Prepared Casting


Pathfinder First Edition General Discussion


I haven't played any Pen and Paper RPG that much, and none of the games I have played in have lasted very long, but in them I have played spontaneous casters of different types, but never a prepared one (Actually, I now recall that I played a cleric once, but I mostly just used the spontaneous healing ability rather than worrying about 1st and 2nd level spells - the game never got very far). I have two main issues with prepared casting: The first, which I can't really do anything about, is that I don't entirely trust the DMs I play with to remember to make spellbooks or equivalent available in loot, which would make spells known more of an issue. The second, which is the main thing I'm asking about, is that I don't know how one determines what spells to prepare regularly, and particularly how many times for each spell. Are most adventuring days predictable enough that you just do the same thing every day? Do you use methods to prepare spells later in the day as you need them? Do you usually find you can stop to rest and recharge spells whenever you need to? I'd be concerned, if I prepared a spell only once, that there would be two or more instances where I would need it, especially since wizards and such have fewer spells per day than sorcerers and oracles, if I recall. I guess I'm just having a hard time getting into the right frame of mind for prepared casting, and wonder what you all do, since it's pretty popular? I'd kind of like to try it sometime.


It's always kind of assumed that your character starts with a spellbook, so I wouldn't worry about that, unless you mean scrolls which you can use to add spells to your spell book. If that's the case, you could eventually just buy a scroll of the spell you want and add it. As a Wizard you also start play knowing all 0 level spells, plus 3+int mod first level spells, and each time you level you automatically get to add 2 spells to your spell book (up to the highest level you can cast, though one has to be from your specialty school). Of course, that is how it works officially; you might be able to start with more spells known or be screwed if the DM decides to be that way.

For spell preparation, you can choose not to prepare all your spells at the beginning of the day to save those slots for misc things you might need (though if I remember correctly it takes you 10-15 minutes to prepare those slots later in the day. So not useful for "oh s!$$ I'm being attacked, better prepare a fireball!"). As for stopping to re-prepare spells, you should know that you are still restricted to having to have 8 hours of rest to "recharge".

Also in regards to Wizard's having less spells per day; the trade off is that you can access to higher level spells quicker. Spontaneous casters get access to spell levels when their level is twice the spell level, where prepared casters get them at twice the spell level, minus one.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I usually have a standard prep list, and adjust it day by day as I get ideas on what I need that day. You can also leave a slot open and prep a spell in it after fifteen minutes, which gives you a chance to select exactly what you need with a little time. As for finding spells, divine casters don't have to worry about that.


Yeah, I meant scrolls or other casters' spellbooks to copy spells into a wizard's book or a witch's familiar from.


You still get to add two spells per level to your book, so you're not totally boned if you're never anywhere you can buy scrolls/spells and you never find them. That should probably be an unusual case, though.

In that situation you're still probably better off than martial classes that end up relying on having the right magic items for a lot of their power.


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I think the more important question here (it certainly is for me) is how to know what to prepare. People always brag that wizards are the kings of versatility, but how do you know what's coming up? It seems so easy to get caught in a situation you're unprepared for. Sure, you could prepare the same list of generally useful spells every day, but why not play a sorcerer, then? You'll get more of them, and better class features.


Which is why learning to leave slots open, and taking the fast study discovery, is always wise.

I agree about sorcerers though. I understand how wizards can be awesome, but having a spontaneous list is so much fun!


Yeah, you can leave slots open. But are your enemies going to give you 15 minutes so you can prep the right spells?


Or one minute with fast study.

But yeah. However, there are a lot of situations that aren't quite as time critical, where it's fine for the wizard to take a quick power nap and draw up the spell that's needed.


Memorize spells that work in most situations and buff spells that your party needs. Spells that are really useful occasionally, get as scrolls (or in a staff if you can afford it.) also, try to do some divination or investigation before hand. If you know your going to fight a red dragon, don't memorize fire spells.


