Helping a wizard fill out her character sheet [Archive] - Wizards Community

Post/Author/DateTimePost
FrenchToaster

03-10-06, 01:14 AM
Sorry if this is a misplaced thread beforehand, i've never been to these forums before and I read as much of the rules as I could, and this is the best place I could find to put this. ^^;

Would it be possible for me to get help filling out my character sheet? ._.;;; As an assignment my DM told my friends and I to take them home for the week and finish as much of it as possible, and I just started two days ago. @_@ Any help would be appreciated...

Here's what I have filled in so far..

I suppose you already know i'm a Human Wizard -- if not, now you do. ><;;;
.......Score: Mod:
STR.......17 +3
DEX.......16 +3
CON......16 +3
INT........20 +5
WIS.......15 +2
CHA.......16 +3

Saving throws total base save ability mod
Fortitude...........3..........0........ .....3
Reflex: ............3..........0.............3
Will..................4..........2...... .......2

Base atk bonus: +0

Attack
-Dagger
-Quarterstaff

In my AC I have a +3 Dex Modifier

That's it for the first page..

I've only been able to write down three possesions so far,
Backpack
Spell Pouch
Spellbook


--and I have a black wolf familiar named Balto. =/ That's all I have so far. ; -;
So that's roughly half of a page out of four finished....x_x
FrenchToaster

03-10-06, 01:17 AM
--and before any lecturing starts, I know those scores are a bit high, the original scores I rolled were normal, the DM didn't like a few numbers, changed them, and then a more experienced player joined with a score of 20 on one of the stats, so she told us each to choose the highest score we got and change it to a 20, my INT was 17 so I changed it to 20. x_x;;;
Firhyanda

03-10-06, 01:55 AM
Greetings. :)

As a human wizard first level you get two feats may I suggest the following, Collegiate Wizard and Precocious Apprentice from the complete arcane. You will need the stats for a wolf which is not a standard familiar. I would go over the rules for tripping as this is the wolf’s special ability. With an int of twenty and the above feats you should start with 11 first level spells take mage armor color spray sleep magic missiles and then anything you want for the rest at first level. Take scorching ray or bears endurance for your second level spell.
Kerri_Evanwood

03-10-06, 02:02 AM
How to fill out a character sheet (http://www.wizards.com/leaving.asp?url=http://boards1.wizards.com/showpost.php?p=8189718&postcount=23&origin=) -By Tyler Do'Urden
Firhyanda

03-10-06, 02:23 AM
Starting Equipment. :)
Bedroll, winter blanket, flint and steel, 50' silk rope, grappling hook, one piece of chalk, paper/parchment, whetstone, ink pen, ink, one water skin (or more), one day's of trail rations (or more), Staff, Dagger, Light Cross Bow, 20 bolts, Bag of Marbles, Pitons and a small hammer.
Rivelstraz

03-10-06, 03:23 AM
Now for the spells. Have you planned which kind of spells do you want to have?
With that intelligence stat, you'll have two additional daily spells at first level.
King-bargh

03-10-06, 05:32 AM
And then there is languiches(?). Besides Common you would have five more!

Depending on the campaign I would suggest

Draconic (Kinda universally used for magiclore)
Celestial (For speaking with good outsiders like archons. Pick infernal and/or abyssnian (?) if you are intressted in the evil outsiders)
Sylvan (for fairies, treants and other wild-things)
Any "old tounge" spoken by a lost empire
Elvish (or dwarven perhaps. Skip halfling, they have nothing important to say anyway)
Undercommon (if you can convince the DM, otherwise Id suggest Giant or Goblin. Not much written but lots of folks who speak it!)

Being able to talk and read with many folks are very usefull!
R2

03-10-06, 11:50 AM
From here, you'll need feats, skills, languages, spells, and gear.

Feats:
As a first-level character, you get one Feat, and as a Human, you get another bonus Feat. Not only that, but first-level Wizards get Scribe Scroll for free! You'll start play with three Feats, and you can probably find two that suit you out of the Player's Handbook and Complete Arcane, if you have it. Spell Focus is an okay choice, while Dodge and Improved Initiative will keep you alive longer.


