Shade/Player Guide: Difference between revisions

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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
Correct The Spellbook to the actual 16 in-book spells; separate feat/legacy/item-granted spells; add Spells Worth Copying Next; rebuild loadouts around real options
Line 74: Line 74:


== THE SPELLBOOK ==
== 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.
Your '''actual spellbook''' currently holds '''16 spells''' (the rest of the wizard list is available to copy but not yet in your book — see "Spells Worth Copying Next" below). As an Order of Scribes wizard you prepare from these each long rest. On top of the spellbook you also have a large set of spells granted '''for free''' by your feats, Tiefling legacy, and magic items — those are listed separately because they do NOT take prepared slots and are NOT part of your spellbook.


'''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).
'''Casting:''' Spell Save DC '''18''', Spell Attack '''+10''' (both include the +2 from the Tome of Zariel's Lament — keep it attuned and in hand). Slots: '''4 / 3 / 3 / 2''' (1st–4th).


=== Cantrips (always available) ===
=== Spellbook — Cantrips ===
{| class="wikitable"
{| class="wikitable"
! Cantrip !! Source !! Use
! Cantrip !! What it does
|-
|-
| '''Fire Bolt''' || Fiendish Legacy || +10 to hit, 2d10 fire; ignores fire resistance (Elemental Adept). Your reliable ranged plink.
| '''Create Bonfire''' || DC 18 DEX, 2d8 fire on a 5-ft. square; area denial that forces movement.
|-
|-
| '''Ray of Frost''' || Strixhaven (Prismari) || +10, 2d8 cold '''and''' −10 ft. speed — a kiting/control cantrip.
| '''Mage Hand''' || Telekinetic utility — levers, traps, retrieving items.
|-
|-
| '''Create Bonfire''' || Wizard || DC 18 DEX, 2d8 fire on a 5-ft. square; great area-denial and forces movement.
| '''Minor Illusion''' || Sound or image; bluffs, distractions, blocking line of sight.
|-
|-
| '''Mage Hand''' || Wizard || Telekinetic utility — levers, traps, retrieving items, distractions.
| '''Light''' || Utility light source.
|}
''(You also cast Fire Bolt, Ray of Frost, Prestidigitation and Thaumaturgy — but those come from feats/legacy, not your spellbook; see below.)''
 
=== Spellbook — 1st Level ===
{| class="wikitable"
! Spell !! What it does
|-
|-
| '''Minor Illusion''' || Wizard || Sound or image; bluffs, distractions, blocking line of sight.
| '''Chromatic Orb''' || +10, 3d8 of a chosen element (scales +1d8 per slot); your main single-target nuke that sidesteps resistances by switching damage type.
|-
|-
| '''Light''' || Wizard || Utility light source.
| '''Magic Missile''' || Auto-hit force, 3 darts (+1 per slot); ignores AC, finishes low-HP foes, reliably breaks concentration.
|-
|-
| '''Prestidigitation''' || Strixhaven (Prismari) || Catch-all minor magic.
| '''Tasha's Hideous Laughter''' || DC 18 WIS, target prone & incapacitated; brutal single-target lockdown.
|-
|-
| '''Thaumaturgy''' || Otherworldly Presence || Voice/flames/tremor flourish — great for Deception/Intimidation theater.
| '''Fog Cloud''' || 20-ft. heavily obscured sphere; blocks ranged attacks/sight, screens a retreat.
|}
|}


=== 1st Level (slots: 4) ===
=== Spellbook — 2nd Level ===
''Prepared wizard spells are marked ★. Ritual (R) spells can be cast without a slot if you have 10 min.''
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Source !! What it does
! Spell !! 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.
| '''Blindness/Deafness''' || DC 18 CON, blind a target (attacks against it have advantage, its attacks disadvantage); strong single-target debuff, no concentration.
|-
|-
| '''Magic Missile''' || Wizard || Auto-hit force, 3 darts (+1 per slot); ignores AC, finishes low-HP foes, breaks concentration reliably.
| '''Shatter''' || DC 18 CON, 3d8 thunder in a 10-ft. sphere; your go-to no-concentration AoE.
|}
 
