Shade/Player Guide: Difference between revisions

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Correct spell save DC to 18 and spell attack to +10 (Tome of Zariel's Lament +2); add magic-item dependency note
Expand The Spellbook with full per-level spell lists (wizard + feat/legacy + item-granted) and make Daily Loadouts comprehensive with 12-spell prepared kits per day type
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== THE SPELLBOOK ==
== THE SPELLBOOK ==
Shadier's spellbook holds roughly '''95 wizard spells''' plus spells granted by magic items. The tables below organize the spells she actually has access to by level and by job, so she can pick a daily loadout fast. ''(Spells marked [item] are cast from a magic item's charges, not her own slots; [ritual] can be cast without a slot; [free 1/LR] is a free daily cast from a feat/legacy.)''
Shadier is an Order of Scribes wizard with a deep, eclectic spellbook (D&D Beyond lists '''95 known'''). What matters at the table is what you can actually cast on a given day: your '''prepared wizard spells''' (which you swap on a long rest), plus a large set of '''always-available spells granted by feats, your Tiefling legacy, and magic items''' that do NOT use up prepared slots. Everything below is what currently appears on your sheet, organized so you can build a daily kit fast.
 
'''How your casting works:''' Spell Save DC '''18''', Spell Attack '''+10''' (both include the +2 from the Tome of Zariel's Lament — keep it attuned and in hand). Spell slots: '''4 / 3 / 3 / 2''' (1st–4th). You also have item charges that cast spells '''without''' spending slots (see the item table).


=== Cantrips (always available) ===
=== Cantrips (always available) ===
{| class="wikitable"
{| class="wikitable"
! Cantrip !! Job !! Notes
! Cantrip !! Source !! Use
|-
| '''Fire Bolt''' || Fiendish Legacy || +10 to hit, 2d10 fire; ignores fire resistance (Elemental Adept). Your reliable ranged plink.
|-
| '''Ray of Frost''' || Strixhaven (Prismari) || +10, 2d8 cold '''and''' −10 ft. speed — a kiting/control cantrip.
|-
|-
| '''Fire Bolt''' || Damage || 2d10 fire at 120 ft; '''best with Elemental Adept''' (ignores fire resistance)
| '''Create Bonfire''' || Wizard || DC 18 DEX, 2d8 fire on a 5-ft. square; great area-denial and forces movement.
|-
|-
| '''Ray of Frost''' || Damage + control || 2d8 cold, target's speed -10 ft
| '''Mage Hand''' || Wizard || Telekinetic utility — levers, traps, retrieving items, distractions.
|-
|-
| '''Create Bonfire''' || Damage/zone || 2d8 fire on a square, persists (concentration)
| '''Minor Illusion''' || Wizard || Sound or image; bluffs, distractions, blocking line of sight.
|-
|-
| '''Minor Illusion''' || Control/utility || Sound or image - distractions, fake walls
| '''Light''' || Wizard || Utility light source.
|-
|-
| '''Mage Hand''' || Utility || Remote manipulation, traps, levers
| '''Prestidigitation''' || Strixhaven (Prismari) || Catch-all minor magic.
|-
|-
| '''Light''' / '''Prestidigitation''' / '''Thaumaturgy''' || Utility/flavor || Illumination, cleaning, minor effects, intimidation flair
| '''Thaumaturgy''' || Otherworldly Presence || Voice/flames/tremor flourish — great for Deception/Intimidation theater.
|}
|}


=== 1st Level ===
=== 1st Level (slots: 4) ===
''Prepared wizard spells are marked ★. Ritual (R) spells can be cast without a slot if you have 10 min.''
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Job !! Notes
! Spell !! Source !! What it does
|-
| '''Chromatic Orb''' ★ || Wizard || +10, 3d8 of a chosen element (scales +1d8 per slot); your main single-target nuke that dodges resistances by switching damage type.
|-
| '''Magic Missile''' ★ || Wizard || Auto-hit force, 3 darts (+1 per slot); ignores AC, finishes low-HP foes, breaks concentration reliably.
|-
|-
| '''Magic Missile''' || Damage (auto-hit) || 3 darts, never misses - great for finishing low-HP foes and breaking enemy concentration
| '''Tasha's Hideous Laughter''' ★ || Wizard || DC 18 WIS, target is prone & incapacitated; brutal single-target lockdown.
|-
|-
| '''Chromatic Orb''' || Damage (scales hard) || 3d8, choose the element; upcasts very well
| '''Fog Cloud''' || Wizard || 20-ft. heavily obscured sphere; blocks ranged attacks/sight, screens a retreat.
|-
|-
| '''Witch Bolt''' [free 1/LR] || Damage || 2d12 then sustained
| '''Comprehend Languages''' (R) || Wizard / Eye of Gilbraxius || Read/understand any language; the Eye casts it at-will.
|-
|-
| '''Ray of Sickness''' [item] || Damage + Poisoned || From Necromancer's Spellbook
| '''Detect Magic''' (R) || Wizard / Eye of Gilbraxius || Sense magic auras; the Eye casts it at-will.
|-
|-
| '''Tasha's Hideous Laughter''' || Control || Drop one creature prone + incapacitated (WIS)
| '''Identify''' (R) || Wizard / Eye of Gilbraxius || Learn an item's properties; the Eye casts it at-will.
|-
|-
| '''Sleep''' [item] || Control || Incapacitate weak groups
| '''Find Familiar''' (R) || Wizard || Summon a familiar (scout, Help action, deliver touch spells).
|-
|-
| '''Fog Cloud''' || Control/cover || Heavily obscure an area - break line of sight
| '''Tenser's Floating Disk''' (R) || Wizard || Floating cargo platform for hauling loot/wounded.
|-
|-
| '''Shield''' [item] || Defense (reaction) || +5 AC; from Staff of Defense
| '''Unseen Servant''' (R) || Wizard || Invisible helper for menial tasks and triggering traps.
|-
|-
| '''Mage Armor''' [item] || Defense || Base AC 13+DEX for 8 hours
| '''Mage Armor''' || Staff of Defense (1 charge) || Sets AC; cast from the staff so it costs no slot.
|-
|-
| '''Hellish Rebuke''' [free 1/LR] || Reaction damage || 2d10 fire when hit
| '''Shield''' || Staff of Defense (2 charges, reaction) || +5 AC reaction, blocks Magic Missile; from the staff, no slot.
|-
|-
| '''Detect Magic''' [ritual] / '''Identify''' [ritual] || Detection || You already see magic; these confirm specifics
| '''Ray of Sickness''' || Necromancer's Spellbook (charge) || +10, 2d8 poison + possible poisoned.
|-
|-
| '''Comprehend Languages''' [ritual/item] || Social/utility || Read/understand any language
| '''Witch Bolt''' || Strixhaven / Necromancer's Spellbook || +10, 2d12 lightning then sustained 1d12.
|-
|-
| '''Find Familiar''' [ritual] || Utility || Scout, deliver touch spells, Help for advantage
| '''Sleep''' || The Bound Grimoire (charge) || DC 18 effect, incapacitates weaker foes (rare slot-free crowd control).
|-
|-
| '''Tenser's Floating Disk''' / '''Unseen Servant''' [ritual] || Utility || Hauling, chores
| '''Hellish Rebuke''' || Fiendish Legacy (1/long rest) || Reaction, 2d10 fire when hit (scales with slot); punishes attackers.
|}
|}


