| Post/Author/DateTime | Post |
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| bscott08-09-06, 02:49 PM | Hello! I'm new to D&D RPG and I'm confused about spells per day. I'm sure it's been answered already, but I can't find the exact answer. The rules say that at 1st level Wizard I can cast x number of spells per day for level 0, level 1, and so on. I get to prepare that number of spells each day. So, hypothetically, if I can cast 3 spells per day for that level, and I prepare 1 magic Missile spell that day (becuase I'm dumb), does that mean that I can only cast that spell once that day? I can't cast it again until the next day?? In a long dungeon trek only being able to cast it once seems awfully limiting and makes the Wizard kind of useless. I suppose I could prepare 3 MM spells... Does this also apply to Clerics (who don't get the scribe scroll to offset the per day limit)? Sorry to ask such a basic question, but the rule is counterintuitive to me. Thanks, B |
| Japangirl08-09-06, 03:50 PM | There are two types of casters in D&D: spontaneous and prepared. You are only referring to casters who prepare spells. Wizards carry spellbooks around, and every day spend an hour to memorize as many spells as they have spell slots. They can choose to leave some spell slots "open", or not memorize a full list. If they decide they want to cast something from that slot, they have to spend 15 minutes studying the spell to cast it. Clerics work the same way, except they don't have a spellbook. They have to take 15 minutes to pray to their deity for the spell to appear in their mind, basically. Wizards can only prepare the spells they have written in their spellbooks, or that are available in someone else's spellbook who is at the table (or an NPC's spellbook, if it is captured). Clerics pick from the entire cleric spell list. At first level, wizards are very weak. They don't have very many spells per day, and they don't know very many spells. In a long dungeon crawl, a first level wizard pulls out a crossbow or bow after the first few combats because they run out so fast. At higher levels, that is not the case so much. Fights last a lot shorter time, and wizards have a lot more spells per day. In the situation you have described, I would probably prepare three magic missile spells. |
| kenobi6508-09-06, 04:04 PM | The rules say that at 1st level Wizard I can cast x number of spells per day for level 0, level 1, and so on. I get to prepare that number of spells each day. So, hypothetically, if I can cast 3 spells per day for that level, and I prepare 1 magic Missile spell that day (becuase I'm dumb), does that mean that I can only cast that spell once that day? I can't cast it again until the next day?? In a long dungeon trek only being able to cast it once seems awfully limiting and makes the Wizard kind of useless. You've got it. As Japangirl notes, low-level spellcasters do have a tendency to run out of spells during longer adventures. You've hit on one of the big differences between low-level and higher-level parties...the low-level party can only take on a limited number of encounters before they need to rest. Not only do the spellcasters need to regain their spells, but if your cleric's out of spells, he can't heal anyone any further that day, either. It's better than it was in prior editions of the game, though...even 1st level wizards get more spells now, as well as the ability to use a halfway-useful missile weapon in the crossbow. Does this also apply to Clerics (who don't get the scribe scroll to offset the per day limit)? It applies to all spellcasters. Once you've used up your daily allotment of spells, you don't get any more until you rest (i.e., the next day). |
| bscott08-09-06, 05:44 PM | Thanks Japangirl and kenobi65. I need to bone up on slots and spellbooks. Thanks again! |
| copper_wyrmling08-09-06, 08:22 PM | At first level, wizards are very weak. They don't have very many spells per day, and they don't know very many spells. In a long dungeon crawl, a first level wizard pulls out a crossbow or bow after the first few combats because they run out so fast. At higher levels, that is not the case so much. Fights last a lot shorter time, and wizards have a lot more spells per day. In the situation you have described, I would probably prepare three magic missile spells. However, there are some wizard spells that have the potential to end combats very fast at low levels - Sleep and Colour Spray in particular. Preparing those can make your wizard very effective even at L1. |
| Lupo08-10-06, 04:23 AM | However, there are some wizard spells that have the potential to end combats very fast at low levels - Sleep and Colour Spray in particular. Preparing those can make your wizard very effective even at L1. as a low level wizard, get two of every low level scroll (zero and first) from the arcane scroll list. transcribe one of them to your spellbook. buy some extra scrolls with "mage armor", "enlarge person", "sleep", "color spray", "grease" and so on, you never know when you need another one of these. in undead heavy regions, scrolls with "disrupt undead" come really handy. a mage hand can easyly get a climbing rope up a cliff etc. scribe scrolls of more potent versions of the spells you have. especcially metamagic enhanced spells. scribe every spell that cannot be bought. my 3rd level dwarven wizard has written some scrolls with energy substituted "lesser orbs", searing spell enhanced "burning hands", "magic missile" 3rd level and some longer lasting "enlarge person" scrolls. it takes some time units and gold pieces at the start, but you get a solid stock of spells-on-demand. you won't be able to cast them as often as a sorc, but you have a far wider range. ciao martin m. ps: the buy-every-low-level-scroll goes as well for a sorc, even his "more spells per day" are at an end at low levels very fast. and he lacks the versatility anyway. |