=== Spellbook — 3rd Level ===
{| class="wikitable"
! Spell !! What it does
|-
|-
| '''Tasha's Hideous Laughter''' ★ || Wizard || DC 18 WIS, target is prone & incapacitated; brutal single-target lockdown.
| '''Counterspell''' || Reaction to shut down an enemy caster — the single most valuable reaction you can prepare against spellcasters.
|-
|-
| '''Fog Cloud''' || Wizard || 20-ft. heavily obscured sphere; blocks ranged attacks/sight, screens a retreat.
| '''Haste''' || +2 AC, double speed, extra action for an ally (or you); turns a frontliner into a blender.
|-
|-
| '''Comprehend Languages''' (R) || Wizard / Eye of Gilbraxius || Read/understand any language; the Eye casts it at-will.
| '''Slow''' || DC 18 WIS, cripple up to 6 creatures (half speed, −2 AC, one action only); top-tier group control.
|-
|-
| '''Detect Magic''' (R) || Wizard / Eye of Gilbraxius || Sense magic auras; the Eye casts it at-will.
| '''Bestow Curse''' || DC 18 WIS, stacking debuff on a key target (disadvantage, lost turns, +damage).
|-
|-
| '''Identify''' (R) || Wizard / Eye of Gilbraxius || Learn an item's properties; the Eye casts it at-will.
| '''Protection from Energy''' || Resistance to one damage type; clutch vs. dragon breath and elemental bosses.
|}
 
=== Spellbook — 4th Level ===
{| class="wikitable"
! Spell !! What it does
|-
|-
| '''Find Familiar''' (R) || Wizard || Summon a familiar (scout, Help action, deliver touch spells).
| '''Storm Sphere''' || +10, 2d6 + 4d6 lightning each turn in a 20-ft. sphere; sustained AoE damage plus difficult terrain. Your premier high-level spell.
|}
 
=== Always-Available Spells (NOT in your spellbook) ===
These come from feats, your Tiefling legacy, and magic items. They do '''not''' use prepared slots and are always castable — they're a free layer on top of your 16 spellbook spells. Don't waste spellbook slots re-preparing things these already cover.
 
{| class="wikitable"
! Spell !! Source !! Notes
|-
|-
| '''Tenser's Floating Disk''' (R) || Wizard || Floating cargo platform for hauling loot/wounded.
| '''Fire Bolt''' || Fiendish Legacy || +10, 2d10 fire; ignores fire resistance (Elemental Adept). Reliable ranged cantrip.
|-
|-
| '''Unseen Servant''' (R) || Wizard || Invisible helper for menial tasks and triggering traps.
| '''Ray of Frost''' || Strixhaven (Prismari) || +10, 2d8 cold and −10 ft. speed — a kiting cantrip.
|-
|-
| '''Mage Armor''' || Staff of Defense (1 charge) || Sets AC; cast from the staff so it costs no slot.
| '''Prestidigitation''' || Strixhaven (Prismari) || Catch-all minor magic.
|-
| '''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.
| '''Thaumaturgy''' || Otherworldly Presence || Voice/flame/tremor flourish for Deception & Intimidation.
|-
|-
| '''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).
|-
|-
| '''Hellish Rebuke''' || Fiendish Legacy (1/long rest) || Reaction, 2d10 fire when hit (scales with slot); punishes attackers.
| '''Darkness''' || Fiendish Legacy (1/long rest) || Magical darkness; pairs with your darkvision to blind foes.
|}
 