Skills:
As a first-level Wizard, you get 2 + your INT modifier Skill Points per level. Your INT modifier is +5, so normally you'd get 7 Skill Points per level. But any character at first level gets their Skill Points quadrupled, so right now you've got 28 Skill Points to throw around. And there's still more: Humans get a bonus of 4 Skill Points at first level, bringing your total to 32.

Your most important class skills are Concentration and Spellcraft -- those allow you to cast spells when in danger or distracted and to identify other spells and items, respectively. You'll certainly want to put four ranks into each of those. But that still leaves 24 skill points to throw around, allowing you to take six different skills at the maximum of four ranks apiece. Wizards get each and every Knowledge skill as a class skill, and it's always good to invest in those: Arcana is a Wizard specialty, and Dungeoneering, Local, Nature, and The Planes aren't bad either. Wizards can also take Craft: Alchemy, allowing you to brew your own alchemical items.

Since you have a wolf pet, you'll want a few ranks in Handle Animal to teach it tricks and get it to follow orders. Sadly, Handle Animal is a cross-class skill for Wizards, so spending four Skill Points on it will only get you two Ranks.


Languages:
As a Human, you speak Common. But your INT score gives you five additional bonus languages (and if you want, you can spend Skill Points to learn more: two points per language). Humans can pick whatever additional languages they want, but some recommendations:
- Elven, Dwarven, Gnome, Halfling: Speak with other civilized races on their own terms
- Draconic: Speak with kobolds and dragons (and many magical texts are in Draconic)
- Ignan, Auran, Aquan, Sylvan: Speak with elementals that you summon (to give them orders)


Spells:
You get all of the 0-level spells in your spellbook, and thanks to that whopping INT bonus (ain't it useful?), you get a whopping eight first-level spells to choose from as well. Since you haven't mentioned that you took a specialty, you can select from a wide range.

Magic Missile is a fine standby for combat purposes, and Mage Armor gives your Wizard a boost to his sorely-lacking Armor Class. Sleep is a great spell at first level, and Charm Person is vastly underrated -- make any humanoid creature your best friend! Expeditious Retreat and Jump can keep you out of trouble, and Comprehend Languages and Identify have specialized uses.

Each day, when your character wakes up in the morning, you'll study your spellbook to memorize spells for the day. You can cast three 0-level spells and three first-level spells (thanks again to that +5 INT Modifier). You'll select those spells depending on what you expect for the day in-game, chosen from whatever you've got in your spellbook.


Equipment:
Gear for a Wizard is pretty easy. You don't need armor and your choice of weapons is severely limited, so pick a staff or a dagger to hit things with when you run out of spells and that part's all done (you may or may not want to bother with a ranged weapon, since you've got spells to strike with from a distance).

As for your other equipment, just pick out what you think you need and what you can afford. You get Light as a 0-level spell, so torches and lanterns aren't as important for you as they are other people. But you still need rations to eat, and a bedroll to sleep in would be nice (until you can get Rope Trick to last overnight, much later in your Wizardly career). Chalk is an underrated piece of gear for marking paths and leaving signs, and you can never, ever have too much rope.


After that... well, you've got four HP from your Wizard hit die, plus your CON modifier: 7 HP isn't bad by any means for a first-level Wizard. Your move is 30, unless you're carrying so much gear you're weighed down. Your AC is 10 + your Dex mod, so 13, unless you cast Mage Armor to make it 17. You've already worked out your saving throws, so I think that'll about do it for you. Good luck!
FrenchToaster

03-11-06, 01:43 AM
Ah, thanks for the advice so far! :3

Rivelstraz: Actually, I haven't really given it much thought.....would you reccommend any or should I just read through the PHB and try to decide from there? ._.;;;;;

Firhyanda: Wow thanks for all that, i'll keep them all in mind. <33333 *writes them down in notebook*

King-bargh: Hmm...how about Draconic and Celestial? :thinks: Oi...but maybe i'll want some more too..@_@;;;;

R2: *prints off* X_X <3333

So you're saying that I get the eight spells, or the eight spells for free, and then have to pay skill points or something to get any more than eight or.....

Sorry, in the crayon box, i'm about the color navy. x_x;;
Dragonsblood

03-11-06, 03:23 PM
Gear for a Wizard is pretty easy. You don't need armor and your choice of weapons is severely limited, so pick a staff or a dagger to hit things with when you run out of spells and that part's all done (you may or may not want to bother with a ranged weapon, since you've got spells to strike with from a distance).

