"How many spells should a wizard be able to learn?" WotC use the term learn loosely in reference to wizard spells. Terms like decipher or recreate may have variously worked either in replacement or in parallel. In a DNDB wizard character, under the spell tab, clicking manage spells and choosing add spells, the options that you can choose are: learn and remove. Add and remove might have been better as the process involved is all about adding spells into your spellbook according to your own notation. Remove might only happen if you "lose" the book.
So, how many spells should a wizard be able to add to their spellbook? As many as they are able/enabled to.
All it might take is for two wizards to join a party and, with a bit of collaboration (you research this and I'll research that) they can both get access to double the number of spells.
There's a partial (T)PK with a dead wizard leaving a spellbook. One of the players who had a character die brings in a wizard of their own. Again there's a bigger pool of spells from which the new wizard can potentially draw.
i also read somewhere that depending on the discretion of your DM the older races that tend to have longer lives can sometimes have extra spells from their long years and if they have a good backstory as to why they have said spells (basic albeit since it would be quality of life or work type spells etc...)
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"How many spells should a wizard be able to learn?"
WotC use the term learn loosely in reference to wizard spells.
Terms like decipher or recreate may have variously worked either in replacement or in parallel.
In a DNDB wizard character, under the spell tab, clicking manage spells and choosing add spells, the options that you can choose are: learn and remove. Add and remove might have been better as the process involved is all about adding spells into your spellbook according to your own notation. Remove might only happen if you "lose" the book.
So, how many spells should a wizard be able to add to their spellbook? As many as they are able/enabled to.
All it might take is for two wizards to join a party and, with a bit of collaboration (you research this and I'll research that) they can both get access to double the number of spells.
There's a partial (T)PK with a dead wizard leaving a spellbook. One of the players who had a character die brings in a wizard of their own. Again there's a bigger pool of spells from which the new wizard can potentially draw.
i also read somewhere that depending on the discretion of your DM the older races that tend to have longer lives can sometimes have extra spells from their long years and if they have a good backstory as to why they have said spells (basic albeit since it would be quality of life or work type spells etc...)