=== 2nd Level ===
=== 2nd Level (slots: 3) ===
{| class="wikitable"
{| class="wikitable"
! Spell !! Job !! Notes
! Spell !! Source !! What it does
|-
|-
| '''Shatter''' || Damage (AoE) || 3d8 thunder in a 10 ft sphere
| '''Blindness/Deafness''' || Wizard || DC 18 CON, blind a target (attacks against it have advantage, its attacks have disadvantage); great single-target debuff, no concentration.
|-
|-
| '''Mirror Image''' [item] || Defense || Three decoys; excellent survival tool for a squishy wizard
| '''Shatter''' || Wizard || DC 18 CON, 3d8 thunder in a 10-ft. sphere; your go-to no-concentration AoE.
|-
|-
| '''Blindness/Deafness''' || Control || Blind a key foe (CON); blinded = they miss, you hit
| '''Gentle Repose''' (R) || Wizard / Necromancer's Spellbook || Preserve a body / delay raise-dead deadline.
|-
|-
| '''Suggestion''' [item] || Control/social || Command one creature for up to 8 hours
| '''See Invisibility''' || Eye of Gilbraxius (at-will) || See invisible & ethereal creatures; slot-free.
|-
|-
| '''Darkness''' [free 1/LR] || Control || Magical darkness; escape or deny sight
| '''Mirror Image''' || The Bound Grimoire (charges) || Three decoy duplicates; strong defense with no slot/concentration.
|-
|-
| '''Ray of Enfeeblement''' [item] || Debuff || Halve a bruiser's weapon damage
| '''Ray of Enfeeblement''' || Necromancer's Spellbook (charges) || DC 18 CON; halves a brute's weapon damage.
|-
|-
| '''See Invisibility''' [item] || Detection || Spot hidden/invisible threats
| '''Suggestion''' || Wand of Suggestion (charges) || DC 18 WIS social control; slot-free manipulation — your best 'talk a guard into it' tool.
|-
|-
| '''Gentle Repose''' [item/ritual] || Utility || Preserve a body for revival
| '''Darkness''' || Fiendish Legacy (1/long rest) || Magical darkness; pairs with your Devil's Sight-style senses to fight in the dark.
|}
|}


=== 3rd Level ===
=== 3rd Level (slots: 3) ===
{| class="wikitable"
{| class="wikitable"
! Spell !! Job !! Notes
! Spell !! Source !! What it does
|-
|-
| '''Counterspell''' || Counter-magic || '''Shut down an enemy spell''' - often the most important thing she does in a fight
| '''Counterspell''' || Wizard || Reaction to shut down an enemy caster; the single most important reaction you can prepare against spellcasters.
|-
|-
| '''Haste''' || Buff || +2 AC, extra action, double speed on a frontliner - swing a fight
| '''Haste''' || Wizard || +2 AC, double speed, extra action for an ally (or you); turns a frontliner into a blender.
|-
|-
| '''Slow''' || Control (AoE) || Cripple up to 6 enemies (WIS)
| '''Slow''' || Wizard / The Bound Grimoire || DC 18 WIS, cripple up to 6 creatures (half speed, −2 AC, one action); top-tier group control. Grimoire copy is slot-free.
|-
|-
| '''Bestow Curse''' || Debuff || Many effects vs one target; upcasts to longer/Concentration-free
| '''Bestow Curse''' || Wizard || DC 18 WIS, stacking debuff on a key target (disadvantage, lost turns, +damage).
|-
|-
| '''Vampiric Touch''' [item] || Damage + self-heal || 3d6 necrotic, heal half
| '''Protection from Energy''' || Wizard || Resistance to one damage type; clutch vs. dragon breath and elemental bosses.
|-
|-
| '''Animate Dead''' [item] || Summon || Raise undead minions (note the party's view of necromancy)
| '''Vampiric Touch''' || Necromancer's Spellbook (charges) || +10, 3d6 necrotic and heal half; slot-free sustain.
|-
|-
| '''Protection from Energy''' || Defense || Resistance to one element for an ally/self
| '''Animate Dead''' || Necromancer's Spellbook (charges) || Raise undead minions; slot-free action economy.
|-
|-
| '''Leomund's Tiny Hut''' [ritual] || Utility || Safe rest dome for the party
| '''Leomund's Tiny Hut''' (R) || Wizard || Safe 10-ft. dome for resting in hostile terrain.
|-
|-
| '''Water Breathing''' [ritual] || Travel || Underwater adventuring
| '''Water Breathing''' (R) || Wizard || Party breathes underwater for 24h.
|}
|}


=== 4th Level (her top slots) ===
=== 4th Level (slots: 2 — your top slots) ===
{| class="wikitable"
{| class="wikitable"
! Spell !! Job !! Notes
! Spell !! Source !! What it does
|-
|-
| '''Storm Sphere''' || Damage (sustained AoE) || 2d6 + 4d6 bolt each turn; great concentration damage
| '''Storm Sphere''' || Wizard || +10, 2d6 + 4d6 lightning bolt each turn in a 20-ft. sphere; sustained AoE damage + difficult terrain. Your premier 4th-level prepared pick.
|-
|-
| '''Blight''' [item] || Damage (single target) || 8d8 necrotic - boss nuke
| '''Arcane Eye''' || Eye of Gilbraxius (at-will) || Invisible flying scout-eye; slot-free reconnaissance.
|-
|-
| '''Arcane Eye''' [item] || Scouting || Fly an invisible eye to scout ahead
| '''Blight''' || Necromancer's Spellbook (charges) || DC 18 CON, 8d8 necrotic single-target; big slot-free nuke.
|-
|-
| '''Stone Shape''' [item] || Utility || Reshape stone - walls, doors, escape
| '''Stone Shape''' || Necromancer's Spellbook (charges) || Reshape stone — doors, bridges, traps; slot-free utility.
|}
|}