He'd be better off taking a light crossbow and not bothering with the staff or dagger (buy them anyway, just in case, but try not to use them). Don't forget that wizards don't have the biggest hit die or highest AC. He's much safer at range with a crossbow.

So you're saying that I get the eight spells, or the eight spells for free, and then have to pay skill points or something to get any more than eight or.....

Skill points are completely separate from your spell list. You'll get spells from leveling, defeating enemy casters and taking their spellbooks, copying scrolls you find, and buying spells from NPCs.
Merestil Haye

03-11-06, 06:19 PM
I think you've had some good advice on skills.
From your 32 points, spend 4 each on Spellcraft, Concentration and Knowledge (Arcana). I agree that you should spend four points on Handle Animal, in your situation.

I would take eight of the remaining points and spread them about the Knowledge skills. An important point with these skills is that you cannot use them if you have not spent any skill points on them. (They are called "trained only".) Put no more than 2 in any one, and try to get ranks in 6 or more. Also try and get one rank in Decipher Script.

The last eight points I would spend on the Spot and Listen skills. The extra chance of seeing something about to jump out from ambush might make the difference between life and death at low levels. Put four points in each; that will get 2 ranks in each skill.

Languages.
Start with Common and Draconic. Apart from the cool factor of being able to speak with dragons in their tonguew, a standard D&D campaign world has Draconic as the language of magic.
Speak one of Celestiial, Infernal and Abyssal.
Speak one of Elven, Dwarven, Halfling or Gnome.
Speak one of Giant, Orc or Goblin.
For your last language, either speak an Elemental tongue or, if your DM will let you, Undercommon.

Feats.
If your DM allows Complete Arcane, see if he will allow Collegiate Wizard. You can only take this at first level. It adds more spells to your spellbook when you start and each time you go up a level. (I'll discuss this more a bit later).

Improved Initiative is also good. Simply put, the higher your initiative modifier, the faster you will act in any combat. A character who has not yet acted is more vulnerable than one who has. You are easier to hit before you act, and some creatures hurt you more if you have not.

Another feat to consider taking is Point-Blank Shot. Not only does this give you a better chance to hit and deal more damage if you use a crossbow, but many wizard spells need you to make ranged attack rolls, and the bonus from this feat applies to the spells attack rolls to. Also, taking this means that later you can take Precise Shot which overcomes what could be a big problem when you fire at a creature in melee combat with one of your party members. If you take many of these spells, Precise Shot is worth taking when you get the chance.

Gear; I would start with a quarterstaff and a light crossbow for my weaponry. Get a dagger too, if you can. Other than that, buy a backpack, several days rations, some waterskins, a bedroll, flint and steel. Start with a travelers outfit as you will almost certainly be traveling a lot.

Spells.
A wizard starts with all 19 0-level spells and 3 + Int Modifier 1st level spells in her spellbook. You get an additional 2 spells each time you gain a new level of Wizard; these are restricted to spells of a level you can cast, so at 2nd level you can gain only 1st level spells, at 3rd you can gain 1st or 2nd level spells, and so on. Wizards can add spells to their spellbooks quite easily, provided they can make Spellcraft checks and they have access to a copy of the spell they wish to learn. This costs time, money and quite often favours to wizards who let you use their spellbook.

Collegiate Wizard changes the number of spells you get at each level. At 1st you would gget 6 + Int modifer (11 in your case), and at each subsequent level you get an additional 4 (instead of 2). THe additional spells you get that way mean you can be far more effective in the long run.

First level spells I would take at th start include :-Enlarge Person
Erase
Identify
Mage Armour
Magic Missile
Magic Weapon
Ray of Enfeeblement
Shield
SleepAt first level, I would prepare a Sleep, an Enlarge Person and a Mage Armour or Ray of Enfeeblement, Sleep can affect multiple enemies, but becomes virtually useless by about 4th level. Enlarge Person, because there is something so comforting about having a friend the size of an ogre - and the reach of one too. It means he can hit things further away, and will hit harder when he connects.

For cantrips, Daze may very well be useful, especially with a save DC of 15.

Later, if you get the time and money, make some scrolls of less frequently used spells.

