@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
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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