=== Item-Granted & Higher-Level Spells ===
=== 5th-Level & Higher Effects (item-granted) ===
''You have no 5th-level wizard slots, but the Necromancer's Spellbook lets you cast these via charges:''
{| class="wikitable"
{| class="wikitable"
! Spell !! Source !! Job
! Spell !! Source !! What it does
|-
| '''Scorching Ray''' style nukes, '''Reincarnate''', '''Teleportation Circle''' || Necromancer's Spellbook (5 charges) || Big necromancy/utility on demand
|-
| '''Sleep, Mirror Image, Slow''' || The Bound Grimoire (5 charges) || Control/defense without spending slots
|-
| '''Suggestion''' || Wand of Suggestion (2 charges) || Social control
|-
|-
| '''Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye''' (at will) || Improved Eye of Gilbraxius || Free detection/utility - lean on these to save slots
| '''Reincarnate''' || Necromancer's Spellbook (5 charges) || Bring back a dead ally in a new body.
|-
|-
| '''Mage Armor, Shield''' || Staff of Defense (10 charges) || Free defense - keep Mage Armor up daily
| '''Teleportation Circle''' || Necromancer's Spellbook (5 charges) || Open a portal to a known circle; fast travel/escape.
|}
|}
=== Item-Granted Spells at a Glance ===
These cost item charges, '''not''' spell slots — lean on them to stretch your day:
* '''Staff of Defense:''' Mage Armor, Shield (your defensive backbone).
* '''Improved Eye of Gilbraxius:''' Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye — mostly '''at-will''' detection/recon.
* '''The Bound Grimoire:''' Sleep, Mirror Image, Slow.
* '''Necromancer's Spellbook:''' Ray of Sickness, Witch Bolt, Gentle Repose, Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight, Stone Shape, Reincarnate, Teleportation Circle.
* '''Wand of Suggestion:''' Suggestion (DC 18 WIS social control).


== DAILY LOADOUTS (What To Prepare) ==
== DAILY LOADOUTS (What To Prepare) ==
You prepare '''~13 spells''' per day from the book (cantrips are always on; many detection/defense spells come free from items, so don't waste prepared slots on Detect Magic, Identify, Mage Armor, Shield, etc.). Below are ready-made lists for the kind of day you expect. '''Always-keep core:''' Counterspell, Shield/Mage Armor (from the Staff - free), and one reliable damage spell. Use '''Memorize Spell on a short rest''' to patch in anything you're missing.
On a long rest you prepare '''12 leveled wizard spells''' (INT mod 5 + level 8 minus the one cantrip slot rules vary; in play you've been running 12) plus your 4 cantrips. Cantrips and all item/feat spells are ALWAYS available and do not count against this — so each loadout below only lists the 12 wizard spells to slot. Pick the loadout that matches the day, then tweak.
 
'''Your always-on safety net (every day, free):''' Mage Armor & Shield (Staff), Counterspell-tier recon from the Eye (Detect Magic, See Invisibility, Arcane Eye, Identify, Comprehend Languages), Suggestion (Wand), Mirror Image & Sleep & Slow (Grimoire), and the Necromancer's Spellbook list. Build your prepared 12 to cover what those items DON'T.


=== Combat / Dungeon-Crawl Day (default) ===
=== Combat / Dungeon-Crawl Day (default) ===
Your go-to fighting kit.
Balanced offense, control, and a counter. Good when you don't know what's coming.
* '''Damage:''' Magic Missile, Chromatic Orb, Fireball (if learned) or Shatter, Storm Sphere
* '''1st:''' Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
* '''Control:''' Slow, Tasha's Hideous Laughter, Fog Cloud
* '''2nd:''' Shatter, Blindness/Deafness
* '''Counter/Buff:''' Counterspell, Haste
* '''3rd:''' Counterspell, Haste, Slow
* '''Single-target nuke:''' Blight [item] or Bestow Curse
* '''4th:''' Storm Sphere, (2nd 4th slot → upcast Storm Sphere or Bestow Curse)
* '''Defense:''' (Shield + Mage Armor from Staff), Mirror Image [item], Protection from Energy
* '''Plan:''' Open with Storm Sphere or Slow on a cluster, Magic Missile/Chromatic Orb to finish, hold a slot for Counterspell.
'''Plan:''' Open with control (Slow) or burst (Storm Sphere), hold Counterspell for the enemy caster, and Haste your best frontliner.


=== Boss Fight Day ===
=== Boss Fight / Big Single Target Day ===
* Counterspell (x-prepared mindset - keep slots open), Slow, Blight [item], Storm Sphere, Bestow Curse, Haste, Magic Missile (for breaking enemy concentration), Protection from Energy, Mirror Image [item]
Maximize single-target damage, debuff, and anti-caster insurance.
'''Plan:''' Counterspell their big spells, Slow the boss, sustain Storm Sphere, and use Magic Missile to break enemy concentration on key buffs.
* '''1st:''' Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
* '''2nd:''' Blindness/Deafness, Shatter
* '''3rd:''' Counterspell, Bestow Curse, Protection from Energy
* '''4th:''' Storm Sphere x2 (upcast)
* '''Plan:''' Bestow Curse + Blindness to cripple the boss, Protection from Energy vs. its main damage type, Counterspell its big turn. Add Blight (item) for a slot-free 8d8 spike.