I always told my players to go for the following mix: 1/3 offense combat, 1/3 defense combat, 1/3 utility. Spells that could fit into more than one category are extra useful.

It is a good idea to get or scribe useful utility spells that you don't want to memorize, and to have at least one wand with a good combat spell on it so you always have something to do in combat if you run out of memorized spells.

Specific choices will be influenced by the type of campaign and environment you are in, if you know what those are, you could probably get more specific advice here.


I just think it's overrated. There are too many situations where you'll be screwed for spells. Wrong ones prepared, attacked with a bunch of empty slots, or having to use some of your smaller spells per day on divinations that you wouldn't normally need to with more general-use spells.

I think preapred casters make much better villains than PCs.


Bloodlines are cool, but the best wizard school powers are better. Most op guides suggest taking the Arcane bloodline, mostly to get things Wizards already have. The Teleportation and Foresight subschool powers kind of blow it out of the water.

Knowing what to prepare is a bit tricky, though.


Most of the way you guys are describing it are pretty similar to the way I've felt about it. It just always seemed like almost everyone loved it and looked down on spontaneous casters as dumbed down. I can see the versatility of being able to prepare utility spells (or prepare them once, scribe them to scrolls, and then use other things regularly - though isn't scribing scrolls somewhat expensive?) for certain occasions, but it always seems to me like you never know what spell you're going to need cast or ESPECIALLY how many times.


Scribing scrolls is cheaper than buying scrolls, which is something you're going to want to do anyway.

Starting around level 5, most adventuring days it's pretty easy to have enough relevant spells on hand. As long as all your spells are good ones you'll usually find a use for them. Sorcerers are the same way, really. You have to figure out how to solve problems with your less-than-perfect available tools. Wizards have more tools at the start of the day and fewer at the end while sorcerers just have the few but always have those.


Take Boat wrote:

Bloodlines are cool, but the best wizard school powers are better. Most op guides suggest taking the Arcane bloodline, mostly to get things Wizards already have. The Teleportation and Foresight subschool powers kind of blow it out of the water.

Knowing what to prepare is a bit tricky, though.

The best wizard powers are definitely up there, but arcanas rock and some of the later level bloodline powers are simply fantastic. A ton of different immunities, great defensive abilities (natural armor, damage reduction, fast healing, and so on. Plus the flavor of bloodlines kicks ass and meshes so well with the mechanics (usually). And people freak out over arcane bloodline, and it's certainly super cool, but there are lots of other great bloodlines. A lot of them are more specialized than the schools, but they're just sooo cool.

I guess I'm just a big sorcerer/oracle fan who doesn't see all the hooplah over wizard/cleric.

EDIT: And speaking of oracles, Mysteries kick the turds out of Domains.


Really, the biggest reason I prefer wizards/clerics is because they get new spells a level earlier and I'm impatient.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

What spells should you have prepared most often?
The spells that cover the most situations and help you do the role you desire to fulfill. Focus on spells you can cast in combat first, move on from there. Have a battle plan for how to use those spells, and as you gain more spell slots, pick spells that will help you with common situations you might not be able to completely cover.

With my current witch character, his spells are focused on screwing over enemies and making them suck at life. This means spells like ill omen, bestow curse, enervation, and stinking cloud. There are more slots than spells I can use though, so I also have burning hands, ear-piercing scream, and dispel magic.

How do you supplement your spells so that you are versatile and useful in multiple combats?

Scribe Scroll. I also enjoy the benefits of a party member with Craft Wand in the game I play my witch. Both of those feat go a long way in helping you gain more versatility and options.

Scrolls are for spells you don't use everyday but want on hand for that one situation you didn't see coming. They really help in expanding your options, especially when it comes to spells that you may only use a few times, like some of the divination spells or the spells that have casting times greater than one single round.

Wands are great for spells you like to spam and spells that everyone in the party wants to benefit from but only target a single person at a time. An example of spam spells would cure spells, magic missile, and dispel magic. The single target but extremely useful spells could be endure elements, shield, and resist energy.