=== 2nd Level (slots: 3) ===
{| class="wikitable"
! 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.
| '''Mage Armor, Shield''' || Staff of Defense (charges) || Your defensive backbone — no slots needed.
|-
|-
| '''Shatter''' || Wizard || DC 18 CON, 3d8 thunder in a 10-ft. sphere; your go-to no-concentration AoE.
| '''Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye''' || Improved Eye of Gilbraxius || Mostly '''at-will''' detection & recon.
|-
|-
| '''Gentle Repose''' (R) || Wizard / Necromancer's Spellbook || Preserve a body / delay raise-dead deadline.
| '''Sleep, Mirror Image, Slow''' || The Bound Grimoire (charges) || Slot-free control & defense.
|-
|-
| '''See Invisibility''' || Eye of Gilbraxius (at-will) || See invisible & ethereal creatures; slot-free.
| '''Ray of Sickness, Witch Bolt, Gentle Repose, Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight, Stone Shape, Reincarnate, Teleportation Circle''' || Necromancer's Spellbook (charges) || Big slot-free toolkit incl. an 8d8 Blight and 5th-level effects.
|-
|-
| '''Mirror Image''' || The Bound Grimoire (charges) || Three decoy duplicates; strong defense with no slot/concentration.
| '''Suggestion''' || Wand of Suggestion (charges) || DC 18 WIS social control — your best 'talk them into it' tool.
|-
| '''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) ===
=== Spells Worth Copying Next ===
Your spellbook is thin (16 spells) compared to the wizard list you can copy. When you find or buy scrolls, or spend gold/downtime to transcribe, these high-value picks plug your biggest gaps. They're currently '''available to learn but not in your book''':
 
{| class="wikitable"
{| class="wikitable"
! Spell !! Source !! What it does
! Spell !! Lvl !! Why copy it
|-
| '''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.
| '''Misty Step''' || 2nd || Bonus-action teleport — your #1 gap. Escapes grapples/melee and repositions; you currently have no fast out.
|-
|-
| '''Bestow Curse''' || Wizard || DC 18 WIS, stacking debuff on a key target (disadvantage, lost turns, +damage).
| '''Web''' || 2nd || DC 18 DEX restrain in a 20-ft. cube; concentration AoE control to pair with your debuffs.
|-
|-
| '''Protection from Energy''' || Wizard || Resistance to one damage type; clutch vs. dragon breath and elemental bosses.
| '''Hold Person''' || 2nd || DC 18 WIS paralyze — auto-crits against the target; devastating vs. humanoids.
|-
|-
| '''Vampiric Touch''' || Necromancer's Spellbook (charges) || +10, 3d6 necrotic and heal half; slot-free sustain.
| '''Detect Thoughts''' || 2nd || Investigation/interrogation; great for your intrigue-brain role.
|-
|-
| '''Animate Dead''' || Necromancer's Spellbook (charges) || Raise undead minions; slot-free action economy.
| '''Invisibility''' || 2nd || Escape, infiltration, setting up the party.
|-
|-
| '''Leomund's Tiny Hut''' (R) || Wizard || Safe 10-ft. dome for resting in hostile terrain.
| '''Fireball''' || 3rd || The benchmark AoE nuke (8d6); with Elemental Adept your fire ignores resistance.
|-
|-
| '''Water Breathing''' (R) || Wizard || Party breathes underwater for 24h.
| '''Fly''' || 3rd || Mobility and vertical control for you or a frontliner.
|}
 
=== 4th Level (slots: 2 — your top slots) ===
{| class="wikitable"
! 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.
| '''Sending''' || 3rd || Long-range communication — invaluable plot/utility tool.
|-
|-
| '''Arcane Eye''' || Eye of Gilbraxius (at-will) || Invisible flying scout-eye; slot-free reconnaissance.
| '''Banishment''' || 4th || DC 18 CHA remove a boss or summon from the fight for a round (or for good if extraplanar).
|-
|-
| '''Blight''' || Necromancer's Spellbook (charges) || DC 18 CON, 8d8 necrotic single-target; big slot-free nuke.
| '''Greater Invisibility''' || 4th || Attack while invisible — advantage on your spell attacks, disadvantage on theirs.
|-
|-
| '''Stone Shape''' || Necromancer's Spellbook (charges) || Reshape stone — doors, bridges, traps; slot-free utility.
| '''Polymorph''' || 4th || Turn an ally into a T-Rex or shut down an enemy as a giant ape/sheep; enormous swing spell.
|}
 
=== 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"
! 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.
| '''Dimension Door''' || 4th || 500-ft. teleport for two — the premium escape/repositioning tool.
|}
|}