Combat for yourself.
Stay out of hand to hand combat if you can. Use spells then your crossbow (its one of the reasons I suggested Point Blank Shot). if attacked in melee, your high Strength means that you have a surprisingly good chance of hitting, and if you connect with the quarterstafff will do 1d6+4 damage; enough to KO weak opponents or give stronger ones pause for thought. You also have the option of two attacks, but dont do this unless surrounded; in which case you are likely dead already.
Merestil Haye

03-11-06, 06:40 PM
So you're saying that I get the eight spells, or the eight spells for free, and then have to pay skill points or something to get any more than eight or.....To go into more detail.

Your character will get 8 spells for free when she starts, and another two for free every time she goes up a level in Wizard. If she wants more, she will have to write them into her spellbook.

To do this, you will need to acquire a copy of the spell you wish to learn. This can be on a scroll, or from another wizards spellbook. This spellbook might be one you have taken from an enemy wizard, or you might know a wizard who lets you borrow hiis book. (There is usually a fee for this; the PHB suggests that 50gp per spell level is a minimum fee but personally I think that's far too low).

You then have to decipher the arcane writings (a Spellcraft check with a DC of 20 + the level of the spell, or cast Read Magic).

Once you have done that, you spend 8 hours attempting to scribe the spell iinto your spellbook. This requires a Spellcraft check (DC 15 + the level of the spell) and costs 100gp per level of the spell in special inks , pens and other consumable writing materials, in a quiet place.

The process is costly in money, you are not guarunteed success (to be sure of success at scribing any spell you need a +23 modifier) although in practice, your character should be able to succed at scribiing any spell of a level she can cast by 9th or 10th level. This would need a +19 Spellcraft modifier, and at 10th level she could have that without a magic item to increase Intelligence, assuming both her ability increases went into Intelligence.

Hope that helps, and if you have any questions feel free to ask.
Warchicken

03-13-06, 10:13 AM
Making a Wizard is a tough proposition at first. The current game that I'm playing in, my first Wizard was usually taken out pretty quickly, mainly because of the low range values of 1st lvl spells. Of course he also had a Shortbow, which did help some.

Everyone has given you some pretty good ideas about Skill Points, Feats, and Languages. I can provide some advice about spells. Since you get so many starting off, you can choose a "fun" selection. Your selection would depend on how you want to play your character. Since it looks as though you haven't multi-classed, you get access to everything.

I would suggest taking spells that are both useful in combat and everyday applications, i.e. Divination Spells are useful outside of combat as are some of the Abjurations Spells (i.e. Alarm is a great way to defend your campsite from intruders).

I would honestly take away Sleep as one of your first lvl spells and replace it with Color Spray. Unlike Sleep, Color Spray is still useful at later levels because it can affect opponents beyond 4 HD. The really useful spells for "blasting" come from Complete Arcane. The Lesser Orb Spells are useful and can deal out some significant damage even as you get into the higher levels and they're a touch spell and aren't affected by Spell Resistance. Of course it would depend on how you make your character as to what you should pick as your spells.

Case in point, my first Wizard (sadly he died when he Fireballed himself to kill a bunch of Sahuagin who managed to surround him, he would have lived, but failed to pass his own Reflex save DC for half) didn't have Magic Missile as a spell just because I don't like it all that much. He made up for it with Ray of Enfeeblement (he hit a Young Blue Dragon and reduced it's strength to the point where it was in the single digits) and the Orb Spells. It all depends on how you want to play and whether or not there is another caster in your party. If you're the only caster, go with a broad selection spells. If there's another Wizard or even a Sorcerer, work with them on your spell selection so you don't duplicate what someone has already picked. If you have a Divine caster, work with them also. There's no need to have Lightning Bolt if the Cleric/Druid casts Call Lightning all the time.

Just some ideas (and a much longer post than I thought possible :evillaugh )
Feriin

03-13-06, 10:43 AM
Sorry if this is a misplaced thread beforehand, i've never been to these forums before and I read as much of the rules as I could, and this is the best place I could find to put this. ^^;

Would it be possible for me to get help filling out my character sheet? ._.;;; As an assignment my DM told my friends and I to take them home for the week and finish as much of it as possible, and I just started two days ago. @_@ Any help would be appreciated...