=== Travel / Wilderness Day ===
=== Travel / Wilderness Day ===
* '''Utility/Travel:''' Water Breathing [ritual], Leomund's Tiny Hut [ritual], Tenser's Floating Disk [ritual], Unseen Servant [ritual], Find Familiar [ritual]
Mobility, safe rests, and enough punch for ambushes.
* '''Just-in-case combat:''' Fog Cloud, Magic Missile, Counterspell, Slow
* '''1st:''' Chromatic Orb, Magic Missile, Fog Cloud, Find Familiar (R)
'''Plan:''' Rituals cost no slots (and Order of Scribes casts them fast), so load up on travel utility and keep a small combat kit. Tiny Hut = safe rest in the wild.
* '''2nd:''' Shatter, Gentle Repose (R)
* '''3rd:''' Leomund's Tiny Hut (R), Water Breathing (R), Counterspell
* '''4th:''' Storm Sphere, (free 4th for upcasting)
* '''Note:''' Tiny Hut and Water Breathing are rituals — you can cast them without a slot, so you barely spend resources keeping the party safe and moving.


=== Social / Intrigue / City Day ===
=== Social / Intrigue / City Day ===
* '''Social:''' Suggestion [item/Wand], Comprehend Languages [item], Detect Magic / See Invisibility [item - at will], Disguise Self (if learned)
Information, manipulation, and quiet outs. Your INT skills (Investigation +11, Arcana/Religion +8) already make you the party brain; these add leverage.
* '''Info:''' Detect Thoughts (if learned), Sending (if learned)
* '''1st:''' Comprehend Languages (R), Detect Magic (R), Tasha's Hideous Laughter, Magic Missile
* '''Backup:''' Counterspell, Fog Cloud (escape), Mirror Image [item]
* '''2nd:''' Blindness/Deafness, Shatter
'''Plan:''' Use her item-granted detection at will so prepared slots stay open for Suggestion and an escape plan. Note CHA is only +1, so she is the spy/analyst, not the smooth-talker (see Social section).
* '''3rd:''' Counterspell, Slow, Bestow Curse
* '''4th:''' Storm Sphere, (free slot)
* '''Lean on items:''' Suggestion (Wand, DC 18) is your headline social tool; See Invisibility and Detect Magic (Eye, at-will) catch hidden threats and lies-by-magic. With CHA only +1, let Suggestion and the party face do the talking; you supply the facts and the insurance.


=== Exploration / Trap-and-Lore Day ===
=== Exploration / Trap-and-Lore Day ===
* Arcane Eye [item] (scout), Stone Shape [item] (bypass), Find Familiar [ritual], Detect Magic/Identify [item - at will], Comprehend Languages [item]
Recon, problem-solving, and reshaping the environment.
* '''Backup combat:''' Magic Missile, Counterspell, Slow
* '''1st:''' Find Familiar (R), Tenser's Floating Disk (R), Unseen Servant (R), Chromatic Orb
'''Plan:''' Scout with Arcane Eye and the familiar; you already see magic perfectly, so trap/lore problems are your specialty. (Remember mundane Perception is bad - have someone else watch for non-magical danger.)
* '''2nd:''' Shatter, Blindness/Deafness
* '''3rd:''' Water Breathing (R), Leomund's Tiny Hut (R), Counterspell
* '''4th:''' Storm Sphere, (free slot)
* '''Items do the heavy lifting:''' Arcane Eye (Eye, at-will) scouts ahead, Stone Shape (Necro book) reshapes barriers, Identify (Eye, at-will) IDs every find. Familiar + Unseen Servant trigger traps from safety.


=== Anti-Caster / Counter-Magic Day ===
=== Anti-Caster / Counter-Magic Day ===
* Counterspell, Slow, Magic Missile (concentration-breaking), Blindness/Deafness, Bestow Curse, Mirror Image [item], plus Darkness [free 1/LR]
When you expect enemy spellcasters (cults, dragons' mages, liches).
'''Plan:''' Counterspell their leads, Magic Missile to break concentration on anything that resolves, blind their archers/casters.
* '''1st:''' Magic Missile, Chromatic Orb, Tasha's Hideous Laughter, Fog Cloud
* '''2nd:''' Blindness/Deafness, Shatter
* '''3rd:''' Counterspell, Slow, Protection from Energy
* '''4th:''' Storm Sphere, (hold for upcast Counterspell)
* '''Plan:''' Counterspell their key spell, Magic Missile to break concentration on what slips through, Slow to strip their action economy. Darkness (Legacy) blinds enemy casters who lack special sight.
 
=== Quick Swap Cheatsheet ===
* '''Always keep:''' Counterspell, Storm Sphere, Chromatic Orb, Magic Missile — these earn their slot every day.
* '''Swap in for control:''' Slow, Tasha's Hideous Laughter, Blindness/Deafness, Bestow Curse.
* '''Swap in for utility/travel:''' the ritual block (Tiny Hut, Water Breathing, Find Familiar, Tenser's Disk, Unseen Servant, Comprehend Languages, Detect Magic, Identify, Gentle Repose).
* '''Defense vs. elements:''' Protection from Energy.
* '''Remember (Order of Scribes):''' your Awakened Spellbook lets you change a spell's damage type, and you can swap one prepared spell after a short rest via Memorize Spell — so you're never truly locked into the morning's choice.


== COMBAT - What Can I Do On My Turn? ==
== COMBAT - What Can I Do On My Turn? ==

Revision as of 22:28, 30 May 2026

Shadier - Player Guide

Shadier is a Level 8 Tiefling Wizard (Order of Scribes) with the Haunted One background. Shadier is a member of the Zhentarim and the Compact.

Major change: Shade has retired her Bard (College of Lore) life and is now Shadier, an Order of Scribes Wizard. She is a prepared INTELLIGENCE caster with a large spellbook (about 95 wizard spells known + extra spells granted by items). This guide reflects the new Wizard build, and includes a full spellbook breakdown and ready-made prepared-spell loadouts so she knows what to bring on any given day.