While spontaneous casters do have the ability to cast any of the spells they know, wizards are given Scribe Scroll for free, and thus they are able halve the cost of their scrolls from the beginning. Spontaneous casters are able able to take the feat as well, but they don't get it for free and don't have the luxury of a spell book from which to choose spells from. They are limited in just the few spells they know. While it does take time and planning to scribe scrolls, it is worth it if it means not paying full price on needed gear.

Also, shameless plug. Go check out my spell guide. It might not be finished, but it should help in figuring out what spells to prepare.


Most good spells are spells that you're going to find uses for in most situations.

Very often you do have information at the start of the day about what you're going to be facing; if your group is taking a quest to put a stop to a bandit leader, then you know you're going to be fighting a lot of humans/humanoids and can take a little more spells designed to deal with that. (Hold Person, Dominate Person, ect.) If you know you're going after an evil necromancer, then you can add some anti-undead spells, and perhaps an anti-spellcaster spell or two. But never focus TOO much on one type of spell, because to an extent you never know for sure what you're DM will surprise you with.

One thing I don't like about sorcerers is that if you choose a couple of spells and then it turns out your DM never seems to throw evil humans at you or loves mindless constructs or something, you've basically gimped yourself for life. Wizards can try different things and see what works in their campaign and what they find to be most effective.

For the most part, though, you probably will have a standard-ish list of spells you prepare most days, and switch it up based on the situation.

Dark Archive

Most of your spells prepared should affect most of your enemies, with a few specialist spells as you go. For example, my 2nd level Wizard prepares 2 x Grease (Ref save, good for disarming and getting them to fall over) and 2 x Colour Spray (Will save for small confined groups) and a S.M. 1 for when the party need some assistance with damage or flanking.
Also, with a bonded item, I have a small list of situational spells that I can cast once if / when it's necessary.


Think about your party members' capabilities and chosen roles. If you're traveling with a rogue who puts ranks in disable device, then avoid preparing knock. Does the bard like to chat with every stranger you meet? Charm Person is probably not needed. Do you have people who like to swing swords or use bows? These folk will always appreciate a haste spell.

Think about those situations that would hinder really your teammates that they can't deal with themselves. Your fighter can't locate an invisible, flying spellcaster but you can. A scroll of see invisibility is your best friend, followed by the glitterdust spell you've prepared.

Going into tunnels or forest? Web spell. Suddenly find yourself in the middle of the desert? Endure elements (probably multiple times beginning on the second day, split between you and whoever else can cast it), Knowledge checks can be a way to help you figure out what sorts of creatures and hazards are in a new area.

If you unexpectedly find yourself in a low wealth campaign and/or stranded in a swamp for weeks on end, congratulations! Your DM doesn't want the casters to have the answer to every obstacle. Lots of skill checks, knowledge checks, and saving throws for everyone to enjoy. Your job is survival and in the worst case scenario, you will probably be filling up your higher level spell slots with lower level spells (at least for a little while). Cherish those moments of wealth and civilization and spend every gold piece you have on new spells for your spellbook.

There will be days when you don't have right spell for the job (even if you have a bonded item). Don't sweat it. With luck, you have that spell in your spellbook, and have survived to prepare it the next day (assuming you still need it).


Don't forget that a caster doesn't adventure alone:

If you're in a melee-heavy party, choose spells that enable them to do their job more efficiently and/or at all. Choose walls and compulsions, or battlefield movement spells (Dimension Door/Freedom of Movement).

If your party is predominantly ranged, go for pits, walls and hold spells.

You generally know what you can expect in any one day so choose accordingly. Use Pearls of Power.

EDIT: Marius beat me to it.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The Golux wrote:
I have two main issues with prepared casting: The first, which I can't really do anything about, is that I don't entirely trust the DMs I play with to remember to make spellbooks or equivalent available in loot, which would make spells known more of an issue.