Here's what I have filled in so far..

I suppose you already know i'm a Human Wizard -- if not, now you do. ><;;;
.......Score: Mod:
STR.......17 +3
DEX.......16 +3
CON......16 +3
INT........20 +5
WIS.......15 +2
CHA.......16 +3

Saving throws total base save ability mod
Fortitude...........3..........0........ .....3
Reflex: ............3..........0.............3
Will..................4..........2...... .......2

Base atk bonus: +0

Attack
-Dagger
-Quarterstaff

In my AC I have a +3 Dex Modifier

That's it for the first page..

I've only been able to write down three possesions so far,
Backpack
Spell Pouch
Spellbook


--and I have a black wolf familiar named Balto. =/ That's all I have so far. ; -;
So that's roughly half of a page out of four finished....x_x

I have to ask, why the crimson color?

On the font setting I use everything you typed is a red blur.

As for the stats, I think yor DM is being very generious. I emplore you to read all of your Player Hand Book. Also let us know what Edition you are playing, most people assume 3.5. If you can get your hands on a first printing of 3.0 of the Players Hand Book it is very specific on how to fill out a character sheet, of course there are a few differences between 3.0 and 3.5 but it will get you going in the right direction.
Steel91101

03-14-06, 03:02 AM
As a human wizard first level you get two feats may I suggest the following, Collegiate Wizard and Precocious Apprentice from the complete arcane.

Fir - what page is Collegiate Wizard on? I can't find it in the Feats chapter of the Complete Arcane.

Thanks!

edit: Found it! Page 181. No wonder I couldn't find it at first. Talk about hidden away. :thinks:
Firhyanda

03-14-06, 11:27 AM
The top 11 First level spells and why you care note this is my opinion yours may be different. I thought you might like to see my take on the top 11 1st level spells French Toaster perhaps this will help you. :devil: You would get 8 spells for first level with an int of 20 and 3 more for the college wizard feat.

1. Color Spray: an excellent spell for crowd control at first level and one of a vary few area effect spells at first level this spells 15ft cone allows you to clear out large numbers of low level enemies if used carefully and is effective up through 3rd level see PBH pg210.
2. Mage Armor: +4 to Ac you will be casting this every major battle until improved mage armor becomes available or you find bracers of armor or a ring of protection etcetera. PHB pg249
3. Magic Missiles: You care because this spell never misses it lets you hit the UN -hittable and this spell is one of the few spells that you may vary well be using as a standard spell at level 20 +. PBH 251
4. Sleep: Its Maine advantages are its huge rang and that is a first level area effect spell this is my second choice for crowed control at first level note the 4HD limit. PHB 280.
5. Burning Hands: Burning hands area effect fire damage that’s nice. PHB 207.
6. Feather fall: a must have until fly becomes available. PHB 229.
7. Orb of sound lesser: Vary few creatures have resistance to sonic damage see spell compendium pg 151.
8. Wall of smoke: A great spell for ambushes at low level let the enemies come to you and become nauseated. See SC 235.
9. Light of Lunia: Excellent against undead the best anti undead spell available to a first level wizard SC pg 132.
10. Summon Undead One: Because zombie Kobold's Rock SC251.
11. Identify: Last but not least a must have. PHB pg243.
Firhyanda

03-14-06, 12:03 PM
:P The top 6 cantrips and why you care.

1. Detect Magic: the most under used spell in the game use the full 3 rounds to search a room and make your spell craft checks. PHB pg 219.
2. Read Magic: A must have utility. PHB 269.
3. Disrupt Undead: A great low level spell for wizards against skeleton’s etcetera. PHB pg223
4. Light: A must have for human wizards. PBH 248.
5. Caltrops: a cantrip that does crowd Control SC PG 42.
6. Launch Bolt: a great hold out weapon the derringer of the wizarding world PG 130.
FrenchToaster

03-17-06, 01:03 AM
I have to ask, why the crimson color?

On the font setting I use everything you typed is a red blur.

As for the stats, I think yor DM is being very generious. I emplore you to read all of your Player Hand Book. Also let us know what Edition you are playing, most people assume 3.5. If you can get your hands on a first printing of 3.0 of the Players Hand Book it is very specific on how to fill out a character sheet, of course there are a few differences between 3.0 and 3.5 but it will get you going in the right direction.

