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General Tabletop Discussion
*Pathfinder & Starfinder
What Are The 12 Best Wizard/Sorcerer Spells At Each Level?
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<blockquote data-quote="shurai" data-source="post: 3478931"><p>If you're introducing people to the game, you can probably stop at 3rd level magic. If your campaign gets to 5th/6th character level, then I think you won't have to worry about simplicity very much anymore.</p><p></p><p>I really don't think you need more than four or five spells per level, anyway, and stick to the simplest rather than the most useful spells; you're the DM so you can make the simpler spells useful more often anyway.</p><p></p><p>If it were me, I'd do it like this:</p><p></p><p>0th:</p><p>Detect Magic</p><p>Light</p><p>Read Magic</p><p>Prestidigitation</p><p></p><p>1st:</p><p>Magic Missile</p><p>Identify</p><p>Charm Person</p><p>Mage Armor</p><p>Unseen Servant</p><p></p><p>2nd:</p><p>Scorching Ray</p><p>Resist Energy</p><p>Detect Thoughts</p><p>Invisibility</p><p>Daze Monster</p><p>Enhance Ability*</p><p></p><p>3rd:</p><p>Fireball (of course)</p><p>Dispel Magic</p><p>Fly</p><p>Heroism</p><p>Suggestion</p><p>Clairvoyance/Clairaudience</p><p></p><p>*copy <Animal>'s <Quality> +4 to abil spells, but let them pick any ability on the fly</p><p></p><p>This should be sufficient for introducing people to the game, I'd say.</p><p></p><p>Need a similar hand with cleric spells?</p></blockquote><p></p>
[QUOTE="shurai, post: 3478931"] If you're introducing people to the game, you can probably stop at 3rd level magic. If your campaign gets to 5th/6th character level, then I think you won't have to worry about simplicity very much anymore. I really don't think you need more than four or five spells per level, anyway, and stick to the simplest rather than the most useful spells; you're the DM so you can make the simpler spells useful more often anyway. If it were me, I'd do it like this: 0th: Detect Magic Light Read Magic Prestidigitation 1st: Magic Missile Identify Charm Person Mage Armor Unseen Servant 2nd: Scorching Ray Resist Energy Detect Thoughts Invisibility Daze Monster Enhance Ability* 3rd: Fireball (of course) Dispel Magic Fly Heroism Suggestion Clairvoyance/Clairaudience *copy <Animal>'s <Quality> +4 to abil spells, but let them pick any ability on the fly This should be sufficient for introducing people to the game, I'd say. Need a similar hand with cleric spells? [/QUOTE]
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What Are The 12 Best Wizard/Sorcerer Spells At Each Level?
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