How do you deal with Wizard specialists when there aren't enough spells?

What to do with Wiz specialist, when not enough spells to learn?

  • They learn no (or less) free spells at this level

    Votes: 11 13.6%
  • Player has to craft an entirely new spell

    Votes: 28 34.6%
  • Must learn a metamagic copy of a lower-level spell

    Votes: 7 8.6%
  • Can get the spell from another school (perhaps related)

    Votes: 22 27.2%
  • A spell from a previously unallowed book must be allowed

    Votes: 20 24.7%
  • Something else...

    Votes: 33 40.7%

Voadam said:
If they knew every allowable spell in the game world I would say they are out of luck and do not learn anything new.

Has not come up.

That is my take on it too. It's not like the spell lists are secret or anything. You want to be a specialist Illusionist or Diviner you pay a price at high levels. Most characters by that time are either researching their own spells or buying scrolls to add to their spell book. The 2 new spells/level (one being your specialist spell) is nice but shouldn't really be the main way spellcasters gain new spells.
 

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If a specialized wizard already has every spell from their school, then they out of luck.

Now what I might do is give them a discount on researching time and cost for a new spell of their specialized school. Researching is not cheap at all, costing 1000GP a week, lasting one week per level. [see DMG p198, the SRD silent on the matter] I’d give the caster a one week reduction in time and costs for a ‘research credit’. If the player complains, then the offer goes down to a “research credit” of 900gp and one day
 

With so many other books on the market, including a large number of Mongoose books designed to fill holes in spell schools, it's never been a problem in my campaign.
 

Since learning spells through leveling represents the character's own research, I allow them to pick up existing spells or craft their own spells every time they level, regardless of the circumstances given here existing or not. They always have the option of making up a new spell and taking that instead of a listed one (subject to approval of the particular spell should go without saying, but...).
 


If they have picked all possible specialty spells, then I would let them just pick two spells they could learn - not from prohibited schools. If they already have all the possible spells they can learn then they are SOL!
 

Wizards without custom spells are a disgrace to their profession. They should be expanding the body of magical knowledge, not just mooching off it.
 

I use enough books so this problem doesn't come up...but even if it does, then the player can select a spell of lower level. And if they have all the spells of X school good for them.
 

The something else is laugh at them for playing a specialist.

There's no good reason to do so. You're just shafting your character, and the "I'm clever, so I don't need to cast fireball" argument doesn't hold water. (Direct damage is one of the weaker options now, and you can be a generalist who decides not to cast fireball or certain types of spells.)
 

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