Ah, so sorry. That is why I just use Arial as my font setting for my Browsers. ^^' Easier to read all color/size variations.

I really think she is too. Ah, yeah I was thinking of putting it up, and why no one had asked for it yet~ 3.5 Thanks for the advice.

Warchicken and Firhyanda, you are very helpful~!

Silly me, my first day in the game, mid battle, and i've forgotten to write down any HP for my character. XXD;;;; Luckily I remembered how many HP a wizard has. @_@

Steel: Now I know what page that's on~ O:

I have some more questions on filling this out here. ^^;

Under the Wands/Staffs part of the sheet, for now do I just write down Quarterstaff? --and the caster lvl/DC/Charges spent; could I get some insight on this?
I also need some help filling out the Carrying Capacity, wealth, spells, and experience sections. Any help would really be appreciated!

Typed in regular font just for you Feriin, haha. :P

P.S: We rolled for quirks
I got Lucky and Farsighted, do I keep this written down on a seperate sheet of paper or do I write this down in the notes section or--
FrenchToaster

03-17-06, 01:15 AM
You would get 8 spells for first level with an int of 20 and 3 more for the college wizard feat.


Do I get 8 0 level spells or 8 first level spells....because my friend (A Sorc ) wrote down 8-o level spells 4 1st level spells, and apparently I have the same as her.... :confused:
R2

03-17-06, 12:44 PM
Rods and Staves are special magic items. Unless your DM is extremely generous, you won't get one for a long, long time. I think the cheapest Rod goes for about 4000 gp market price, and a magical staff is even more powerful (and expensive). So don't worry about that section right now.

Your quarterstaff would go under the "weapons" section of your sheet.

----

Wealth: characters start with a certain amount of wealth. I don't have the book with me, but it's probably a d4 or two, multiplied by ten, in gp. Look under the "Wizard" section of your Player's Handbook, it's in there. Then the cost of your gear comes out of that.

Whenever, over the course of your adventuring career, you come across a bit of treasure, mark down your share of the treasure in that section. Then it's yours to do with as you like: buy things, bribe greedy monsters or people... whatever you'd do with money normally.

---

For STR 17, your character can carry up to 86 pounds without being encumbered. Carrying more than that will slow your character down. Most DMs I know don't worry about encumbrance too much, and only worry about it if you try to pick up an entire chest of copper pieces or something by yourself. If your DM doesn't ask you about it, ignore it and he probably will too.

---

As a first-level character, you start with 0 experience. After an adventuring session, or whenever he feels like it, your DM will award you some experience points (usually referred to as XP). When you reach certain milestones of experience points, you gain a level. To get to level 2, for instance, you'll need 1,000 XP.

When you gain a level, you get more HP, new spells, more skill points, and eventually more feats and bonuses to your statistics. So keep track of any XP you get awarded carefully.

---

Lucky and Farsighted: Those are optional rules, but if you're using them, they're as much as part of your character as your HP or your Wisdom score. Record them on your character sheet like any other ability you've got.

You might want to make a note next to the ranks you've put into Spot that you have the Farsighted flaw, so you don't forget about it when you have to roll to check if you see something.

---

Don't let the Sorcerer influence your spell choices -- Wizards and Sorcerers get spells in different ways. As a first-level Wizard, you have all of the 0-level spells in your spellbook, as well as several 1st-level spells.

Wizards always start with three 1st-level spells in their spellbooks. Because of your high INT modifier, you get five additional first-level spells, to make eight. One of the effects of the Collegiate Wizard feat everyone's talking about is to give you extra spells in your spellbook, so if you took that, you'd have a whopping eleven.

So your "spells known" will be different from the Sorcerer of the party -- one of the ways a Wizard is more powerful than a Sorcerer is that you get far more spells, making you more versatile (he, on the other hand, gets more spells to cast per day. More on that in a minute.)

So your 0-level spells known are Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Distrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, and Open/Close.

The first-level spells in your spellbook are yours to choose, and nearly every poster in this thread has made recommendations already.

At the beginning of every day, your Wizard will sit down and memorize the spells to use during the day. Think of it as having "slots" open that you fill with the choices in your spellbook.