=== Item-Granted Spells at a Glance ===
== DAILY LOADOUTS (What To Prepare) ==
These cost item charges, '''not''' spell slots — lean on them to stretch your day:
Reality check: your spellbook only has '''12 leveled spells''' (4 cantrips are always on). With INT 20 at level 8 you can prepare '''13''' spells which is actually '''more than your whole leveled spellbook'''. So right now you can prepare '''every leveled spell you own, every day'''. The real daily choice isn't ''which'' to prepare — it's ''which to lead with'' and which '''item/feat spells''' to lean on so you save slots. Until you copy more spells (see "Spells Worth Copying Next"), these loadouts are about emphasis and slot management.
* '''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) ==
'''Your full prepared list (all 12, every day):''' Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud (1st); Blindness/Deafness, Shatter (2nd); Counterspell, Haste, Slow, Bestow Curse, Protection from Energy (3rd); Storm Sphere (4th).
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.
'''Free layer (no slots, every day):''' Mage Armor & Shield (Staff); Detect Magic, See Invisibility, Arcane Eye, Identify, Comprehend Languages (Eye, mostly at-will); Sleep, Mirror Image, Slow (Grimoire); Suggestion (Wand); the Necromancer's Spellbook toolkit (incl. Blight, Vampiric Touch, Animate Dead); Hellish Rebuke & Darkness (Legacy).


=== Combat / Dungeon-Crawl Day (default) ===
=== Combat / Dungeon-Crawl Day (default) ===
Balanced offense, control, and a counter. Good when you don't know what's coming.
* '''Lead with:''' Storm Sphere or Slow on a cluster; Magic Missile / Chromatic Orb to finish.
* '''1st:''' Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
* '''Hold a 3rd slot for Counterspell.''' Cast Mage Armor (Staff) before you enter; keep Shield reactions ready.
* '''2nd:''' Shatter, Blindness/Deafness
* '''Slot-savers:''' Use Necromancer's Spellbook charges (Blight, Vampiric Touch) instead of slots when you can.
* '''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 ===
=== Boss Fight / Big Single Target Day ===
Maximize single-target damage, debuff, and anti-caster insurance.
* '''Lead with:''' Bestow Curse + Blindness/Deafness to cripple the boss; Protection from Energy vs. its main damage type.
* '''1st:''' Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud
* '''Burst:''' Storm Sphere (upcast with your 2nd 4th-level slot), then Magic Missile to break concentration; Blight (item) for a slot-free 8d8.
* '''2nd:''' Blindness/Deafness, Shatter
* '''Save Counterspell''' for the boss's big turn.
* '''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 ===
Mobility, safe rests, and enough punch for ambushes.
* '''Slot-light:''' Most travel needs are covered by items/rituals — you rarely spend a slot.
* '''1st:''' Chromatic Orb, Magic Missile, Fog Cloud, Find Familiar (R)
* '''Lean on:''' Arcane Eye (Eye, at-will) to scout; Comprehend Languages & Detect Magic (Eye) for the unknown.
* '''2nd:''' Shatter, Gentle Repose (R)
* '''Keep ready:''' Fog Cloud and Counterspell for ambushes; Storm Sphere if a fight breaks out.
* '''3rd:''' Leomund's Tiny Hut (R), Water Breathing (R), Counterspell
* '''Gap to note:''' you have no ritual Tiny Hut/Water Breathing in your book yet plan camps accordingly or copy them.
* '''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 ===
Information, manipulation, and quiet outs. Your INT skills (Investigation +11, Arcana/Religion +8) already make you the party brain; these add leverage.
* '''Headline tool:''' Suggestion (Wand, DC 18 WIS) — slot-free social control. With CHA only +1, let this and the party face carry the talking.
* '''1st:''' Comprehend Languages (R), Detect Magic (R), Tasha's Hideous Laughter, Magic Missile
* '''Intel:''' Detect Magic & See Invisibility (Eye, at-will) catch hidden threats and magical deception; your Investigation +11 / Arcana +8 make you the answer-engine.
* '''2nd:''' Blindness/Deafness, Shatter
* '''If it turns violent:''' Tasha's Hideous Laughter or Slow drops a key foe quietly; Fog Cloud covers an exit.
* '''3rd:''' Counterspell, Slow, Bestow Curse
* '''Gap to note:''' Detect Thoughts and Invisibility (copy them) would massively upgrade this role.
* '''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 ===
Recon, problem-solving, and reshaping the environment.
* '''Recon:''' Arcane Eye (Eye) scouts rooms; Identify (Eye, at-will) IDs every find; Detect Magic flags traps & auras.
* '''1st:''' Find Familiar (R), Tenser's Floating Disk (R), Unseen Servant (R), Chromatic Orb
* '''Problem-solving:''' Stone Shape (Necro book) reshapes barriers; Mage Hand handles levers and pressure plates.
* '''2nd:''' Shatter, Blindness/Deafness
* '''Keep ready:''' Shatter for stuck doors / swarms; Counterspell in case lore-guardians cast.
* '''3rd:''' Water Breathing (R), Leomund's Tiny Hut (R), Counterspell
* '''Gap to note:''' Find Familiar and Unseen Servant (copy them) give you safe trap-trippers.
* '''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 ===
When you expect enemy spellcasters (cults, dragons' mages, liches).
* '''Core:''' Counterspell their key spell; Magic Missile to break concentration on what slips through; Slow to strip their action economy.
* '''1st:''' Magic Missile, Chromatic Orb, Tasha's Hideous Laughter, Fog Cloud
* '''Blind the casters:''' Darkness (Legacy) shuts down enemies without special sight; Blindness/Deafness on the lead caster.
* '''2nd:''' Blindness/Deafness, Shatter
* '''Protect the party:''' Protection from Energy vs. their signature element.
* '''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 ===
=== Order of Scribes Reminders ===
* '''Always keep:''' Counterspell, Storm Sphere, Chromatic Orb, Magic Missile — these earn their slot every day.
* Your '''Awakened Spellbook''' lets you change a spell's damage type when you cast it — so Chromatic Orb / Storm Sphere can dodge resistances.
* '''Swap in for control:''' Slow, Tasha's Hideous Laughter, Blindness/Deafness, Bestow Curse.
* '''Memorize Spell''' lets you swap one prepared spell after a short rest — but since you can already prepare your whole book, this mostly matters once you copy more spells.
* '''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).
* '''Priority:''' your single biggest power-up right now is '''copying more spells''' (especially Misty Step, Fireball, Web, Hold Person) your prepared ceiling (13) is wasted on a 12-spell book.
* '''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 22:35, 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