Overview

Role in the Party: Arcane Artillery, Battlefield Controller, Knowledge/Detection Specialist, Counter-Magic

Core Strengths:

  • Enormous spell versatility (a full Order of Scribes spellbook - prepare the right tool every day)
  • High, reliable spell DC and attack (INT 20: Save DC 18, +10 to hit (with Tome of Zariel’s Lament attuned))
  • Elemental Adept (Fire) - her fire spells ignore resistance and treat 1s as 2s
  • Order of Scribes tricks: swap a prepared spell on a short rest, change a spell's damage type, ritual casting at normal speed, and a Manifest Mind that casts at range
  • Elite knowledge/finder (Investigation +11, Arcana +8, Religion +8) and perfect detection of magic
  • Counterspell + Slow + Haste make her a fight-swinging controller

Core Stats:

  • AC: 17-18 (Bracers of Defense / Mage Armor + DEX; Shield reaction available)
  • HP: 42 (Max) - squishy; stay at range
  • Speed: 30 ft
  • Initiative: +3
  • Proficiency Bonus: +3

Ability Scores:

  • STR 10 (+0) | DEX 16 (+3) | CON 12 (+1)
  • INT 20 (+5) | WIS 8 (-1) | CHA 13 (+1)

Saving Throws:

  • Strength +0 | Dexterity +3 | Constitution +1
  • Intelligence +8 (proficient) | Wisdom +2 (proficient) | Charisma +1
  • Special: Advantage vs Charm; Resistance to Fire (Infernal Legacy); Curse of the Eye gives disadvantage on DEX saves vs non-magical sources

Spell Save DC: 18 | Spell Attack Bonus: +10 | Spellcasting Ability: Intelligence (+5) — includes the +2 from the Tome of Zariel’s Lament while attuned and wielding it; without it, DC 16 / +8

⚑ Magic-item dependency: Your headline spell DC of 18 (and +10 spell attack) comes from the Tome of Zariel’s Lament — while attuned to and wielding the tome you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. Keep it attuned and in hand. If you ever lose it, set it down, or get disarmed, your DC drops to 16 and your spell attack to +8. It only boosts wizard spells, not spells cast from other items.

Curse of the Eye: She sees all magic with perfect clarity but suffers disadvantage on Perception checks (passive Perception only 9) and DEX saves vs non-magical things, and -2 to weapon attacks. Translation: never rely on her to spot mundane ambushes, and never rely on her weapons - she is a pure caster.

SPELL PREPARATION (READ THIS - IT CHANGED COMPLETELY)

As a Bard, Shade knew a small fixed list and could cast any of it at any time. As a Wizard, Shadier prepares spells from a large spellbook each day. This is the single biggest change in how she plays.

  • Spellbook: She knows about 95 wizard spells (plus item spells). The spellbook is the menu; it is NOT what she can cast right now.
  • Prepared spells: After a Long Rest she prepares INT modifier + Wizard level = 5 + 8 = 13 wizard spells (the sheet currently lists 16 because some are granted free by features/items). Only prepared spells (plus rituals and item spells) can be cast that day.
  • Cantrips: 4 known, always available (Create Bonfire, Light, Mage Hand, Minor Illusion), plus Fire Bolt, Prestidigitation, Ray of Frost, Thaumaturgy from feats/legacy.
  • Slots (Wizard 8): 4x 1st, 3x 2nd, 3x 3rd, 2x 4th.

When she can change prepared spells:

  • Long Rest: Re-prepare her whole daily list from the spellbook (takes time to swap).
  • Short Rest - Memorize Spell (Order of Scribes): Replace ONE prepared 1st-level-or-higher spell with another from the book. This is huge - she is never fully locked in; she can adapt mid-day.
  • Add to spellbook: Copy new spells found as loot/scrolls (Wizardly Quill makes this fast and free of ink).

Bottom line: Pick a loadout each morning for the day you expect (see Loadouts below), and use Memorize Spell on a short rest to patch in the one spell you wish you'd brought.

ORDER OF SCRIBES FEATURES

Feature Effect How to Use
Wizardly Quill Conjure a magic quill; copy spells into the book at 2 min/level and for free Cheap, fast spell-copying - grab every wizard scroll you find
Awakened Spellbook Spellcasting focus; once per turn, change a spell's damage type to another from a spell of the same level in your book; cast rituals at their normal (faster) casting time Turn a Fireball into cold/lightning to dodge resistances; combine with Elemental Adept
Manifest Mind Summon your book's spirit (Bonus Action, prof-bonus uses/LR); it floats, and you can cast a spell as if from its space Cast around corners/cover, extend spell range, stay safe
Memorize Spell On a Short Rest, swap one prepared spell for another from the book Adapt your loadout mid-adventure

Also: Ritual Adept (cast any ritual in the book), Arcane Recovery (recover slots on a short rest, 1/LR), Scholar (Expertise in Investigation), Circle Magic Casting (group ritual casting).

KEY FEATS & TRAITS

  • Elemental Adept (Fire): Your Fire spells ignore Fire resistance and treat any 1 on a damage die as a 2. Fire is your reliable element (Fire Bolt, Create Bonfire, Hellish Rebuke, and any spell you recolor to fire).
  • Strixhaven Initiate (Prismari): Adds Fire Bolt, Prestidigitation, Ray of Frost, and Witch Bolt (1/LR free cast).
  • Infernal Legacy (Tiefling): Fire resistance; Fire Bolt, Hellish Rebuke (1/LR free), Darkness (1/LR free); Thaumaturgy via Otherworldly Presence - all INT-based.
  • Curse of the Eye: See magic perfectly; disadvantage on mundane Perception and DEX saves; -2 weapon attacks.

THE SPELLBOOK

Shadier is an Order of Scribes wizard with a deep, eclectic spellbook (D&D Beyond lists 95 known). What matters at the table is what you can actually cast on a given day: your prepared wizard spells (which you swap on a long rest), plus a large set of always-available spells granted by feats, your Tiefling legacy, and magic items that do NOT use up prepared slots. Everything below is what currently appears on your sheet, organized so you can build a daily kit fast.

How your casting works: Spell Save DC 18, Spell Attack +10 (both include the +2 from the Tome of Zariel's Lament — keep it attuned and in hand). Spell slots: 4 / 3 / 3 / 2 (1st–4th). You also have item charges that cast spells without spending slots (see the item table).

Cantrips (always available)

Cantrip Source Use
Fire Bolt Fiendish Legacy +10 to hit, 2d10 fire; ignores fire resistance (Elemental Adept). Your reliable ranged plink.
Ray of Frost Strixhaven (Prismari) +10, 2d8 cold and −10 ft. speed — a kiting/control cantrip.
Create Bonfire Wizard DC 18 DEX, 2d8 fire on a 5-ft. square; great area-denial and forces movement.
Mage Hand Wizard Telekinetic utility — levers, traps, retrieving items, distractions.
Minor Illusion Wizard Sound or image; bluffs, distractions, blocking line of sight.
Light Wizard Utility light source.
Prestidigitation Strixhaven (Prismari) Catch-all minor magic.
Thaumaturgy Otherworldly Presence Voice/flames/tremor flourish — great for Deception/Intimidation theater.

