to prepare the right spell in the morning. Didn't prepared it? Better run and hide till next day then. Versatiltiy and power aren't free, you know? The wizard can learn ANY spell in the game, plus make scrolls and wands for support, so to keep things balanced, it needs to prepare it's spells in advance and be unable to trade them. The sorceror, in the other hand, can choose the spells he needs when he needs them. If you change those rules, of course the sorceror becomes underpowered. I did not change the rules.

And by the way, I dislike the whole "Well, you *could* have solved it if you had known everything that I, the DM, know about what you were going to face, but you weren't omniscient and I didn't tell you, so you dug your own grave, neener neener" thing that goes with wizards. It reeks too much of Gygax for me. (http://boards1.wizards.com/showthread.php?t=748137)I really can't understand. You yourself break the game, and then come here complaining that is broken.It seems you need to read the rules a bit more, Leo. I *never* cheat, nor do I break rules. It's a point of pride, actually. The game doesn't need to be changed to produce broken things.
Leo

01-27-07, 12:41 PM
Read the part requires "a mind fresh from rest". Last time I checked, to get a fresh mind you need at least one hour rest, arguably 8, but not certainly end a battle/walking a dungeon and immeditaly prepare the spell to levitate/heal/take down that door that the party desesperadetely needs.

And you still need the 15 minutes of study.

So, we're looking at at least one hour and something, wich is enough for a chance to the party to be attacked again, the wizard distabilized, and the whole thing has to start again, especially if you're inside a dungeon.

Unless of course there is some rule I may have missed that says that you can get a fresh mind with a moment's tought.


Also, from where I come, breaking things isn't cheating. It's finding a combination of rules that allows to do powerfull things. In magicthegathering, this is a pretty used term.
Tempest Stormwind

01-27-07, 12:49 PM
Read the part requires "a mind fresh from rest". Last time I checked, to get a fresh mind you need at least one hour rest, arguably 8, but not certainly end a battle/walking a dungeon and immeditaly prepare the spell to levitate/heal/take down that door that the party desesperadetely needs. And that only applies to refreshing your spell slots (i.e. going from "spent" to "ready to hold prepared spells"). It does not apply to preparing spells -- there you only need 15 minutes (or more) of relative calm.So, we're looking at at least one hour and something, wich is enough for a chance to the party to be attacked again, the wizard distabilized, and the whole thing has to start again, especially if you're inside a dungeon.15 minutes, actually. While yes, it is enough time, it's also far better than having to wait until tomorrow. It works particularly well for divinations -- especially in non-dungeon games. In dungeon-games, it works best for utility spells like Levitate or Knock.Unless of course there is some rule I may have missed that says that you can get a fresh mind with a moment's tought.You can't, but you missed this part, which I quoted earlier:When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.The BOLD bit demonstrates that it can be done in 15 minutes. The UNDERLINED bit shows you only need 8 hours of rest at the start of the day, not every time you prepare spells.
HolyGrenadeFrenzy

01-27-07, 04:56 PM
Well, no wonder you claim spellcasters are so overpowered. You' twist the rules so much in their favor that effectively in your games nothing can get in their way. The books say clearly you have one chance per day of preparing the spells, and then you're done. It may be more logic that you can preprare them whenever you feel the need, but you know what? Its magic, it's not logic in the first place. Maybe there is some rule about magic that demands that you preprare all your spells at once.



Anyway, the idea behind the vancian magic system is to keep things balanced, not to answer your urges for power. Sure, you can blast the world, but only if you bothered to prepare the right spell in the morning. Didn't prepared it? Better run and hide till next day then. Versatiltiy and power aren't free, you know? The wizard can learn ANY spell in the game, plus make scrolls and wands for support, so to keep things balanced, it needs to prepare it's spells in advance and be unable to trade them. The sorceror, in the other hand, can choose the spells he needs when he needs them. If you change those rules, of course the sorceror becomes underpowered.

I really can't understand. You yourself break the game, and then come here complaining that is broken.

Tempest Stormwind is correct in his approach and yes it actually is stated in the rules that you can leave slots open for later and the "mind fresh from rest" is what restores spent spell slots. My question was about undoing a prepared spell through perhaps some other means even feats or a spell maybe even one 0lvl spell per change and then still have to memorize again.

Secondly, myself spellcasters are not overpowered and if given some time to prep. I can squish them into mushy paste and cooked into a broth for hungry monsters whom have there own benefits to gain in the arcane areana. :D
HolyGrenadeFrenzy

02-03-07, 12:40 AM
But some people may not know how to keep things in check....I often wonder if the game balance issue is an excuse for DM's without imaginations after they have been without spines but that is just how I look at things maybe. Everybody hide the jellyfish and meat clever weilders are duking it out again.
HolyGrenadeFrenzy

02-10-07, 05:34 PM
So....Is anyone gonna say...If there were a 0 lvl spell called Unprepare that would unprepare 1 spell and open one spell slot by unpreparing any one spell of any level 0-9 would your wizards spent at least one 0 lvl spell every day on it even if you may cause yourself a problem by not having the other 0lvl spells you may need otherwise....Maybe? The spell would be pretty useless to sorcerers but to a Wizard it may be the difference in getting the spell in 15 to 30 minutes instead of up to 20+ hours. If you don't prepare the cantrip....Too BAD!

Some would say Too Bad anyway but this leaves another option open to wizards and then punishes them if they don't take it and no amount of whining or complaining makes a differance to game play because any DM can say.

"This spell here Unprepare is pretty much for wizards and is how you can open up that spell slot....You didn't take it today even though Wizard Masters everywhere say study of a least one a day is a standard good practice because the universe favors the prepared even for the unexpected!"......I couldn't resist a little oxymoron in this equasion but I beleive the infinite loop is a nice touch.