Forget everything else. The one thing that is essential to a good running group is an atmosphere of trust. If you think that a GM has an area that needs addressing... TALK TO THIS PERSON. Open a dialogue. That's how things progress.


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My thoughts on Prepared Casters (Wizard vs. Sorcerer specifically):

1) The Wizard is Int-based, and Int is a somewhat useful ability, in that it gives you extra skill points to throw around and languages known.

2) You get Scribe Scroll as a bonus feat which allows you to write some scrolls to use in circumstances that don't come up often.

3) When the party finds randomly generated scrolls as treasure, you can use them to learn new spells (you may end up getting more out of this approach than finding other casters' books, which happens less often, but is a bonanza when it does).

4) You may encounter an NPC wizard that could be Diplomacy-Skilled into swapping spells, especially if the NPC in question is lower level than you are but just happens to know some low level spells that you don't. ("I'll teach you Levitate if you teach me Fox's Cunning..." )

5) There are a lot of spells that you'll find a use for every day, like Haste, Scorching Ray, Disintegrate, etc.

6) The cleric has a lot of the same spells as you, but the ones he get's are mostly non-offense and more situational, so you can leave it to him to be the one casting spells like Resist Energy while you prepare pro-active "bread and butter" stuff like the aforementioned Haste, Fireball, etc.

7) You get access to a lot of "utility" spells that the sorcerer doesn't usually have room for in his spells known list, like Identify, Floating Disk, etc. Things that make life easier for the party but require you to know the spell.

8) Wizards are the best magic item crafting class. For one thing, you can learn any of the spells you need to know to make almost any item, and for another you get a ridiculous amount of bonuses to the spellcraft roll you have to make. Spellcraft is a class skill for the Wizard (natch) and it is Int-based, so assuming you have maximum ranks in it (and why wouldn't you keep it maxxed, you have a lot of skill points to throw around), you ought to have at least a +12 to the spellcraft rolls you make at caster level 5. Since the DC to make something is usually 5+CL of the item, you can make items with CL well above your current level with relative ease. At the very least you owe it to yourself to take Craft Wondrous Item just to make Cloaks of Resistance for yourself and others, as well as belts and headbands for raising ability scores (including your own Int!).

9) While the Sorcerer's flexibility and extra spells per day are nice, you can make an effort to learn something about the type of monsters you might encounter, so as to be better prepared. This of course depends on your DM. The difference is, you may have a spell that is useful against the monster du jour, simply by chance. There's also the possibility of the DM specifically giving the one monster you defeated a scroll of s spell that, if you use it or learn it, can be used against another monster later on. The wizard can, and should, have a spell up his sleeve (in scroll form in some cases) for every type of monster he might face. Even against very magic-resistant monsters like golems you could still find something to do to help the party, while a sorcerer might have to just throw his hands up in the air and quit.

10) There are multiple different angles of attack on a monster, do you want to try to attach it's armor class, reflex save, will save, fort save, or maybe affect it indirectly, like with a Wall of Stone or a summoned monster? Wizards can make themselves able to use the right tool for the job in that sense. This is harder for a sorcerer sometimes.


LazarX: It's not an issue of trust, it's an issue of competence. I live in a smallish town in maine, so my choices of places to go and people who are willing to GM are pretty limited and they tend strongly toward ad-hoc more or less one-shot (due to difficulty continuing with the same players) adventures and poverty-level wealth (10,000 gold for a character made at level 10 and 3,000 gold for a character who is freed from gladitorial slavery -and thus borrowed gear- at level 6 are about par for the course, though we're encouraged to use more than half of that on one magic item).

I'd kinda like to run a game and try to do it right but I feel like I don't have the experience, and I kind of like playing characters (and I'm not a big fan of DMPCs). I'll probably run dawn of the scarlet sun sometime at least...

But enough about my woes regarding actually playing, we're talking about prepared casting here! (Though the randomness/ad-hocness of the adventures makes preparing even harder, I think).

