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Don't worry yet about prepared spells or spell slots. Read the descriptions and pick two new spells (out of the five spells) to add to your spell book
Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave

Note - I like Identify but it will cost you 100 GP every time you cast it.
not everytime, the items do not get destroyed in the casting unless specified.
but yes, you need to acquire the pearl first, (unless the DM rules that the component pouch at the beginning already contains all that is needed for all level 1 spells)
 
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I would say that comprehend language and Identify are good bet from the point of you of your mind....

You tend to be more of the academic school of magic who wants to know more...


Charm person, silent image and thunderwave are more show off, but still very usefull ;)

 
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Candidly, I am not yet quite clear on just how this works.

Now, I understand that Character Level and Spell Level do not necessarily coincide. Thus, you can be a Level Two character, yet be confined to wielding Level One spells.

As a Level One Wizard, I could only wield five spells - Sleep, Shield, Magic Missile, Mage Armour and Burning Hands.

I understand that I cannot wield Level Two spells yet.

However, I am not clear on just which of the remaining Level One spells are open to me? Are they all - the ones that you have underlined - open to me?

In other words, have I to choose - or select - from any two on this list to prepare? Or, to add to my spell book.

As a Level One Wizard, there were four prepared spell slots available, of which two could be actively used.

Now, I gather, as a Level Two Wizard, I can add two spells to my spell book, and I have five spell slots at my disposal, (rather than four), and three spell slots which can be actively used when and as needed.

How does Arcane Recovery work with three slots? I daresay that I will be able to recover one slot, but hardly two.

[doublepost=1459958365][/doublepost]

Ah, okay, thanks, very much.

So, pick two for the spell book.

Any particular advantages - you mentioned Identify -(or disadvantages) to any of the five?

there are 11 level 1 spells available to any wizard: Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Identify, Mage Armor, Magic Missile, Shield, Silent Image, Sleep, Thunderwave

Of these 11, you as -a Level 1 wizard- had learned and copied in your magic tome 6 of them -not 5-: Burning Hands, Detect Magic, Mage Armor, Magic Missile, Shield, and Sleep.
You can only prepare spells that you have learned and copied, so your own pool of available spells was just the 6 above.
At level 1, your memory was good enough to retain 4 spells, the ones you prepared (I am leaving the cantrips out of this).
At level 1, you magical energy was only enough to cast 2 spells of the ones you had just prepared (the 2 "slots"), before needing rest.

Now you got some experience and have become a better wizard, a level 2 wizard.
while you can still only cast level 1 spells, you can now learn more of them, memorize more of them, and cast more of them.
Because you are constantly thinking about spells and experimenting, you finally reached your breakthrough and perfected some of the spell you were told about, but couldn't properly do yet. As a consequence, you just figured out 2 new spells that you copied into your Big Book of Magic: since you are still limited to level1 spells, you can pick 2 new spells from the 5 (out of the initial 11) than you hadn't learned before: Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave.
The 2 you pick become a permanent part of your magic arsenal, since they are written in your book. you can prepare them like the other spells.
As a level 2 wizard, your ability to retain the wording/gestures of the spells have improved, so now you can memorize 5 spells (out of 8) for a day.
As a level 2 wizard, your magical energy/efficiency to cast spells has improved, so now you can cast 3 of the spells you prepared (3 slots), before needing rest
 
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Any particular advantages - you mentioned Identify -(or disadvantages) to any of the five?

You already have the main spells you will use so read the new spell descriptions and choose the two that look interesting to you. As far as advantages / disadvantages, I just mentioned that I thought Identify was probably the most useful spell but that it cost 100 GP every time you cast it (and who has 100 GP :) ). As far as the other spells, there are no significant advantages / disadvantages (i.e. you can't make a mistake on choosing the two new spells).

[doublepost=1459960166][/doublepost]
not everytime, the items do not get destroyed in the casting unless specified.
but yes, you need to acquire the pearl first, (unless the DM rules that the component pouch at the beginning already contains all that is needed for all level 1 spells)

Must be a 5e change. In the 2e AD&D, the pearl was consumed and we went through a lot of 100 GP pearls :).

@Scepticalscribe, in that case, Identify is a valid choice.
 