Each day, you can cast three 0-level spells. Essentially, you have three "Slots" open. Choose from the list of 0-level spells in your spellbook, as listed above, to fill those slots. Those are the spells you can cast during that day.

You also have three 1st-level spells to cast each day (Wizards start with 1, but because you have a very high INT score, you get two extra -- see page 8 of the Player's Handbook). These are also "slots" that you can fill, this time with the 1st-level spells you've chosen to put in your spellbook.

Let's say you chose to put Enlarge Person, Erase, Identify, Mage Armour, Magic Missile, Magic Weapon, Shield, and Sleep in your spellbook. You get three of those to cast during the day.

If you think you'll be in a dangerous situation, you can take Mage Armor, Shield, and Magic Missile -- then you can cast each of those spells once that day.

If you think your teammates can protect you, leaving you to attack your foes, you can fill those slots with Magic Missile, Magic Missile, and Sleep. That means you can cast Sleep once during that day, and cast Magic Missile twice -- once for each "slot" it occupies.

If you think you'll encounter an enemy who you won't be able to harm with your magic, you might memorize Mage Armor, Enlarge Person, and Magic Weapon. That way you can protect yourself while powering up one of the fighters in the party who can take care of that difficult enemy for you.

Choosing your spells is a matter of strategy, with consideration of what you expect from the day and what roles other party members will fill. For instance, Clerics are good at "buffing" party members, so you might not need Magic Weapon very often.

---

Incidentally, a Sorcerer doesn't have to prepare spells at the beginning of the day every day. He can choose whatever fills the slots available to him on the fly, whenever he needs to (that's the advantage Sorcerers have over Wizards). As different classes, you choose your "spells known" and "spells to cast" differently -- don't let him confuse you!
FrenchToaster

03-17-06, 02:28 PM
Ah, thank you! That helped me a lot! :'D

Because of Lucky I get -1 Fort and +1 Will
Since my fort plus modifiers right now is 3, would it now be 2?
And Will at the moment is 4, do I change this to 5?
R2

03-17-06, 03:07 PM
On most character sheets, you have a setup for working out your saves like this:

Fortitude: [Total save] = [Ability modifier] + [Base Save] + [Misc Modifier]
Reflex: [Total save] = [Ability modifier] + [Base Save] + [Misc Modifier]
Will: [Total save] = [Ability modifier] + [Base Save] + [Misc Modifier]

The "Ability Modifier" blank is your CON, DEX, or WIS modifier. The Base Save is what you get from your class: +2 Will and +0 for Fortitude and Reflex for a first-level Wizard. And then that Miscellaneous Modifier is where you'd put in some other modifier you have -- like that -1 Fortitude and +1 Willpower from Lucky.

So your sheet would look like this:

Fortitude: 2 = 3 + 0 + (-1)
Reflex: 3 = 3 + 0 + 0
Will: 5 = 2 + 2 + 1

So yes, total modifiers are Fort 2, Reflex 3, Will 5.
FrenchToaster

03-17-06, 04:23 PM
Ah, thanks again!
FrenchToaster

03-22-06, 11:18 PM
I have another question~ silly me ^^;;

I get all the 0 level spells right?

Well In the PHB there are only 19, while in the Spell Compendium there are 22--- Should I write down the 22 I found in the SC or the 19 in the PHB..?
Merestil Haye

03-23-06, 08:14 AM
I have another question~ silly me ^^;;

I get all the 0 level spells right?

Well In the PHB there are only 19, while in the Spell Compendium there are 22--- Should I write down the 22 I found in the SC or the 19 in the PHB..?That's a matter for the DM to decide.

You get all the 19 cantrips in the PHB. Your DM may wish to allow only those cantrips, and keep the ones in the Spell Compendium as things that can be found or earned. If you are allowed to freely pick spells from the Compendium already then you may be given the extra cantrips.
MobiusKlein

03-24-06, 01:03 AM
Even a wizard who never intends to go into battle should have a weapon.

You can still do a coup-de-grace with it. Good for slept targets, so the fighters don't have to do it.

Without a weapon, you can't flank. If there is a thief in the party, you are then one additional flanker for their sneak attack. (1d6 extra damage.) And flanking gives anybody a +2 to hit. When the bad guys try to attack the wizard, you want to make it easier for your friends to help you.

Plus, you might just run out of spells some days.