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The Golux wrote:

LazarX: It's not an issue of trust, it's an issue of competence. I live in a smallish town in maine, so my choices of places to go and people who are willing to GM are pretty limited and they tend strongly toward ad-hoc more or less one-shot (due to difficulty continuing with the same players) adventures and poverty-level wealth (10,000 gold for a character made at level 10 and 3,000 gold for a character who is freed from gladitorial slavery -and thus borrowed gear- at level 6 are about par for the course, though we're encouraged to use more than half of that on one magic item).

You're playing in nonstandard games, so standard advice is going to be of limited use. The advice that people give you on these boards are based on standard assumptions and if your games don't meet those assumptions that's going to impact the usefulness of them.

If your GM's are all as incompetent as you imply then the only advice I can give you is either do your playing online with other GM's or just buck up and bear it.

To answer your questions, the rules say that you can't recharge spell slots more than once per day... period. You can leave slots open and prepare later but you can't do a neverwinter where you just sit down and your slots regenerate.

There is absolutely nothing wrong with games that start out at way below the WBL tables... AS LONG AS THE CAMPAIGN ITSELF IS CORRECTLY ADJUSTED FOR THE LOWER GEAR LEVEL. Again those are going to be very idiosyncratic, so you have to learn a different playstyle than most commentators here can reliably advise on.

Ultimately you are going to have to rely on your GM's. And if you have a problem with them, TALK to them. You might be surprised that it can work.


Well, to be fair I don't know that the campaign would be appropriately adjusted or not, since the games barely ever get to the point where you can call it a campaign instead of just an adventure. But yeah in that circumstance I don't know if I'd have money to scribe scrolls, for example, or if we'd get town time to buy wands. *shrug* I guess in that kind of game spontaneous casters are a better fit, and I'd be better trying to play a prepared caster in a more standard game, aside from any headgaming difficulties I may have with it (I'm still afraid of using a spell I only had prepared once and then needing it more later in the day).


If you still want to see how you feel about prepared casting, clerics and druids don't need to worry about scrolls. They can prepare any spell on the list.

A druid's spell list is really kind of a hybrid between a cleric's and a wizard's, try giving them a shot.


Lots of good advice and thoughts here. My wizard(s) tended towards a few things. I rarely memorized more than one of any given spell for any given level without a very specific reason based on current in-game situation. I also tended to memorize as blope mentioned a pretty even mix of offensive, defensive and utility aiming for spell choices that fit more than one category when possible. I sought to have Wands and later Staffs for my offense and buffing type spells (Fireballs, Magic Missiles, and the various stat buffs etc.)

As far as spontaneous vs prepared one thought (a frame of mind sort): The difference is really WHEN the choice of spells is made. A spontaneous caster has to go thru this thought process as well really ... they just do it when choosing which spells to have on their known list rather than each day when looking at their spellbook and deciding which to prepare. So how did your spontaneous caster(s) decide which spells to know?

Kayerloth


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One thing I am astonished nobody has mentioned so far: The wizard player in one of my games has different prepped lists of spells. They are:
- Social/investigative
- Overland travel
- Battle (humanoids)
- Battle (monsters)
- Misc Mix
Each of them contains SOME empty slots, "Misc Mix" more than the others.

We have the deal that I always assume he has prepped the list that would be most appropriate in the eyes of his character at the beginning of the day. If it is not clear which list his character would choose, I ask him.

So far this has worked pretty well and he has good to perfect spells prepared most of the time. Then again, I run a kind of sandbox-ish style in that group, so the players often get to decide which plot hook or individual goal they want to follow and often have the option of researching the general type of threats they might encounter. This style of play obviously works extremely well with the list-option, but even if you're in a more restricted game, it should have some merit.

(At least as long as your gm is not one of those "you are woken up in the middle of the night by an orb of light floaating next to your bed and as you touch the orb - no you don't get to decide wether you want to do that or not - you are teleported to dungeon XY and a voice coming from the orb tells you to slay the evil monsters" - kind of type)

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