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You already have the main spells you will use so read the new spell descriptions and choose the two that look interesting to you. As far as advantages / disadvantages, I just mentioned that I thought Identify was probably the most useful spell but that it cost 100 GP every time you cast it (and who has 100 GP :) ). As far as the other spells, there are no significant advantages / disadvantages (i.e. you can't make a mistake on choosing the two new spells).

i agree with this (except, that Identify does not cost 100 gp everytime you cast it ;))
read the descriptions and pick what seems cool/fitting to your character. I am sure you will find good uses for any of them

the only bit of advice i will give you is that, when evaluating Comprehend Languages, which is a very useful spell in general and one which would fit your character well, as sythas said, consider that you already speak 5 languages fluently: Elvish, Common, Dwarvish, Draconic, and Goblin
 
there are 11 level 1 spells available to any wizard: Burning Hands, Charm Person, Comprehend Languages, Detect Magic, Identify, Mage Armor, Magic Missile, Shield, Silent Image, Sleep, Thunderwave

Of these 11, you as -a Level 1 wizard- had learned and copied in your magic tome 6 of them -not 5-: Burning Hands, Detect Magic, Mage Armor, Magic Missile, Shield, and Sleep.
You can only prepare spells that you have learned and copied, so your own pool of available spells was just the 6 above.
At level 1, your memory was good enough to retain 4 spells, the ones you prepared (I am leaving the cantrips out of this).
At level 1, you magical energy was only enough to cast 2 spells of the ones you had just prepared (the 2 "slots"), before needing rest.

Now you got some experience and have become a better wizard, a level 2 wizard.
while you can still only cast level 1 spells, you can now learn more of them, memorize more of them, and cast more of them.
somehow (this is the only bit that is thematically broken) you acquired 2 new spells that you copied into your Big Book of Magic: since you are still limited to level1 spells, you can pick 2 new spells from the 5 (out of the initial 11) than you hadn't learned before: Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave.
The 2 you pick become a permanent part of your magic arsenal, since they are written in your book. you can prepare them like the other spells.
As a level 2 wizard, your ability to retain the wording/gestures of the spells have improved, so now you can memorize 5 spells (out of 8) for a day.
As a level 2 wizard, your magical energy/efficiency to cast spells has improved, so now you can cast 3 of the spells you prepared (3 slots), before needing rest


You already have the main spells you will use so read the new spell descriptions and choose the two that look interesting to you. As far as advantages / disadvantages, I just mentioned that I thought Identify was probably the most useful spell but that it cost 100 GP every time you cast it (and who has 100 GP :) ). As far as the other spells, there are no significant advantages / disadvantages (i.e. you can't make a mistake on choosing the two new spells).

[doublepost=1459960166][/doublepost]

Must be a 5e change. In the 2e AD&D, the pearl was consumed and we went through a lot of 100 GP pearls :).

@Scepticalscribe, in that case, Identify is a valid choice.

Thanks a lot, chaps, @Don't panic, @Plutonius, and the watching @Sythas, all contributions much appreciated. Excellent explanation @Don't panic. (And yes, I had forgotten Detect Magic, as I used it in a different way to the others, so my memory had thought five, not six). Thus, the six already in my book and subject to ready recall are Magic Missile, Mage Armour, Burning Hands, Detect Magic, Sleep and Shield.

So, @ravenvii, does my component pouch contain one single solitary pearl that I can use to craft the Identify spell?

I have been doing some extra reading of the original pages that @Don't panic added to the first page.

Any thoughts as to the others?

[doublepost=1459961000][/doublepost]
I would say that comprehend language and Identify are good bet from the point of you of your mind....

You tend to be more of the academic school of magic who wants to know more...


Charm person, silent image and thunderwave are more show off, but still very usefull ;)

Interesting and much food for thought.
 
Must be a 5e change. In the 2e AD&D, the pearl was consumed and we went through a lot of 100 GP pearls :).

@Scepticalscribe, in that case, Identify is a valid choice.

yes probably a recent change.
wow. a steep cost for a level 1 spell

here is the relevant wording from the PHB

Material (M)
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access these components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components.
 
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yes probably a recent change.
wow. a steep cost for a level 1 spell

here is the relevant wording from the PHB

Material (M)
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access these components—or to hold a spellcasting focus—but it can be the same hand that he or she uses to perform somatic components.

What can I say?

Clearly, a form of galloping inflation in the market for mages and magicians. Complaints about the costs of supplies, and the practices of suppliers, with their monopolies and greedy cartels were very much a feature of common room discussions in the faculty.
[doublepost=1459963637][/doublepost]The effects of the 'Charm Person' spell are limited to humanoids, and not other races. However, I have small doubt that we shall encounter some very strange humanoids on our travels.
 