Your actual spellbook currently holds 16 spells (the rest of the wizard list is available to copy but not yet in your book — see "Spells Worth Copying Next" below). As an Order of Scribes wizard you prepare from these each long rest. On top of the spellbook you also have a large set of spells granted for free by your feats, Tiefling legacy, and magic items — those are listed separately because they do NOT take prepared slots and are NOT part of your spellbook.

Casting: Spell Save DC 18, Spell Attack +10 (both include the +2 from the Tome of Zariel's Lament — keep it attuned and in hand). Slots: 4 / 3 / 3 / 2 (1st–4th).

Spellbook — Cantrips

Cantrip What it does
Create Bonfire DC 18 DEX, 2d8 fire on a 5-ft. square; area denial that forces movement.
Mage Hand Telekinetic utility — levers, traps, retrieving items.
Minor Illusion Sound or image; bluffs, distractions, blocking line of sight.
Light Utility light source.

(You also cast Fire Bolt, Ray of Frost, Prestidigitation and Thaumaturgy — but those come from feats/legacy, not your spellbook; see below.)

Spellbook — 1st Level

Spell What it does
Chromatic Orb +10, 3d8 of a chosen element (scales +1d8 per slot); your main single-target nuke that sidesteps resistances by switching damage type.
Magic Missile Auto-hit force, 3 darts (+1 per slot); ignores AC, finishes low-HP foes, reliably breaks concentration.
Tasha's Hideous Laughter DC 18 WIS, target prone & incapacitated; brutal single-target lockdown.
Fog Cloud 20-ft. heavily obscured sphere; blocks ranged attacks/sight, screens a retreat.

Spellbook — 2nd Level

Spell What it does
Blindness/Deafness DC 18 CON, blind a target (attacks against it have advantage, its attacks disadvantage); strong single-target debuff, no concentration.
Shatter DC 18 CON, 3d8 thunder in a 10-ft. sphere; your go-to no-concentration AoE.

