Seeking feedback on "generic" prepared spell list for a wizard.


Pathfinder First Edition General Discussion


I'm just trying to put together a spell list for a wizard who isn't an adventurer. That is a teacher or town official which while still having some offensive and defensive spells (high level their a target) but the majority are utility spells to help out or make their life easier. The rules I set myself for this are minimum amounts necessary to cast all spell levels (22 int (starting at 18 + 4 ability increases), 17th level no magic items) no more than 1 offensive and 1 defensive spell per level (can have less) rest must be justifiable as a utility spell. That is if you can give a reason for them to have fly it can be included but if its just "its a cool spell" it doesn't go in.

I've come up with a list (and I'm including reasons) but I'd like feedback from others e.g. do you think I should add/remove a spell or the like. Spells are taken from the core rulebook almost exclusively (wish there was an out of combat/utility spell book suppliment). If a spells from a suppliment I need to know where or at least what it does please. Note these are the standard ones they memorize not all the ones they know.

Cantrips
Prestidigitation: Useful for all sorts of little things like the taste of salt without the cost.
Detect Poison: Useful to keep food clear.
Detect Magic: Useful
Read Magic: Another vital spell that in my opinion should be a skill.
(There's a few others here that could be helpful but you don't get bonus cantrips).

1st
2 * Hygene: From malhovic press functions as high level dental care and bathing i.e. brush/floss rinse and shower every morning and night (shame there isn't one to do your hair and makeup).
Feather fall: General use spell no mage in high places should be without.
Alarm: Secure important areas.
Endure Elements: Good for those very hot or cold days and helps maintain that aura of mystery when your out in mid-winter in shorts and a short sleeves.
Magic Missle: Offensive Spell.

2nd
Scorching Ray: Offensive spell.
2 * Make Whole: Cheaper and quicker repair option.
Detect Thoughts: Also useful if a touch rude in trade or court judments.
Arcane Lock: Seals chests and doors in addition to regular locks.
Protection from arrows: Defensive spell

3rd
Fireball: AOE offensive spell.
2 * Tongues: Useful when trading.
Dispel Magic: Dismiss magical effects.
Water breathing: Could be useful when retrieving pearls or checking underwater situations.

4th
Rainbow Pattern: Defensive Spell
Remove Curse: Break enchantments on subjects.
2* Secure Shelter: Emergency shelter for subjects e.g. after a bad winter storm.
Detect Scrying: Alerts them to potential hostile eyes on them.

5th
Telekinesis: Allows them to manipulate objects at range.
Fabricate: Fast creation for emergencies (very expensive)
Sending: Allows communication with agents at a distance.
Mages Private Sanctum: For when meetings need to be private.
Hold Monster: Defensive spell.

6th
2* Move Earth: Allows for construction work in the area under their rule.
Disintigrate: Offensive spell.
True Seeing: Allows them to identify false images or shapechanged beings.
Legend Lore: Aids them in finding out information about something.
Control Water: Allows them to raise or lower the water level in lakes, dams, lochs, wells.

7th
Control Weather: Allows them to adjust the local weather conditions if needed whether to water crops or just ensure a sunny festival.
2 * Teleport - Greater: Allows them to travel anywhere as needed and return.

8th
Discern Location: Allows them to find anything they want to.
Polymorph any object: Allows them to create any item they need in the short term.

9th
Wish: Expensive get out of spell free card, can duplicate any spell of lower level such as leashed shackles to help secure particularly dangerous creatures.


How did he become such a powerful wizard that can cast wish, without going on adventures or living a dangerous lifestyle?


I think even a teacher at the School of wizardry will have a combat focus in his Spell selection. There wont be any hurry about casting fabricate so he can leave some slots open for that kind of thing. But if his old nemesis shows up he will need to take him out.
And if he is a noncombatant i dont think he is level 17.
In short leave slots open for the spells that will be needed out if combat. With fast study they will only be one minute away.


He was an adventurer now he's retired.

Not so much a teacher as town official with the non-combat spells being part of their role as advisor, aid in city projects (hasted workers, quicker construction etc) so how many slots should be changed e.g. 3 1st level combat/protection 3 free, 5 1st level combat/protection 1 free?


Level 17 is the kind of level where you have saved the world once or twice and probably made some REALLY powerful enemies... I'd say distribute the slots 50/50. If he has powerful enemies, he needs to be ready to defend himself and the ones under his care.


Hmmm I went with level 17 on the basis I could just remove spells as they went down in level so assume any enemies he has are dead and going to stay that way.

I can always adjust the balance later but assuming he has no enemies and just maintains some spells for defense against common thieves or the like are the non-combat spells I picked ok or would you change some around?


I'd consider adding if for no other reason than to add some variety to a 'generic' list that could then be rapidly narrowed down. Start with 8 and cross 4 off, for example, for a more rapidly generated and varied list or to generate a list for a more specific function(ary):

Cantrip
- Arcane Mark, useful for making many other utility spells either work or work better (Locate Object, Scry or Instant Summons as examples).
- Mending, useful after your cup of coffee or 'pet' damages your last couple hours work. Mostly redundant if you also have Make Whole but endless supply owing to it being a cantrip.
- Message, for when you are tired of yelling out to the next room full of scribes (or courtiers) that you want to talk to "Bob" Also works 'through' several scrying type spells.