| kenobi6508-10-06, 10:32 AM | as a low level wizard, get two of every low level scroll (zero and first) from the arcane scroll list. transcribe one of them to your spellbook. And you're paying for this how? With the exception of the two spells a wizard gets "for free" each time he levels, scribing a spell into your spellbook (even if it's from a scroll) costs money...100gp each for a cantrip or a 1st-level spell. That's above and beyond the cost of the scroll. Doing this with "every low level scroll" would cost thousands of GP. |
| chesspiece08-10-06, 01:26 PM | Wizards can only prepare the spells they have written in their spellbooks, or that are available in someone else's spellbook who is at the table (or an NPC's spellbook, if it is captured). There are further limits on preparing from someone else's spellbook. The Borrowed Spellbook rules require it to be "a spell she already knows". Which probably means it was already in your spellbook to begin with. So either you learned it (and paid the spellbook scribing cost) or you must Master the spellbook (2 TUs per LGCS and refer to the Complete Arcane rules). The original poster probably won't use the Master Spellbook rules for now... At first level, wizards are very weak. They don't have very many spells per day, and they don't know very many spells. You said it. In a long dungeon crawl, a first level wizard pulls out a crossbow or bow after the first few combats because they run out so fast. At higher levels, that is not the case so much. Fights last a lot shorter time, and wizards have a lot more spells per day. In the situation you have described, I would probably prepare three magic missile spells. A wise Player advised me to ensure that my arcane caster can contribute every round of each combat - until things are pretty much decided (and then the Xbow comes out). This means that you'll definitely need a bunch of scrolls in addition to that bow. Another thing to consider is whether it is a good use of your talents to do 3d4+3 over 3 combat rounds and have almost nothing left. In most cases, at 1st level the damage dealing is best left to the fighters (assuming there are some). You're better served with specialty moves such as: - Colour Spray or Sleep to potentially take out a small mob - True Strike & a whip for a +16 Disarm check at 15' - Enlarge Person to buff your fighter - Ray of Enfeeblement to debuff the Big Bad - Grease has many uses (but a poor duration) How often you play LG will determine if Scribing Scrolls is right for you. If you don't expect to play 26+ games in the remainder of 2006, don't be shy about scribing. Regardless, you'll still need to purchase some scrolls too. One thing I strongly recommend against is preparing defensive spells for the first couple levels. If you have 2 or 3 first level spells and you spend them on Mage Armor and / or Shield, then you've wasted a large chunk of your contribution to the party and will likely waste actions during combat. The best defense for arcane casters is not being next to the bad guys. It's okay to bring a couple defensive scrolls (just in case), but you won't want to use them in 90% of the situations. Cheers, Stephen Martin |
| JosephKell09-09-06, 04:38 AM | Yeah. Enlarge Person is a great damage spell. Say the tank has a Longsword (1d8). Now they do 2d6 as a Large Creature (plus the strength +2). So basically that is like doing an extra 1d6+1 for 10 rounds/caster level. For a Wizard. I recommend Magic Missile, Mage Armor, Enlarge Person, Color Spray. Magic Missile will be useful down the line (it is a decent interrupt spell). Mage Armor will be scribed early on and cast from uses once you get a Metamagic Rod of Extend. Craft Wonderous Item is a great feat. It halves the (gold) cost of stat boost items. Which is huge. +2 Int is 4,000 gp. +4 Int is 16,000 gp. Gold is more valuable in LG than experience, so yippee! Also, the only way to be guarenteed to upgrade a +2 Headband to +4 is if you do it yourself. Don't forget that Pearls of Power 1 can be made since they are under the 2,500 gp cap that requires AR access (or 2 CL higher than required). Even after you stop using level 1 spells a lot, those pearls are worth hanging on to (I know I keep saying this, but it is really true) since Paladins can cast Lesser Restoration as a first level spell. This truth hits home the first time your party gets winked at by a ghost (1d6 Str damage, 1d6 Dex damage, 1d6 Con damage, all because you saw the ghost and failed a Fort save, if there are multiple ghosts, each one can trigger this). |