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D&D 5E Does the wizard need more spells learned per level?

dropbear8mybaby

Banned
Banned
The default wizard gains two new spells to add to their spellbooks per level. It's my contention that this isn't enough for several reasons.

The first reason is that the primary benefit of playing a wizard is spell versatility. The sorcerer focuses on attack/defence, the warlock focuses mostly on attack, and the bard and cleric are all about buffing/debuffing and throwing a bit of attack/defence in when they can. But the wizard is the one who can tailor themselves to the environment and always has that ritual or utility spell in their back pocket to overcome an obstacle or gain an advantage or learn something about the situation.

With the above argument in mind, I come to my second reason that the limit isn't enough because of the nature of gaining spells to add to a spellbook beyond that limit. Random treasure tends to have very few spell scrolls and never has spellbooks. Published campaigns often have very few spellbooks, if at all, and even if they do they tend to be very hard to get and/or easy to miss. That essentially puts your primary class benefit into the hand of fickle fate, or the generosity of the DM catering treasure to your requirements, both of which are not, as far as I'm concerned, satisfactory components of a core system aspect of a class.

The last reason is that if you go through the spell list and choose spells across 20 levels, the system encourages you to select 8 spells of 1st level, and then 4 spells of each level thereafter. Looking through the list, if you only choose utility spells, you're left severely wanting for attack/defence options, and vice versa. And if you compromise and choose a mix, you're essentially lessening one of the best aspects of being a wizard, that of utility spells. Even if you go against the formula I stated, you're still left in that conundrum of losing out on part of the reason to even choose to play a wizard, or being effective in combat.

And all that isn't even mentioning how your core ability is the dumpstat of this edition. I would argue that this limit should be increased to 3 per level instead of just 2. That mitigates all the above issues while still requiring some reliance on luck or DM fiat.
 

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The default wizard gains two new spells to add to their spellbooks per level. It's my contention that this isn't enough for several reasons.

Keep in mind that the wizard is sort of supposed to find spell scrolls and other wizards' spell books, and be able to copy those spells into his/her own spellbook. The spells they know aren't limited only by the two spells per level they automatically get. By the end of a long campaign, it's possible for the Wizard to have recorded every spell that exists into their spellbook. (More likely that they won't have learned all the spells, but many of them.)

Sometimes adventure paths do a poor job of placing spell scrolls or spell books as treasure. Just fix that by placing some of your own here and there.
 


The default wizard gains two new spells to add to their spellbooks per level. It's my contention that this isn't enough for several reasons.

The first reason is that the primary benefit of playing a wizard is spell versatility. The sorcerer focuses on attack/defence, the warlock focuses mostly on attack, and the bard and cleric are all about buffing/debuffing and throwing a bit of attack/defence in when they can. But the wizard is the one who can tailor themselves to the environment and always has that ritual or utility spell in their back pocket to overcome an obstacle or gain an advantage or learn something about the situation.

With the above argument in mind, I come to my second reason that the limit isn't enough because of the nature of gaining spells to add to a spellbook beyond that limit. Random treasure tends to have very few spell scrolls and never has spellbooks. Published campaigns often have very few spellbooks, if at all, and even if they do they tend to be very hard to get and/or easy to miss. That essentially puts your primary class benefit into the hand of fickle fate, or the generosity of the DM catering treasure to your requirements, both of which are not, as far as I'm concerned, satisfactory components of a core system aspect of a class.

The last reason is that if you go through the spell list and choose spells across 20 levels, the system encourages you to select 8 spells of 1st level, and then 4 spells of each level thereafter. Looking through the list, if you only choose utility spells, you're left severely wanting for attack/defence options, and vice versa. And if you compromise and choose a mix, you're essentially lessening one of the best aspects of being a wizard, that of utility spells. Even if you go against the formula I stated, you're still left in that conundrum of losing out on part of the reason to even choose to play a wizard, or being effective in combat.

And all that isn't even mentioning how your core ability is the dumpstat of this edition. I would argue that this limit should be increased to 3 per level instead of just 2. That mitigates all the above issues while still requiring some reliance on luck or DM fiat.

Not only is it not too few, it's too many. Wizards also gain spells via spellbooks found, scrolls found and bought, and spells learned from other wizards. They don't actually need any spells per level, and I've found that the 2 spells per level ability results in wizards who are virtually clones of one another. Despite the fact that there are several spells of each level that are very good, there are usually just a few that are at the top and everyone takes them with their picks.
 

Sometimes adventure paths do a poor job of placing spell scrolls or spell books as treasure. Just fix that by placing some of your own here and there.

Or use it as a roleplaying or adventuring opportunity.

Does your wizard need more spells? There are mage's guilds in many large settlements and ornery wizards studying their art in seclusion in the wilderness.

Of course, wizards don't need gold so much as services or favors, so be ready to put your adventuring hat on.
 



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