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       #Post#: 353--------------------------------------------------
       Wizard Advice from a Veteran Gamer 
   DIR By: Dungeon Master
       Date: August 26, 2023, 1:08 am
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       [center]Wizard Advice from a Veteran Gamer [/center]
       Written by the player of Karnea, long, long, ago on another
       forum, in another time.
       The wizard class is at once one of the most challenging and
       rewarding classes to play. At low levels, poor spell selection
       and low hit points combine to cut the careers of many wizards
       short. Sources such as The Complete Wizards Handbook contain
       helpful advice about spell choices, staying out of melee, and so
       on. Go read up on them when you get a chance. What you learn
       might save your little 2nd level ass someday ;)
       Now, here's a problem many people do not consider as a wizard
       advances to the higher levels. Simply put, it comes down to the
       ability to cast too many spells. A 15th-level wizard
       (non-specialist) can memorize 94 spell levels. At 10 minutes per
       spell level, we see that it would take our intrepid wizard 15
       hours and 40 minutes to memorize a full load of spells. After
       the needed 8 hours of sleep (to clear the mind), that doesn't
       leave much time for adventuring. Some DM's take a literal
       reading of page 81 of PHB, allowing wizards to retain memorized
       spells upon awakening from sleep. Others have house rules
       stating that when a wizard sleeps, he/she loses all memorized
       spells. It certainly pays to check beforehand!
       What happens when you don't have enough time to memorize a wide
       selection of spells before an adventure? This most often happens
       as a result of those "spur of the moment" adventures that we all
       love so well. In this case, experience pays. Grab the spells
       that are most useful to you. I can't tell you to load up on
       fireballs, lightning bolts, and Power Words, because they aren't
       always the most immediately useful. In Karnea's case, I never
       leave home without Seven Eyes, Dimension Door, Chromatic Orb,
       Dispel Magic, Detect Magic, Read Magic, Finger of Death, Death
       Spell, Spectral Hand, and Vampiric Touch. These spells would be
       utterly useless is you were playing an illusionist, so make sure
       that you are comfortable with your spell list before you head
       out the door.
       Of course, it goes without saying that magical items are worth
       their weight in XPs. A Ring of Teleportation, Wands of
       Lightning, Fire, or Magic Missiles, a Ring of the Ram or of
       Shooting Stars, all of these are handy things to have on hand
       when the baddies get thick. Another wonderful item to have
       around is a Talisman of Memorization. This little darling halves
       the memorization time for certain levels of spells. Coupled with
       a Ring of Wizardry, your mage can have a variety of spells on
       hand when the need arises.
       Scrolls are often overlooked. Many mid-to-high level wizards
       scorn them as crutches for the inexperienced. Nothing could be
       further from the truth. Scrolls are relatively simple to make,
       incredibly easy to use, and highly portable. Any spell in your
       spell book can be made into a scroll, allowing you to carry
       special-use or seldom-used spells at the ready. Let's face it,
       not everyone has an Airy Water memorized, and many DMs are fond
       of plunging your characters into deep water (both literally and
       figuratively).
       When traveling, it is wise to carry a selection of spells in a
       traveling spellbook. This book (or books) will generally contain
       your frequently-used spells in a light and easy to carry format.
       You certainly do not want to carry your heavy and expensive main
       spellbooks with you in the bush, as the risk of damage or loss
       is too high (and then you're REALLY screwed). If you are ever so
       lucky as to find a Boccob's Blessed Book, grab that sucker and
       defend it with your life!
       If your DM is the picky sort who demands that you account for
       all of your spell components, make sure that you detail
       everything you are carrying. This goes double for those rare,
       expensive, or just plain strange spell components encountered in
       some spell descriptions. If you need to cast lightning bolt and
       don't happen to have any rabbit's fur or a glass rod, you had
       better think of another plan fast. Remember, unless the spell
       description says otherwise, these goodies are used up during the
       casting process, so carry some spares.
       Much of this advice also pertains to priests, as well.
       Obviously, priests don't have to worry about spell books, but
       the memorization rules are identical. When time is short, pray
       for the spells you use most, or will be most useful in the area
       you are traveling. Keep you holy items in good shape, and make
       sure you have plenty of the material components you need handy.
       And always remember: a Cure Critical Wounds can make friends for
       your character wherever he/she happens to roam. A priest who
       knows the formula for Potions of Healing can make a tidy sum of
       money (all for the church, of course).
       Hopefully this advice will be useful to novice players. It may
       also serve as a reminder to more experienced players to look
       after the details. You put a lot of time and effort into your
       character; don't let him/her get killed off because you weren't
       paying attention to the small stuff. DMs always go after the
       small stuff, after all....
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