First
- Peacebond, not CRB but ... lots of potential flavor. "No one gets within 30 feet of Her Majesty without one!" (Concept screams for a higher level version able to 'peacebond' your average higher level group with one casting - one weapon per level or creature per level)
- Unseen Servant, many obvious step and fetch uses.
- Shield, if there are commonly lists with "Magic Missile" stands to reason they'll be 'lists' with a spell designed to block it.
- Detect Secret Doors, again role oriented. Is this a 'detective' or 'bodyguard' npc, for instance.
- Floating Disc, hauling whatever around for whatever engineering project.

Second
- Knock, if there's folks using Arcane Lock they'll be folks using Knock to bypass it. So does the characters role make him the Warder or the one getting around the Wards?
- See Invisibility, particularly if they haven't got Permanency to make this available all the time.

Third
Starting to really get lots of options depending on the role or function the npc caster actually fulfills within the campaign.
- Nondetection, especially effective if you are one of the higher level wizards around (i.e. the old retired adventure type)
- Phantom Steed, need to get somewhere fast but for whatever reason Teleport isn't available or doesn't work. Except in very mountainous terrain it's likely much faster than Overland Flight and, of course, not a personal spell either.
- Clairaudience/Clairvoyance, potential use as rapid communication if both ends are known points and can use the spell.
- Illusory Script, should be on any spies list.
- Secret Page, much like Illusory Script.

Fourth
- Scry, there's a reason there's Detect Scrying.

Fifth
Mage's Private Sanctum, on your list but thought I'd point out the synergy and usefulness of Secure Shelter+Mage's Private Sanctum for an on the go anywhere you currently are and need a secure meeting space.
- Telepathic Bond, particularly if the Permanent version with another individual or two is employed. Pretty near the ultimate, on the same plane, communication spell.
- False Vision, a potent mess with any potential scryer information gathering. Few things are worse the no information, one of them is disinformation.
- Seeming, more or less a communal version of Disguise Self with a 12 hour duration. "No, no sir I didn't see any such group of elves pass here recently."
- Overland Flight, does the npc regularly need to travel or just need to get at the top shelf in the scriptorium?
- Permanency, so many utilitarian spells can be made permanent and hence not need memorizing any more including several spells previously listed. Doesn't necessarily need to be on the memorized list but occasionally assuming a slot was or is in use for Permanency might be a good idea.

Sixth
- Repulsion, particularly if it is one caster vs many lesser level/HD foes (and presumed low, relative to the DC, Will saves), doubly so if not wishing to inflict harm on said foes (like an angry mob commoners).
- Analyze Dweomer, another potent divination spell.
- Contingency, much like Permanency mentioned more to remind one to occasionally leave a slot open to account for its usage as most higher level arcane casters (particularly any retired "adventurer" types) will access this spell.
- Quest/Geas, Isn't this what high level casters do to us not so retired adventurer types? :p
- Veil, now the composition of the group of can whatever they want.

Seventh
- Sequester, need to hide something this is the spell to be using. Probably needs a FAQ (and or errata) but it's quite possible to interpret that even Discern Location doesn't beat this spell as the wordings of both spells tend to defeat the other. But most of the things our retired wizard is trying to hide probably don't routinely have Discern Location being used against it either (and likewise it's probably overkill to use Sequester to hide it but ...).
- Instant Summons, need something you generally don't want to keep on hand but might want it NOW this is the spell to use.
- Phase Door, can be made permanent.
- Limited Wish, I wouldn't be without this one (or at least access to it when desired). Any 4th level or lower spell regardless of class, school, prohibitions etc. is yours to duplicate and potentially upwards to 6th level spells. Tack on what's allowed by the last two bullet points in the spell description and you have one very versatile (albeit expensive) spell.

Eighth
- Mind Blank
- Protection from Spells, often of limited value to adventurer types who have access to lots of items and abilities. But how about a much more mundane, but similarly small group of wards. A boost across the board of +8 resistance vs spells/SLA'a to such a group might be irreplaceable.
- Moment of Prescience, really need to make that Sense Motive check vs the Drow Ambassador or a save or ...
- Demand, Sending with built in Suggestion.
- Screen, like False Vision only now you can add in direction observation to those receiving disinformation.

Ninth
Thinking about things other than Wish and perhaps less adventurer and more 'patron' oriented.
- Refuge, want the King, or whoever, to be able to call on you even when you aren't at hand and possible a great distance away?
- Foresight, think about the combined effects of Foresight used on your "ward" and a permanent Telepathic Bond. Other than being on the same plane of existence (for the Bond) nothing says you need to be close by to give warning. Or Foresight (on the ward) and a previously cast Refuge +/- Telepathic Bond


Thanks for the suggestions I admit I put wish in there just because it gives someone the ability to just duplicate any spell in a hurry if we're thinking they don't need to do that create demi-plane greater is another fun one that lets you create a small pocket universe (I personally feel its a little small) but enough castings and you could eventually fit a farm or the like in there.

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