1st Level (slots: 4)

Prepared wizard spells are marked ★. Ritual (R) spells can be cast without a slot if you have 10 min.

Spell Source What it does
Chromatic Orb Wizard +10, 3d8 of a chosen element (scales +1d8 per slot); your main single-target nuke that dodges resistances by switching damage type.
Magic Missile Wizard Auto-hit force, 3 darts (+1 per slot); ignores AC, finishes low-HP foes, breaks concentration reliably.
Tasha's Hideous Laughter Wizard DC 18 WIS, target is prone & incapacitated; brutal single-target lockdown.
Fog Cloud Wizard 20-ft. heavily obscured sphere; blocks ranged attacks/sight, screens a retreat.
Comprehend Languages (R) Wizard / Eye of Gilbraxius Read/understand any language; the Eye casts it at-will.
Detect Magic (R) Wizard / Eye of Gilbraxius Sense magic auras; the Eye casts it at-will.
Identify (R) Wizard / Eye of Gilbraxius Learn an item's properties; the Eye casts it at-will.
Find Familiar (R) Wizard Summon a familiar (scout, Help action, deliver touch spells).
Tenser's Floating Disk (R) Wizard Floating cargo platform for hauling loot/wounded.
Unseen Servant (R) Wizard Invisible helper for menial tasks and triggering traps.
Mage Armor Staff of Defense (1 charge) Sets AC; cast from the staff so it costs no slot.
Shield Staff of Defense (2 charges, reaction) +5 AC reaction, blocks Magic Missile; from the staff, no slot.
Ray of Sickness Necromancer's Spellbook (charge) +10, 2d8 poison + possible poisoned.
Witch Bolt Strixhaven / Necromancer's Spellbook +10, 2d12 lightning then sustained 1d12.
Sleep The Bound Grimoire (charge) DC 18 effect, incapacitates weaker foes (rare slot-free crowd control).
Hellish Rebuke Fiendish Legacy (1/long rest) Reaction, 2d10 fire when hit (scales with slot); punishes attackers.

2nd Level (slots: 3)

Spell Source What it does
Blindness/Deafness Wizard DC 18 CON, blind a target (attacks against it have advantage, its attacks have disadvantage); great single-target debuff, no concentration.
Shatter Wizard DC 18 CON, 3d8 thunder in a 10-ft. sphere; your go-to no-concentration AoE.
Gentle Repose (R) Wizard / Necromancer's Spellbook Preserve a body / delay raise-dead deadline.
See Invisibility Eye of Gilbraxius (at-will) See invisible & ethereal creatures; slot-free.
Mirror Image The Bound Grimoire (charges) Three decoy duplicates; strong defense with no slot/concentration.
Ray of Enfeeblement Necromancer's Spellbook (charges) DC 18 CON; halves a brute's weapon damage.
Suggestion Wand of Suggestion (charges) DC 18 WIS social control; slot-free manipulation — your best 'talk a guard into it' tool.
Darkness Fiendish Legacy (1/long rest) Magical darkness; pairs with your Devil's Sight-style senses to fight in the dark.

3rd Level (slots: 3)

Spell Source What it does
Counterspell Wizard Reaction to shut down an enemy caster; the single most important reaction you can prepare against spellcasters.
Haste Wizard +2 AC, double speed, extra action for an ally (or you); turns a frontliner into a blender.
Slow Wizard / The Bound Grimoire DC 18 WIS, cripple up to 6 creatures (half speed, −2 AC, one action); top-tier group control. Grimoire copy is slot-free.
Bestow Curse Wizard DC 18 WIS, stacking debuff on a key target (disadvantage, lost turns, +damage).
Protection from Energy Wizard Resistance to one damage type; clutch vs. dragon breath and elemental bosses.
Vampiric Touch Necromancer's Spellbook (charges) +10, 3d6 necrotic and heal half; slot-free sustain.
Animate Dead Necromancer's Spellbook (charges) Raise undead minions; slot-free action economy.
Leomund's Tiny Hut (R) Wizard Safe 10-ft. dome for resting in hostile terrain.
Water Breathing (R) Wizard Party breathes underwater for 24h.

4th Level (slots: 2 — your top slots)

Spell Source What it does
Storm Sphere Wizard +10, 2d6 + 4d6 lightning bolt each turn in a 20-ft. sphere; sustained AoE damage + difficult terrain. Your premier 4th-level prepared pick.
Arcane Eye Eye of Gilbraxius (at-will) Invisible flying scout-eye; slot-free reconnaissance.
Blight Necromancer's Spellbook (charges) DC 18 CON, 8d8 necrotic single-target; big slot-free nuke.
Stone Shape Necromancer's Spellbook (charges) Reshape stone — doors, bridges, traps; slot-free utility.

5th-Level & Higher Effects (item-granted)

You have no 5th-level wizard slots, but the Necromancer's Spellbook lets you cast these via charges:

Spell Source What it does
Reincarnate Necromancer's Spellbook (5 charges) Bring back a dead ally in a new body.
Teleportation Circle Necromancer's Spellbook (5 charges) Open a portal to a known circle; fast travel/escape.

Item-Granted Spells at a Glance

These cost item charges, not spell slots — lean on them to stretch your day:

  • Staff of Defense: Mage Armor, Shield (your defensive backbone).
  • Improved Eye of Gilbraxius: Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye — mostly at-will detection/recon.
  • The Bound Grimoire: Sleep, Mirror Image, Slow.
  • Necromancer's Spellbook: Ray of Sickness, Witch Bolt, Gentle Repose, Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight, Stone Shape, Reincarnate, Teleportation Circle.
  • Wand of Suggestion: Suggestion (DC 18 WIS social control).

DAILY LOADOUTS (What To Prepare)

On a long rest you prepare 12 leveled wizard spells (INT mod 5 + level 8 minus the one cantrip slot rules vary; in play you've been running 12) plus your 4 cantrips. Cantrips and all item/feat spells are ALWAYS available and do not count against this — so each loadout below only lists the 12 wizard spells to slot. Pick the loadout that matches the day, then tweak.

Your always-on safety net (every day, free): Mage Armor & Shield (Staff), Counterspell-tier recon from the Eye (Detect Magic, See Invisibility, Arcane Eye, Identify, Comprehend Languages), Suggestion (Wand), Mirror Image & Sleep & Slow (Grimoire), and the Necromancer's Spellbook list. Build your prepared 12 to cover what those items DON'T.