What can I say?

Clearly, a form of galloping inflation in the market for mages and magicians. Complaints about the costs of supplies, and the practices of suppliers, with their monopolies and greedy cartels were very much a feature of common room discussions in the faculty.
[doublepost=1459963637][/doublepost]The effects of the 'Charm Person' spell are limited to humanoids, and not other races. However, I have small doubt that we shall encounter some very strange humanoids on our travels.

"humanoid" is a broad class that includes most sentient human-like bipeds of small/medium size.
humans, elves, dwarves, halflings, goblins, orcs, bugbears, etc, are all humanoids
 
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>>> DM's note: I have a lot of stuff going on IRL the next few days, so I will not be moving the game forward until Sunday evening or so. Thanks for your understanding!
no problem.
if you do have time, can you just roll our extra HPs, so we can update the characters?

Count Lochaber (extra HP: 1d10+2)
Veit Frostbeard (1d8+3)
Portia Thorngage (1d8+1)
Syllin Siannodel (1d6+2)
Master Fletcher (1d10+2)
 
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no problem.
if you do have time, can you just roll our extra HPs, so we can update the characters?

Count Lochaber (extra HP: 1d10+2)
Veit Frostbeard (1d8+3)
Portia Thorngage (1d8+1)
Syllin Siannodel (1d6+2)
Master Fletcher (1d10+2)
*** HP ROLL ***
Bartholomeus: 3 + 2 = 5
Veit: 8 + 3 = 11
Portia: 4 + 1 = 5
Syllin: 6 + 2 = 8
Claus: 3 + 2 = 5
*** HP ROLL ***
 
"humanoid" is a broad class that includes most sentient human-like bipeds of small/medium size.
humans, elves, dwarves, halflings, goblins, orcs, bugbears, etc, are all humanoids

Ah. Fascinating. Thank you for the clarification.

>>> DM's note: I have a lot of stuff going on IRL the next few days, so I will not be moving the game forward until Sunday evening or so. Thanks for your understanding!

Enjoy yourself.

Sounds good. We will spend the interim abusing Veit (@twietee) until he buys us all drinks at the tavern :D.

Hm. Let us put some thought into selecting our tavern.

thanks.
average roll overall.
it looks like our magicians used some tricks on their dice! :D

new HP stats:
Count Lochaber 17
Veit Frostbeard 22
Portia Thorngage 14
Syllin Siannodel 16
Master Fletcher 17

A most welcome increase, agreed.

I think Master Veit's form of magic was perhaps more efficacious on the dice than was mine, but any increase is to be welcomed, agreed.
 
I think Master Veit's form of magic was perhaps more efficacious on the dice than was mine, but any increase is to be welcomed, agreed.
you both got the maximum you could get.
his base his higher because of his class/race, so he gets to roll a d8 (and he got an 8), while you get to roll a d6 (and got a 6). ( the modifier is based on constitution and i think he gets an extra one because he is a dwarf and thus has a thick skull ;))
As the characters level up, and the dice toss average out, the fighter type (d10) will get increasingly more sturdy than the cleric and rogue (d8), and more so than the wizard (d6).
this reflects that the fighters tend to be more on the front line than the others, and so typically take more punishment.
 
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you both got the maximum you could get.
his base his higher because of his class/race, so he gets to roll a d8 (and he got an 8), while you get to roll a d6 (and got a 6). As the characters level up, and the dice toss average out, the fighter type (d10) will get increasingly more sturdy than the cleric and rogue (d8), and more so than the wizard (d6).
this reflects that the fighters tend to be more on the front line than the others, and so typically take more punishment.

Ah, I see.

I hand't understood how this was calculated; in essence, you are suggesting that both Veit and I got the very maximum we could have obtained in these circumstances? Very well then, no further complaints shall issue from this source on that topic.
 
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Not really :). You will have to work harder to keep Claus and the Count up (i.e. it's in your interest to have the fighters get the good hit point rolls).

that is true alas. although I would urge you to consider a rather different playstyle as you led already two characters to a near death experience.. :p
 
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Well, depending on the DM's interpretation, it would be nice to know whether a pearl is to be found secreted in my component pouch, or not……failing which, I must admit that it ill becomes an Elf to become……….sufficiently interested in the grubby acquisition of gold to acquire enough to fund the pearl necessary for casting the Identify Spell.

Never mind: I am sufficiently disinterested in such matters by choice, culture and temperament to be able to serve as a competent - and impartial - treasurer.
 
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