I would like to share a homebrew solution for Wizards I use in my games. One of the biggest issues I have found with wizards since 1st edition is their reliance on their spellbooks. Take away the Wizards spellbook and effectively, they are neutered. No spells, no offensive/defensive capabilities. When a plot line revolves around players getting captured or imprisoned how can a realistic Dungeon Master say that the guards thought, "Oh, this looks like an innocent little book, let the wizard keep it." All the other classes in the game presently simply have to pray or wake up in the morning and they are ready to go again after that long rest. My solution, is simple:
A WIZARD'S PREPARED SPELL SLOTS MAY ONLY BE CHANGED WHEN THE WIZARD HAS HIS SPELLBOOK. OTHERWISE, THE SAME SPELLS ARE PREPARED AT THE CONCLUSION OF THEIR LONG REST.
In other words, if they want to CHANGE their prepared spells they need the spellbook. Otherwise those words of power remain in their minds pending the next time their spell slots are renewed following a long rest. I really wish they could get this included in the next Players Handbook before some new Dungeon Master makes the mistake of stealing the Wizards spellbook.
That is already RAW. The rules say "You can change your list of prepared spells when you finish a long rest". You can, means it is optional and change means if you do not your prepared spells remain unchanged.
So as Jegpeg said that is RAW right now. Older editions you needed to take x spell for x spell slot. So if you wanted to be able to cast fireball twice you needed memorize it twice and use 2 3rd level spell slots since there was no up casting. The memorized spell and spell slot would get consumed when you cast it. Now just the spell slot gets consumed and you can cast that spell again with anew spell slot of appropriate level.
I would like to share a homebrew solution for Wizards I use in my games. One of the biggest issues I have found with wizards since 1st edition is their reliance on their spellbooks. Take away the Wizards spellbook and effectively, they are neutered. No spells, no offensive/defensive capabilities. When a plot line revolves around players getting captured or imprisoned how can a realistic Dungeon Master say that the guards thought, "Oh, this looks like an innocent little book, let the wizard keep it." All the other classes in the game presently simply have to pray or wake up in the morning and they are ready to go again after that long rest. My solution, is simple:
A WIZARD'S PREPARED SPELL SLOTS MAY ONLY BE CHANGED WHEN THE WIZARD HAS HIS SPELLBOOK. OTHERWISE, THE SAME SPELLS ARE PREPARED AT THE CONCLUSION OF THEIR LONG REST.
In other words, if they want to CHANGE their prepared spells they need the spellbook. Otherwise those words of power remain in their minds pending the next time their spell slots are renewed following a long rest. I really wish they could get this included in the next Players Handbook before some new Dungeon Master makes the mistake of stealing the Wizards spellbook.
Any other solutions anyone has tried?
That is already RAW. The rules say "You can change your list of prepared spells when you finish a long rest". You can, means it is optional and change means if you do not your prepared spells remain unchanged.
So as Jegpeg said that is RAW right now. Older editions you needed to take x spell for x spell slot. So if you wanted to be able to cast fireball twice you needed memorize it twice and use 2 3rd level spell slots since there was no up casting. The memorized spell and spell slot would get consumed when you cast it. Now just the spell slot gets consumed and you can cast that spell again with anew spell slot of appropriate level.
Whattttttt????
Isn't it amazing what you never notice after years and years and years of playing a game...
I was apparently stuck in 1984.
Thx.
As a 20+ year player I understand...... and still have players look at me and go.... that is an old rule dude....