Combat / Dungeon-Crawl Day (default)

Balanced offense, control, and a counter. Good when you don't know what's coming.

  • 1st: Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
  • 2nd: Shatter, Blindness/Deafness
  • 3rd: Counterspell, Haste, Slow
  • 4th: Storm Sphere, (2nd 4th slot → upcast Storm Sphere or Bestow Curse)
  • Plan: Open with Storm Sphere or Slow on a cluster, Magic Missile/Chromatic Orb to finish, hold a slot for Counterspell.

Boss Fight / Big Single Target Day

Maximize single-target damage, debuff, and anti-caster insurance.

  • 1st: Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
  • 2nd: Blindness/Deafness, Shatter
  • 3rd: Counterspell, Bestow Curse, Protection from Energy
  • 4th: Storm Sphere x2 (upcast)
  • Plan: Bestow Curse + Blindness to cripple the boss, Protection from Energy vs. its main damage type, Counterspell its big turn. Add Blight (item) for a slot-free 8d8 spike.

Travel / Wilderness Day

Mobility, safe rests, and enough punch for ambushes.

  • 1st: Chromatic Orb, Magic Missile, Fog Cloud, Find Familiar (R)
  • 2nd: Shatter, Gentle Repose (R)
  • 3rd: Leomund's Tiny Hut (R), Water Breathing (R), Counterspell
  • 4th: Storm Sphere, (free 4th for upcasting)
  • Note: Tiny Hut and Water Breathing are rituals — you can cast them without a slot, so you barely spend resources keeping the party safe and moving.

Social / Intrigue / City Day

Information, manipulation, and quiet outs. Your INT skills (Investigation +11, Arcana/Religion +8) already make you the party brain; these add leverage.

  • 1st: Comprehend Languages (R), Detect Magic (R), Tasha's Hideous Laughter, Magic Missile
  • 2nd: Blindness/Deafness, Shatter
  • 3rd: Counterspell, Slow, Bestow Curse
  • 4th: Storm Sphere, (free slot)
  • Lean on items: Suggestion (Wand, DC 18) is your headline social tool; See Invisibility and Detect Magic (Eye, at-will) catch hidden threats and lies-by-magic. With CHA only +1, let Suggestion and the party face do the talking; you supply the facts and the insurance.

Exploration / Trap-and-Lore Day

Recon, problem-solving, and reshaping the environment.

  • 1st: Find Familiar (R), Tenser's Floating Disk (R), Unseen Servant (R), Chromatic Orb
  • 2nd: Shatter, Blindness/Deafness
  • 3rd: Water Breathing (R), Leomund's Tiny Hut (R), Counterspell
  • 4th: Storm Sphere, (free slot)
  • Items do the heavy lifting: Arcane Eye (Eye, at-will) scouts ahead, Stone Shape (Necro book) reshapes barriers, Identify (Eye, at-will) IDs every find. Familiar + Unseen Servant trigger traps from safety.

Anti-Caster / Counter-Magic Day

When you expect enemy spellcasters (cults, dragons' mages, liches).

  • 1st: Magic Missile, Chromatic Orb, Tasha's Hideous Laughter, Fog Cloud
  • 2nd: Blindness/Deafness, Shatter
  • 3rd: Counterspell, Slow, Protection from Energy
  • 4th: Storm Sphere, (hold for upcast Counterspell)
  • Plan: Counterspell their key spell, Magic Missile to break concentration on what slips through, Slow to strip their action economy. Darkness (Legacy) blinds enemy casters who lack special sight.

Quick Swap Cheatsheet

  • Always keep: Counterspell, Storm Sphere, Chromatic Orb, Magic Missile — these earn their slot every day.
  • Swap in for control: Slow, Tasha's Hideous Laughter, Blindness/Deafness, Bestow Curse.
  • Swap in for utility/travel: the ritual block (Tiny Hut, Water Breathing, Find Familiar, Tenser's Disk, Unseen Servant, Comprehend Languages, Detect Magic, Identify, Gentle Repose).
  • Defense vs. elements: Protection from Energy.
  • Remember (Order of Scribes): your Awakened Spellbook lets you change a spell's damage type, and you can swap one prepared spell after a short rest via Memorize Spell — so you're never truly locked into the morning's choice.

COMBAT - What Can I Do On My Turn?

Damage Options

Spell Level To Hit / Save Damage Notes
Fire Bolt Cantrip +10 2d10 fire Free; ignores fire resistance (Elemental Adept)
Magic Missile 1st auto 3x 1d4+1 force Never misses; breaks concentration
Chromatic Orb 1st+ +10 3d8 (element) Scales hard when upcast
Shatter 2nd+ CON 16 3d8 thunder AoE
Storm Sphere 4th DEX/none 2d6 + 4d6/turn Sustained AoE - your best slot damage
Blight [item] 4th CON 16 8d8 necrotic Single-target boss nuke

Control / Counter

Spell Level Save Effect
Counterspell 3rd - Negate an enemy spell
Slow 3rd WIS 16 Cripple up to 6 foes
Tasha's Hideous Laughter 1st WIS 16 Prone + Incapacitated (1 target)
Blindness/Deafness 2nd CON 16 Blind a key foe
Fog Cloud / Darkness 1st/2nd - Deny sight, break line of effect
Bestow Curse 3rd WIS 16 Versatile single-target debuff

Buff / Defense

  • Haste (3rd): +2 AC, extra action, 2x speed on a frontliner.
  • Shield [Staff]: reaction, +5 AC, blocks Magic Missile.
  • Mage Armor [Staff]: keep it up all day (AC 13+DEX).
  • Mirror Image [Bound Grimoire]: three decoys - your main survival tool.
  • Protection from Energy: resistance to an incoming element.
  • Manifest Mind: cast from the book's floating spirit to stay behind cover.

SOCIAL SITUATIONS

Big change from the Bard: Charisma is now only 13 (+1) and there is no Expertise in Persuasion/Deception anymore. Shadier is the brains, not the charmer. Her social value is knowledge, languages, detection, and magical persuasion (Suggestion), not raw Charisma checks.

