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@Scepticalscribe
for now you "know" the 6 spells twietee listed (they are written in your books), plus the 4 cantrips (mage hand, prestidigitation, ray of frost, shocking grasp)
at your level, you can only manage to study 4 of the 6 spell at the time (the 4 you prepare).
of the ones you prepare, you have enough magic mana in one day to cast 2 (the slots), or one of them twice, before you need rest

i would not prepare detect magic, because you can always do it as ritual, and you should pretty much always prepare magic missile and burning hands, which are the two best offensive weapons.
- sleep is potent because you can inflict 5d8 (5-40) total hit points to a group of monsters. it has limits because it starts from the weaker ones so if there is a boss with minions it will hit the minions first, but it can be very useful to thin the herd in crowded situations. it is also fun
- shield is a good defensive spell, because it is a "reaction" so you can use instantly (out of turn) when attacked and add +5 to your AC, in other words it greatly increases the possibility of surviving one round of attacks (he has to roll 17 instead of 12 to hit you)
- mage armor gives yourself (or someone else's) a better AC for the next 8 hours. (13+dex), which is good (your AC is 12), but it would mean that at level 1 you go into battle with a single spell to use, since you would have consumed a slot


here are you guys' spell lists in a more accessible format
 

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@Scepticalscribe
for now you "know" the 6 spells twietee listed (they are written in your books), plus the 4 cantrips (mage hand, prestidigitation, ray of frost, shocking grasp)
at your level, you can only manage to study 4 of the 6 spell at the time (the 4 you prepare).
of the ones you prepare, you have enough magic mana in one day to cast 2 (the slots), or one of them twice, before you need rest

i would not prepare detect magic, because you can always do it as ritual, and you should pretty much always prepare magic missile and burning hands, which are the two best offensive weapons.
- sleep is potent because you can inflict 5d8 (5-40) total hit points to a group of monsters. it has limits because it starts from the weaker ones so if there is a boss with minions it will hit the minions first, but it can be very useful to thin the herd in crowded situations. it is also fun
- shield is a good defensive spell, because it is a "reaction" so you can use instantly (out of turn) when attacked and add +5 to your AC, in other words it greatly increases the possibility of surviving one round of attacks (he has to roll 17 instead of 12 to hit you)
- mage armor gives yourself (or someone else's) a better AC for the next 8 hours. (13+dex), which is good (your AC is 12), but it would mean that at level 1 you go into battle with a single spell to use, since you would have consumed a slot


here are you guys' spell lists in a more accessible format

Many thanks for taking the time to reply in such helpful detail. As it happens, these days, I have a little more time for 'homework style reading' than I had last week, or the week end.

Very well, then; assuming I disregard 'detect magic', which of the other five would be regarded as the 'least' useful in the sort of situation we are likely to face into, tomorrow?

And - as an aside - I assume somewhere along the line we are presented with the opportunity to improve, or increase, our levels, as we are all on Level 1 for now, which does leave us fairly vulnerable.
 
edit: I think I'd chose mage armor (possibly for moyank) or shield, magic missle, burning hands and sleep

@Scepticalscribe, Mage armor only works on characters without armor (i.e. you at the present time).

- shield is a good defensive spell, because it is a "reaction" so you can use instantly (out of turn) when attacked and add +5 to your AC, in other words it greatly increases the possibility of surviving one round of attacks (he has to roll 17 instead of 12 to hit you)

@Scepticalscribe, I'm not a big fan of shield even if it is a reaction since it only protects you for one combat round. This doesn't mean it's a bad spell but I consider it limited unless you are facing an enemy wizard.

As far as what spells to prepare, I would always prepare magic missile and sleep.

You can then choose two spells from burning hands, mage armor, and shield.
 
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@Scepticalscribe, Mage armor only works on characters without armor (i.e. you at the present time).

That is true, but Mo has only AC 13 but a high dexterity modifier (or whatever it's called). I think about 9. So she'd have an extremely good AC - after she got rid of her armor. Let's hope she washed herself appropriatly. :D

The pity with the two slots is that it basically would mean to "waste" one before the encounters even started. That certainly speaks against it.

Edit: as for shield: let's face it: until now we have only one cleric with only two possibilities to protect / help you guys. No portions. No nothing. So a little self-preservation- if possible - should be considered if available.
 
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That is true, but Mo has only AC 13 but a high dexterity modifier (or whatever it's called). I think about 9. So she'd have an extremely good AC - after she got rid of her armor. Let's hope she washed herself appropriatly. :D

The pity with the two slots is that it basically would mean to "waste" one before the encounters even started. That certainly speaks against it.

