| Steve Geddes |
In your opinion, what would a spellbook look like for an 'average wizard' at twelfth level?
How many spells of each level? Which ones? Etcetera
What spells do you think such a wizard would have prepared on a typical "we're about to explore some previously unknown, recently uncovered, underground ruins" day? Which spells would they have cast on themselves/the group first thing in the morning?
zimmerwald1915
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Are we talking about generating a wizard from scratch at level 12, or are we talking about simulating a character who has adventured to reach level 12? In the former case, he should have all cantrips except those from his barred schools, five level 1 spells plus additional level 1 spells equal to his Intelligence modifier at level 1, four level 2 spells, four level 3 spells, four level 4 spells, four level 5 spells, and four level 6 spells. Any additional spells in his spellbook he'd have to buy with WBL.
In the latter case, you'll have to think about the adventures he's gone on, the cities he's visited, the wizards he's begged, borrowed, or stolen spells from, etc. Someone who's spent a lot of time in Magnimar, for instance, would tend to know more Divination and Abjuration spells than someone who's spent a lot of time in Korvosa, who would tend to know more Conjuration.
Norgrim Malgus
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Off the top of my head, as far as how many spells of each level is something you and your player might want to hammer out based on WBL.
They would have the initial number of spells plus additional spells as a bonus based on INT. Then they have 22 additional spells from levels 2-12 to choose from due to the automatic 2 per level gained.
As to the WBL up top, they could purchase scrolls with spells they don't have and copy them into their spellbook without them getting too crazy with it.
They could also and probably should have a number of utility spells on a scroll or two.
As far as which spells, a mix of defensive/offensive, such as Mage Armor, Magic Missile, Mirror Image, Color Spray, Glitterdust, Acid Arrow...Wall spells can be useful depending on the situation, when I think of underground ruins, lol, my first though always goes to some type of Undead Casters so Globe of Invulnerability(this should be a constant go to spell). The Fly spell can be great if the area permits taking advantage of it.
Some type of Rest/Recuperation spell like Secure Shelter or so.
I know it's not an all inclusive list but should be enough to get a good idea of how to approach it.
Good luck to you sir and have fun :)
| spalding |
For general exploration at level 12 here's what I would want:
6th level:
Disintegration, Greater Dispel Magic, Planar Binding
5th level:
Echolocation, Overland Flight, Passwall, Wall of Force
4th level:
Dimension Door, Enervation, Calcific Touch, Dragon's Breath, Emergency Force Shelter, Detect Scrying, Dimensional Anchor, Remove Curse
3rd level:
Haste, Resist Energy Communal, Water Breathing, Shrink Item, Slow, Ray of Exhaustion, Diamond Spray, Clairaudience/Clairvoyance, Dispel Magic
2nd level:
Rope Trick, Knock, False Life, Mirror Image, Shatter, Touch of Idiocy, See Invisibility, Web, Stone Call, Glitterdust, Protection from (evil/chaos/order/good) Communal, Arcane Lock
1st level:
Take your pick.
Cylyria
|
A level 12 wizard qualifies for contingency, prolly would have one of those up. Cast Mage Armor at the beginning of the day, unless Bracers are owned.
I'd say at least 4 different attack spells, fly and dispel magic would be in the mix. Haste is another obvious choice.
But as the previous posters said, a lot more info is needed before answers can truly be given.
| Steve Geddes |
Cheers. I dont really know about what kind of wizard (universalist or evocation, I guess), I'm just wondering what kinds of spells people think are 'obvious' or automatic spells to have. The spell overland flight came up in another thread, accompanied by "every wizard I've ever seen has that on continuously by mid-high level" (I'm paraphrasing and it's not terribly germane, but it was something like that). I'd never heard of it and nobody at our table would ever select it, so I wondered what other things are 'obvious' choices.
I also wondered roughly how many spells people would expect to be in a wizard's spellbook by the time they'd reached 12th level (based on whatever campaign you generally play in).
| Steve Geddes |
For general exploration at level 12 here's what I would want:
6th level:
Disintegration, Greater Dispel Magic, Planar Binding
5th level:
Echolocation, Overland Flight, Passwall, Wall of Force
4th level:
Dimension Door, Enervation, Calcific Touch, Dragon's Breath, Emergency Force Shelter, Detect Scrying, Dimensional Anchor, Remove Curse
3rd level:
Haste, Resist Energy Communal, Water Breathing, Shrink Item, Slow, Ray of Exhaustion, Diamond Spray, Clairaudience/Clairvoyance, Dispel Magic
2nd level:
Rope Trick, Knock, False Life, Mirror Image, Shatter, Touch of Idiocy, See Invisibility, Web, Stone Call, Glitterdust, Protection from (evil/chaos/order/good) Communal, Arcane Lock
1st level:
Take your pick.
Thanks. :)