Skill Bonuses

Skill Bonus Notes
Investigation (INT) +11 Expertise (Scholar) - find clues, deduce, analyze
Arcana (INT) +8 Magic lore - your specialty
Religion (INT) +8 Gods, cults, undead lore
History / Nature (INT) +5 Knowledge checks
Deception (CHA) +1 Proficiency is gone; only +CHA now
Persuasion / Intimidation / Performance (CHA) +1 Not your job anymore
Perception (WIS) -1 Bad (Curse of the Eye disadvantage) - someone else should scout

Passive Scores

  • Passive Investigation: 21 (elite - you auto-notice details and clues)
  • Passive Perception: 9 (poor - do not rely on it)
  • Passive Insight: 9

How to Contribute Socially (with CHA +1)

  • Be the analyst/spy. Investigation +11 and Arcana/Religion +8 make you the party's answer-engine. Read the room through facts, not charm.
  • Use magic instead of Charisma: Suggestion (Wand/spell) plants a command for up to 8 hours; Comprehend Languages and Detect Thoughts (if prepared) get information directly.
  • Zhentarim Fang (Rank 1): 1/LR, all Charisma checks vs one creature have Advantage for 24 hours - use it to make your weak CHA usable on a key target.
  • Iron Whisperer (Compact): 1/LR Advantage on an Intimidation or Deception check.

Languages

  • Abyssal, Common, Dwarvish, Goblin, Undercommon (plus Comprehend Languages at will from the Eye)

EXPLORATION

  • Senses: Darkvision 60 ft; you see magic with perfect clarity (Curse of the Eye); but mundane Perception is at disadvantage.
  • Detection at will (Improved Eye of Gilbraxius): Detect Magic, Identify, See Invisibility, Comprehend Languages, Arcane Eye - all free, all day. Use these constantly.
  • Ritual casting (fast, via Order of Scribes): Leomund's Tiny Hut (safe rest), Find Familiar (scout), Tenser's Floating Disk/Unseen Servant (hauling/chores), Water Breathing, Gentle Repose.
  • Robe of Eyes: all-around sight / blindsight, can't be blinded normally - helps offset the curse for magical detection.

RESOURCE MANAGEMENT

Resource Total Recharge Notes
Spell Slots 1st 4 Long Rest Magic Missile, Chromatic Orb, control
Spell Slots 2nd 3 Long Rest Shatter, Blindness, Suggestion
Spell Slots 3rd 3 Long Rest Counterspell, Haste, Slow
Spell Slots 4th 2 Long Rest Storm Sphere, Blight, big control
Arcane Recovery 1 Long Rest Recover slots on a Short Rest
Memorize Spell on Short Rest - Swap one prepared spell
Manifest Mind prof bonus (3) Long Rest Cast at range / from cover
Staff of Defense 10 charges (item) Mage Armor / Shield free
The Bound Grimoire 5 charges (item) Sleep / Mirror Image / Slow
Necromancer's Spellbook 5 charges (item) Necromancy + Reincarnate / Teleportation Circle
Wand of Suggestion 2 charges (item) Suggestion
Witch Bolt / Hellish Rebuke / Darkness 1/LR each Long Rest Free casts (feat/legacy)
Zariel's Whisper 1 Short Rest Infernal Inspiration die

COMMON TACTICS

Opening Combat

  1. Stay at range (you have 42 HP - get behind the frontline or use Manifest Mind/cover).
  2. Make sure Mage Armor is up (free, Staff) so AC is 17-18; keep Shield in reserve.
  3. Open with control (Slow), sustained AoE (Storm Sphere), or burst (Chromatic Orb / Fireball if learned).
  4. Identify the enemy caster - that's your Counterspell target.

During Combat

  • Counterspell is often your best action - negating a big enemy spell beats any damage you could deal.
  • Magic Missile to auto-break enemy concentration on buffs/summons.
  • Haste a frontliner early; sustain your concentration (don't double-up concentration spells).
  • Elemental Adept + Awakened Spellbook: recolor a spell to Fire to bypass resistance, or off Fire to dodge a fire-immune foe.
  • Mirror Image the moment something targets you.

Defensive

  • AC 17-18 + Shield reaction + Mirror Image keeps you alive; Misty Step (if learned) or Darkness to escape.
  • Protection from Energy vs a known elemental threat (e.g. dragon breath in Rise of Tiamat).
  • Fire resistance already halves fire damage.

Spell Slot Conservation

  • Use cantrips (Fire Bolt) and item spells (Staff, Eye, Grimoire) for routine turns; save slots for Counterspell, Slow, Storm Sphere, and Haste.
  • Arcane Recovery on the first short rest to refund your highest-value slots.

QUICK REFERENCE

  • Spell Save DC 18 | Spell Attack +10 | INT +5 (DC 16 / +8 without the Tome of Zariel’s Lament attuned)
  • Slots: 4 / 3 / 3 / 2 (1st-4th)
  • AC 17-18 | HP 42 | Speed 30 | Darkvision 60
  • Passive Investigation 21 (great) | Passive Perception 9 (bad - don't scout)
  • Always-keep prepared: Counterspell, a damage spell (Storm Sphere/Chromatic Orb), Slow, Haste; keep Shield/Mage Armor free from the Staff.
  • Best buttons: Counterspell (deny magic), Magic Missile (break concentration), Storm Sphere (sustained damage), Slow (mass control), Haste (buff), Mirror Image (survive).

Remember These Critical Things

  1. You PREPARE spells now - pick a loadout each Long Rest; you are not a spontaneous Bard anymore.
  2. Memorize Spell on a short rest lets you swap one prepared spell - use it to adapt.
  3. Counterspell wins fights - hold a 3rd+ slot for it.
  4. Elemental Adept makes Fire reliable - recolor spells to Fire to ignore resistance.
  5. Your items cast spells for free - Staff (Mage Armor/Shield), Eye (detection at will), Grimoire/Necro book - save your slots.
  6. You are squishy (42 HP) - stay at range, use Mirror Image and Manifest Mind.
  7. CHA is only +1 - lead with Investigation/Arcana and Suggestion, not Persuasion.
  8. Mundane Perception is terrible - let someone else watch for non-magical ambushes.

Common Mistakes to Avoid

  1. Playing her like a Bard (no Bardic Inspiration, Cutting Words, or always-known spell list anymore).
  2. Forgetting to prepare for the day, or forgetting Memorize Spell exists.
  3. Spending slots on things your items do for free (Mage Armor, Shield, detection, Suggestion).
  4. Standing in melee with 42 HP.
  5. Wasting a turn on damage when Counterspell would stop something far worse.
  6. Relying on her Perception to spot danger.