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D&D 5E How many spells does a wizard *need*

david.boute

First Post
This summer, I'm starting a new campaign in which the players will spearhead the colonisation of a new continent.

Rescources will be scarce as I really want to emphasise the feeling of isolation from the motherland. I want the players to have to think on their feet and work with imperfect tools.

One of my players will be playing a Gnome wizard with a focus on control. Because of the total lack of lootable spellbooks (the new continent doesn't have any wizards), I've decided to houserule the wizard class so they get 9 spells to start with and get to choose 3 spells when they level up.

The player argues that he needs at least 10 to 12 spells for each spell level to be effective as a wizard, and not be a glorified sorcerer without metamagic.

Because I don't have a lot of experience playing wizards, I'll pose the question to you guys: How many spells does a wizard need to do his job? Is 6 spells per spell level enough?

Thanks in advance

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Ahglock

First Post
Need as in function? 4 a spell level is fine.

Need as in a bard would have almost as many 6 should be fine.

Personally I wouldn't give them more. Are you describing the setting in advance like it seems? Then it's his choice to play a wizard and honestly it sounds like fun. Would X be more effective yeah sure but he'd still contribute and challenges bring fun.

If I were to give him access to more I'd have him research spells from scratch. Basically increase the learn time to weeks and double the costs and he can experiment making spells on his own. Or use the item creation rules assuming it's a spell scroll rarity in cost but instead of make a scrol he researched the spell.
 

Sorcerer and wizard are basically pretty balanced right of the PHB and no extra or assumed spells are needed. Even a couple extra spells or a single spellbook is a huge bonus.
I'd reccomend keeping things as they are in the PHB and maybe offering a little extra magical knowledge if necassary, such as from spell research due to downtime ties or being training from a magical creature (fey or something). You can always increase the spells gained or introduce a rival wizard explorer if the player really feels limited and not having fun. But if too many spells break the game it's harder to take them back.

Learning 10+ spells every level is ridiculous. That's pretty much the entire PHB.
 




happyhermit

Adventurer
Make it clear from the start, that player might not want to play that campaign, or play the wizard in it, under the restrictions. I have played before with limited spell lists (as was the case in early editions) and it made magic seem more special for us, I started a thread not long ago to see if others had done similar.

An important consideration is what other classes will be present in the party, as it can make a big difference. A wizard with a few spells in a party and/or world with very little magic can be pretty awesome (Gandalf).
 

david.boute

First Post
I'm not restricting any classes in the campaign, so the wizard might have to 'compete' with spontaneous casters. I'm not sure this will happen, though, my other players haven't chosen a class yet.

The internal balance between wizard and other casters is the reason I'm giving an extra spell per level. I think it will be enough, the player disagrees.

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FrogReaver

As long as i get to be the frog
I would say no extra spells are needed. 1 per level is very generous. Anymore than 1 ruins other casters.

I'm not restricting any classes in the campaign, so the wizard might have to 'compete' with spontaneous casters. I'm not sure this will happen, though, my other players haven't chosen a class yet.

The internal balance between wizard and other casters is the reason I'm giving an extra spell per level. I think it will be enough, the player disagrees.

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G

Guest 6801328

Guest
I'd stick to RAW. Unless this "new" continent is devoid of sentient species there's always the chance somebody has learned some magic. Or maybe thousands of years ago a wizard (now a lich?) retired here for privacy. Or a deity taught some arcane magic to some followers. Etc. etc. etc.

And even without any of the above, RAW is more than enough spells.
 

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