Spellbook — 3rd Level

Spell What it does
Counterspell Reaction to shut down an enemy caster — the single most valuable reaction you can prepare against spellcasters.
Haste +2 AC, double speed, extra action for an ally (or you); turns a frontliner into a blender.
Slow DC 18 WIS, cripple up to 6 creatures (half speed, −2 AC, one action only); top-tier group control.
Bestow Curse DC 18 WIS, stacking debuff on a key target (disadvantage, lost turns, +damage).
Protection from Energy Resistance to one damage type; clutch vs. dragon breath and elemental bosses.

Spellbook — 4th Level

Spell What it does
Storm Sphere +10, 2d6 + 4d6 lightning each turn in a 20-ft. sphere; sustained AoE damage plus difficult terrain. Your premier high-level spell.

Always-Available Spells (NOT in your spellbook)

These come from feats, your Tiefling legacy, and magic items. They do not use prepared slots and are always castable — they're a free layer on top of your 16 spellbook spells. Don't waste spellbook slots re-preparing things these already cover.

Spell Source Notes
Fire Bolt Fiendish Legacy +10, 2d10 fire; ignores fire resistance (Elemental Adept). Reliable ranged cantrip.
Ray of Frost Strixhaven (Prismari) +10, 2d8 cold and −10 ft. speed — a kiting cantrip.
Prestidigitation Strixhaven (Prismari) Catch-all minor magic.
Thaumaturgy Otherworldly Presence Voice/flame/tremor flourish for Deception & Intimidation.
Hellish Rebuke Fiendish Legacy (1/long rest) Reaction, 2d10 fire when hit (scales with slot).
Darkness Fiendish Legacy (1/long rest) Magical darkness; pairs with your darkvision to blind foes.
Mage Armor, Shield Staff of Defense (charges) Your defensive backbone — no slots needed.
Comprehend Languages, Detect Magic, Identify, See Invisibility, Arcane Eye Improved Eye of Gilbraxius Mostly at-will detection & recon.
Sleep, Mirror Image, Slow The Bound Grimoire (charges) Slot-free control & defense.
Ray of Sickness, Witch Bolt, Gentle Repose, Ray of Enfeeblement, Animate Dead, Vampiric Touch, Blight, Stone Shape, Reincarnate, Teleportation Circle Necromancer's Spellbook (charges) Big slot-free toolkit incl. an 8d8 Blight and 5th-level effects.
Suggestion Wand of Suggestion (charges) DC 18 WIS social control — your best 'talk them into it' tool.

Spells Worth Copying Next

Your spellbook is thin (16 spells) compared to the wizard list you can copy. When you find or buy scrolls, or spend gold/downtime to transcribe, these high-value picks plug your biggest gaps. They're currently available to learn but not in your book:

Spell Lvl Why copy it
Misty Step 2nd Bonus-action teleport — your #1 gap. Escapes grapples/melee and repositions; you currently have no fast out.
Web 2nd DC 18 DEX restrain in a 20-ft. cube; concentration AoE control to pair with your debuffs.
Hold Person 2nd DC 18 WIS paralyze — auto-crits against the target; devastating vs. humanoids.
Detect Thoughts 2nd Investigation/interrogation; great for your intrigue-brain role.
Invisibility 2nd Escape, infiltration, setting up the party.
Fireball 3rd The benchmark AoE nuke (8d6); with Elemental Adept your fire ignores resistance.
Fly 3rd Mobility and vertical control for you or a frontliner.
Sending 3rd Long-range communication — invaluable plot/utility tool.
Banishment 4th DC 18 CHA remove a boss or summon from the fight for a round (or for good if extraplanar).
Greater Invisibility 4th Attack while invisible — advantage on your spell attacks, disadvantage on theirs.
Polymorph 4th Turn an ally into a T-Rex or shut down an enemy as a giant ape/sheep; enormous swing spell.
Dimension Door 4th 500-ft. teleport for two — the premium escape/repositioning tool.