Edit: as for shield: let's face it: until now we have only one cleric with only two possibilities to protect / help you guys. No portions. No nothing. So a little self-preservation- if possible - should be considered if available.
Portia's dex modifier is +3, so with magic armor she would have an AC of 16, instead of 14 which is what she has currently.
if Syllin cast it on herself, her AC would go from 12 to 15

[doublepost=1456842683][/doublepost]

@Scepticalscribe, Mage armor only works on characters without armor (i.e. you at the present time).



@Scepticalscribe, I'm not a big fan of shield even if it is a reaction since it only protects you for one combat round. This doesn't mean it's a bad spell but I consider it limited unless you are facing an enemy wizard.

As far as what spells to prepare, I would always prepare magic missile and sleep.

You can then choose two spells from burning hands, mage armor, and shield.

burning hands can be devastating against bunched enemies in close or mid-range. basically you shoot a cone of fire in front of you which gives 3d6 damage to EACH creature in the cone (the saving only halves the damage).
and as a bonus stuff goes on fire! :D
burning hands followed by sleep can also be really good, as the fire weakens or thins out the group, and then sleep can be used at its most effectiveness (of course then they need to e finished by hand)
 
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Portia's dex modifier is +3, so with magic armor she would have an AC of 16, instead of 14 which is what she has currently.

Opps. Sorry, thought it would be that +16 :oops: She'd become an invulnerable killingmachine! :D

Since you guys did not complain, correct or comment on my choice for my very own spells: @ravenvii , I'll prepare those that I've mentionend.
 
Found this for our new D&D players: Quick Reference D&D5e Combat Reference Sheet. It's the second link, not the first Business Card link which might be usefull too!

I'm also working on my own quick reference guide which includes the associated calculations, which I'll post once it's complete. This game is much more involved than how it appears at first glance. :)
 
@twietee, can you share the source list of spells that you used? Bane is not in the "basic" pdf list.

This one, which Pluto provided.

Argh, looking at the Manual: seems that one can't be trusted. @ravenvii please exchange Bane with guiding Bolt then (if I have to ;))

edit: ok, somebody care to explain the difference between Cleric spells (PHB) and Cleric spells (D&D Basic Rules)?
 
This one, which Pluto provided.

Argh, looking at the Manual: seems that one can't be trusted. @ravenvii please exchange Bane with guiding Bolt then (if I have to ;))

edit: ok, somebody care to explain the difference between Cleric spells (PHB) and Cleric spells (D&D Basic Rules)?

That shows the spell list from 5e player handbook and 5e basic rules (scroll down to see the 5e basic rules list). The 5e player handbook is the advanced game while the 5e basic rules is the basic game.
 
That shows the spell list from 5e player handbook and 5e basic rules (scroll down to see the 5e basic rules list). The 5e player handbook is the advanced game while the 5e basic rules is the basic game.

So which one are we playing?
 
thanks,
you are fine. you can keep Bane. :)
The "Basic" is the freely available version downlodable from the web site, while the actual player book is the full version, which one needs to buy. (and if ravenvii only has the starter set, that is an even smaller subset of the basic)
There are no differences at all in the game, the full version just has more stuff (more spells, more monsters, history and ecology , art, more classes of characters, more races, multiclassing, character creation, etc.) everything is in much larger detail, and things are explained better, with the 'basic being just a subset.
In fact in the full version there are 3 full books: Player's Handbook, Monster book and DM guide, all several hundreds pages long.
but there is no 'advanced game'. the actual game is the same. (
i was just asking about the source, so that everyone can see the full list.

it would probably be a good idea if @ravenvii could consolidate in the OP some of the various links and resources dispersed in the thread
 
@twietee Okay, I was in a rush and trusted that you had the list. But indeed, you don't have Bane. Here's the official list:

Cleric 1st Level:
Bless
Command
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
Inflict Wounds
Sanctuary
Shield of Faith
 
@twietee Okay, I was in a rush and trusted that you had the list. But indeed, you don't have Bane. Here's the official list:

Cleric 1st Level:
Bless
Command
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
Inflict Wounds
Sanctuary
Shield of Faith

And what - may I ask - are the First Level spells that are available to wizards? Am I limited to the six spells that @Don't panic has already taken the trouble to set out as a list earlier today?
 
@twietee Okay, I was in a rush and trusted that you had the list. But indeed, you don't have Bane. Here's the official list:

Cleric 1st Level:
Bless
Command
Cure Wounds
Detect Magic
Guiding Bolt
Healing Word
Inflict Wounds
Sanctuary
Shield of Faith
are you basing it on the downloadable basic player handbook PDF, or on the more limited set included in the starter set manual? (the 1st level cleric spells are actually the same in the two sets, but other sections differ) spells are actually the same
i realize it is a bit confusing, but 5e came with 3 trim levels:
- starter set: only what is needed to play the Mines by the book, not available for download
- basic: free public edition, enough to play and create adventure, but with size limitations. there is a companion public monster book (improperly called DM book) also available for download
- full: the full she-bang: player handbook, monster book, DM book. I got all 3 for my son last xmas. they are actually really really nice, but they are massive

if you don't want to go with the full list, i think it would be better to use the basic one, because it is ready available to everyone. to access the starter set list/instructions one would actually need the starter set.
the factual differences are minimal. the basic set is a bit more complete and -for example- it includes monsters not in the original adventure, so if you want to mix things up it gives also you more options. also if you have time to read the basic player handbook, it does expand a bit on the starter one.
the starter manual actually makes an excellent cliff's notes.
[doublepost=1456864385][/doublepost]
And what - may I ask - are the First Level spells that are available to wizards? Am I limited to the six spells that @Don't panic has already taken the trouble to set out as a list earlier today?
check post 451 for the list and description of the basic spells.
the only difference from the starter set in level 1 is that Basic has "Silent Image".
 
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are you basing it on the downloadable basic player handbook PDF, or on the more limited set included in the starter set manual? (the 1st level cleric spells are actually the same in the two sets, but other sections differ) spells are actually the same
i realize it is a bit confusing, but 5e came with 3 trim levels:
- starter set: only what is needed to play the Mines by the book, not available for download
- basic: free public edition, enough to play and create adventure, but with size limitations. there is a companion public monster book (improperly called DM book) also available for download
- full: the full she-bang: player handbook, monster book, DM book. I got all 3 for my son last xmas. they are actually really really nice, but they are massive

if you don't want to go with the full list, i think it would be better to use the basic one, because it is ready available to everyone. to access the starter set list/instructions one would actually need the starter set.
the factual differences are minimal. the basic set is a bit more complete and -for example- it includes monsters not in the original adventure, so if you want to mix things up it gives also you more options. also if you have time to read the basic player handbook, it does expand a bit on the starter one.
the starter manual actually makes an excellent cliff's notes.
[doublepost=1456864385][/doublepost]
check post 451 for the list and description of the basic spells
The starter set rules. It's limited to this subset for a reason -- no need to overwhelm with the full set. The ideal situation would be if all of you buy copies of your own (it's $12 on Amazon), but I don't want to impose that, so I try my best to expose rules as a "need-to-know" basis. @Don't panic having the set as well is a huge help (thank you).
 
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are you basing it on the downloadable basic player handbook PDF, or on the more limited set included in the starter set manual? (the 1st level cleric spells are actually the same in the two sets, but other sections differ) spells are actually the same
i realize it is a bit confusing, but 5e came with 3 trim levels:
- starter set: only what is needed to play the Mines by the book, not available for download
- basic: free public edition, enough to play and create adventure, but with size limitations. there is a companion public monster book (improperly called DM book) also available for download
- full: the full she-bang: player handbook, monster book, DM book. I got all 3 for my son last xmas. they are actually really really nice, but they are massive

if you don't want to go with the full list, i think it would be better to use the basic one, because it is ready available to everyone. to access the starter set list/instructions one would actually need the starter set.
the factual differences are minimal. the basic set is a bit more complete and -for example- it includes monsters not in the original adventure, so if you want to mix things up it gives also you more options. also if you have time to read the basic player handbook, it does expand a bit on the starter one.
the starter manual actually makes an excellent cliff's notes.
[doublepost=1456864385][/doublepost]
check post 451 for the list and description of the basic spells.
the only difference from the starter set in level 1 is that Basic has "Silent Image".

Fair enough; thanks a lot.
 
The starter set rules. It's limited to this subset for a reason -- no need to overwhelm with the full set. The ideal situation would be if all of you buy copies of your own (it's $12 on Amazon), but I don't want to impose that, so I try my best to expose rules as a "need-to-know" basis. @Don't panic having the set as well is a huge help (thank you).

you don't really want people to own the starter set, since then they would also have the adventure book which would mean major spoilers.
but i have to agree that the starter set is an amazing value for the price.

keep in mind that the actual rules are the same in the basic vs starter (and full), the biggest difference volume-wise between starter and basic is character and world creation and the number of spells.

what i did was actually print out in color the basic player handbook (and the monster/DM book) on double-sided, thick high-quality paper and go to staples to have them light-bound. they look great, they fit in the starter box and i can give them to my kids if they need to look up stuff, while i can keep the Starter's for quick reference.
And what - may I ask - are the First Level spells that are available to wizards? Am I limited to the six spells that @Don't panic has already taken the trouble to set out as a list earlier today?
also remember that no matter how long the list is, for a wizard like yourself, you are limited to study the spells you can actually read from your book, which are the ones listed on your character sheet. when you level up, you get an extra slot and two new Level 1 spells. then you have to pick.


you can use this to track your magic. just click the dot to know what you have prepared, and when you learn new spells you write them down





> Syllin, you just dropped this piece of parchment!​
 

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