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

Croesus

Adventurer
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.

Giving wizards 3 spells per wizard level vs. the standard 2 per wizard level is plenty. His spellbook will have an average of 6 spells for each spell level beyond 1st, which is what the two wizards in my current campaign average, even with finding spellbooks and scrolls. The biggest issue they have is not how many spells are in their spellbooks, but how many they can prep on any given day. Once a wizard gets to 6th level and above, they have to make some difficult choices. Giving wizards 10-12 spells per spell level just makes prepping even more difficult for the player.
 

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Gnarl45

First Post
I would stick with what the PHB says and let the gnome wizard research new spells during his downtime.

A wizard can work fine with 6 spells per level. He won't be as versatile as your player would like but that's what the campaign is about, isn't it?

You might want to make sure your players are interested in the campaign you'd like to run. How does the fighter feel about not having the best gear?
 

david.boute

First Post
You might want to make sure your players are interested in the campaign you'd like to run. How does the fighter feel about not having the best gear?

I'm not really worried about that. I've pitched the idea to them and they liked it.
Also, for most of them, it's their first real campaign - besides The Lost Mines of Phandelver, which I used to introduce them to DnD.
Except, of course, the Gnome Wizard's player, who is a 3.5e veteran. He likes the general concept and is really excited to begin, but he started complaining when he discovered he couldn't get every spell he wants.

I try to keep 3.5 style powergaming on a very short leash, to maintain the balance between the noobs and the vet. I was just concerned I was too harsh on him. Seems like the general consensus thus far says I'm not.
 

Ahglock

First Post
I don't think 5e is balanced in the sense of strict mechanical balance so when a class looses a feature it suddenly is weaker than the rest. Like losing adding spells to your spell book, which is a wizards big spell casting style perk IMO. Its his thing as much as a sorcerers metamagic is their thing. But 5e seems to be balanced under the assumption that unless you build to fail you will function and do perfectly fine. If there is some weird competition going on where players are counting who did the most DPS that's more a issue with them than the system. A sorcerer without metamagic would function, a barbarian without rage would function, they wouldn't be optimal but they would function. Knowing your plan in advance which sounds fun to me the players need to decide, do they want to build a character that thrives in that environment with no hit to effectiveness or build a character that is challenged by it. Both will do fine and unless there is some competition issue they should both have fun though for different reasons.
 




pdzoch

Explorer
It is not about how many spells a wizard has, it is about having the right spells for the situation. A restriction of resources does not appear to be a restriction on magic capacity for a wizard. At best it is a restriction of finding magic to transcribe or components to cast a spell. But a wizard could use an arcane focus to avoid most component restrictions. As for limited magic to transcribe, then I feel it is the responsibility of the DM to develop a way in which spells can be studied -- an arcane phenomena could be a source of a spell, or a mystic relic, a ancient tome of an explorer, hieroglyphics on a ruin, etc. Also, I think it is the responsibility of the DM to ensure only worthwhile spells are actually presented in such extreme conditions (which makes sense as unuseful spells probably wouldn't be in the environment in the first place). Nothing is worse than finding a spell of water breathing in the desert. Otherwise, i would stick to RAW. i do not think you intent is to change the rules of the game, just the environment/setting.
 


jgsugden

Legend
Getting 6 starting spells and 2 per level (as per the PHB) is fine. That gives them room to pick up a wide varoety of prepared spells and rituals. It is *nice* to get some extra spells, but far from necessary. I would absolutely *not*give extra spells automatically.

Remember: They can only prepare a certain number of spells. There are a select number of spells they will always be preparing, a certain number of rituals they will never prepare and a few other spells that will phase in and out of their prepared spells. If you just get the 6 + 2 per level spells, you can cover these bases, although it will be a bit tight.

However, I would also not rule out him finding more spells. Other wizards may have explored this continent and a corpse might be found... And once they hit 9th level, you'll have a hard time containing them to one continent without Ravenloft style restrictions.

By the way: I say this as an experienced wizard player. Finding scrolls and spellbooks is a fun luxury, but it is a luxury.
 

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