DAILY LOADOUTS (What To Prepare)

Reality check: your spellbook only has 12 leveled spells (4 cantrips are always on). With INT 20 at level 8 you can prepare 13 spells — which is actually more than your whole leveled spellbook. So right now you can prepare every leveled spell you own, every day. The real daily choice isn't which to prepare — it's which to lead with and which item/feat spells to lean on so you save slots. Until you copy more spells (see "Spells Worth Copying Next"), these loadouts are about emphasis and slot management.

Your full prepared list (all 12, every day): Chromatic Orb, Magic Missile, Tasha's Hideous Laughter, Fog Cloud (1st); Blindness/Deafness, Shatter (2nd); Counterspell, Haste, Slow, Bestow Curse, Protection from Energy (3rd); Storm Sphere (4th).

Free layer (no slots, every day): Mage Armor & Shield (Staff); Detect Magic, See Invisibility, Arcane Eye, Identify, Comprehend Languages (Eye, mostly at-will); Sleep, Mirror Image, Slow (Grimoire); Suggestion (Wand); the Necromancer's Spellbook toolkit (incl. Blight, Vampiric Touch, Animate Dead); Hellish Rebuke & Darkness (Legacy).

Combat / Dungeon-Crawl Day (default)

  • Lead with: Storm Sphere or Slow on a cluster; Magic Missile / Chromatic Orb to finish.
  • Hold a 3rd slot for Counterspell. Cast Mage Armor (Staff) before you enter; keep Shield reactions ready.
  • Slot-savers: Use Necromancer's Spellbook charges (Blight, Vampiric Touch) instead of slots when you can.

Boss Fight / Big Single Target Day

  • Lead with: Bestow Curse + Blindness/Deafness to cripple the boss; Protection from Energy vs. its main damage type.
  • Burst: Storm Sphere (upcast with your 2nd 4th-level slot), then Magic Missile to break concentration; Blight (item) for a slot-free 8d8.
  • Save Counterspell for the boss's big turn.

Travel / Wilderness Day

  • Slot-light: Most travel needs are covered by items/rituals — you rarely spend a slot.
  • Lean on: Arcane Eye (Eye, at-will) to scout; Comprehend Languages & Detect Magic (Eye) for the unknown.
  • Keep ready: Fog Cloud and Counterspell for ambushes; Storm Sphere if a fight breaks out.
  • Gap to note: you have no ritual Tiny Hut/Water Breathing in your book yet — plan camps accordingly or copy them.

Social / Intrigue / City Day

  • Headline tool: Suggestion (Wand, DC 18 WIS) — slot-free social control. With CHA only +1, let this and the party face carry the talking.
  • Intel: Detect Magic & See Invisibility (Eye, at-will) catch hidden threats and magical deception; your Investigation +11 / Arcana +8 make you the answer-engine.
  • If it turns violent: Tasha's Hideous Laughter or Slow drops a key foe quietly; Fog Cloud covers an exit.
  • Gap to note: Detect Thoughts and Invisibility (copy them) would massively upgrade this role.

Exploration / Trap-and-Lore Day

  • Recon: Arcane Eye (Eye) scouts rooms; Identify (Eye, at-will) IDs every find; Detect Magic flags traps & auras.
  • Problem-solving: Stone Shape (Necro book) reshapes barriers; Mage Hand handles levers and pressure plates.
  • Keep ready: Shatter for stuck doors / swarms; Counterspell in case lore-guardians cast.
  • Gap to note: Find Familiar and Unseen Servant (copy them) give you safe trap-trippers.

Anti-Caster / Counter-Magic Day

  • Core: Counterspell their key spell; Magic Missile to break concentration on what slips through; Slow to strip their action economy.
  • Blind the casters: Darkness (Legacy) shuts down enemies without special sight; Blindness/Deafness on the lead caster.
  • Protect the party: Protection from Energy vs. their signature element.

Order of Scribes Reminders

  • Your Awakened Spellbook lets you change a spell's damage type when you cast it — so Chromatic Orb / Storm Sphere can dodge resistances.
  • Memorize Spell lets you swap one prepared spell after a short rest — but since you can already prepare your whole book, this mostly matters once you copy more spells.
  • Priority: your single biggest power-up right now is copying more spells (especially Misty Step, Fireball, Web, Hold Person) — your prepared ceiling (13) is wasted on a 12-spell book.

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.