Shade/Player Guide

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Revision as of 21:57, 30 May 2026 by Wvaske (talk | contribs) (Rewrite for Bard-to-Wizard change (Shadier, Order of Scribes Wizard 8): new INT-based stats, prepared-spell mechanics, Order of Scribes features, comprehensive spellbook breakdown, and daily prepared-spell loadouts (combat/boss/travel/social/exploration/anti-caster))
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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 16, +8 to hit)
  • 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: 16 | Spell Attack Bonus: +8 | Spellcasting Ability: Intelligence (+5)

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'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.)

Cantrips (always available)

Cantrip Job Notes
Fire Bolt Damage 2d10 fire at 120 ft; best with Elemental Adept (ignores fire resistance)
Ray of Frost Damage + control 2d8 cold, target's speed -10 ft
Create Bonfire Damage/zone 2d8 fire on a square, persists (concentration)
Minor Illusion Control/utility Sound or image - distractions, fake walls
Mage Hand Utility Remote manipulation, traps, levers
Light / Prestidigitation / Thaumaturgy Utility/flavor Illumination, cleaning, minor effects, intimidation flair

1st Level

Spell Job Notes
Magic Missile Damage (auto-hit) 3 darts, never misses - great for finishing low-HP foes and breaking enemy concentration
Chromatic Orb Damage (scales hard) 3d8, choose the element; upcasts very well
Witch Bolt [free 1/LR] Damage 2d12 then sustained
Ray of Sickness [item] Damage + Poisoned From Necromancer's Spellbook
Tasha's Hideous Laughter Control Drop one creature prone + incapacitated (WIS)
Sleep [item] Control Incapacitate weak groups
Fog Cloud Control/cover Heavily obscure an area - break line of sight
Shield [item] Defense (reaction) +5 AC; from Staff of Defense
Mage Armor [item] Defense Base AC 13+DEX for 8 hours
Hellish Rebuke [free 1/LR] Reaction damage 2d10 fire when hit
Detect Magic [ritual] / Identify [ritual] Detection You already see magic; these confirm specifics
Comprehend Languages [ritual/item] Social/utility Read/understand any language
Find Familiar [ritual] Utility Scout, deliver touch spells, Help for advantage
Tenser's Floating Disk / Unseen Servant [ritual] Utility Hauling, chores

2nd Level

Spell Job Notes
Shatter Damage (AoE) 3d8 thunder in a 10 ft sphere
Mirror Image [item] Defense Three decoys; excellent survival tool for a squishy wizard
Blindness/Deafness Control Blind a key foe (CON); blinded = they miss, you hit
Suggestion [item] Control/social Command one creature for up to 8 hours
Darkness [free 1/LR] Control Magical darkness; escape or deny sight
Ray of Enfeeblement [item] Debuff Halve a bruiser's weapon damage
See Invisibility [item] Detection Spot hidden/invisible threats
Gentle Repose [item/ritual] Utility Preserve a body for revival

3rd Level

Spell Job Notes
Counterspell Counter-magic Shut down an enemy spell - often the most important thing she does in a fight
Haste Buff +2 AC, extra action, double speed on a frontliner - swing a fight
Slow Control (AoE) Cripple up to 6 enemies (WIS)
Bestow Curse Debuff Many effects vs one target; upcasts to longer/Concentration-free
Vampiric Touch [item] Damage + self-heal 3d6 necrotic, heal half
Animate Dead [item] Summon Raise undead minions (note the party's view of necromancy)
Protection from Energy Defense Resistance to one element for an ally/self
Leomund's Tiny Hut [ritual] Utility Safe rest dome for the party
Water Breathing [ritual] Travel Underwater adventuring

4th Level (her top slots)

Spell Job Notes
Storm Sphere Damage (sustained AoE) 2d6 + 4d6 bolt each turn; great concentration damage
Blight [item] Damage (single target) 8d8 necrotic - boss nuke
Arcane Eye [item] Scouting Fly an invisible eye to scout ahead
Stone Shape [item] Utility Reshape stone - walls, doors, escape

Item-Granted & Higher-Level Spells

Spell Source Job
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
Mage Armor, Shield Staff of Defense (10 charges) Free defense - keep Mage Armor up daily

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.

Combat / Dungeon-Crawl Day (default)

Your go-to fighting kit.

  • Damage: Magic Missile, Chromatic Orb, Fireball (if learned) or Shatter, Storm Sphere
  • Control: Slow, Tasha's Hideous Laughter, Fog Cloud
  • Counter/Buff: Counterspell, Haste
  • Single-target nuke: Blight [item] or Bestow Curse
  • Defense: (Shield + Mage Armor from Staff), Mirror Image [item], Protection from Energy

Plan: Open with control (Slow) or burst (Storm Sphere), hold Counterspell for the enemy caster, and Haste your best frontliner.

Boss Fight 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]

Plan: Counterspell their big spells, Slow the boss, sustain Storm Sphere, and use Magic Missile to break enemy concentration on key buffs.

Travel / Wilderness Day

  • Utility/Travel: Water Breathing [ritual], Leomund's Tiny Hut [ritual], Tenser's Floating Disk [ritual], Unseen Servant [ritual], Find Familiar [ritual]
  • Just-in-case combat: Fog Cloud, Magic Missile, Counterspell, Slow

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.

Social / Intrigue / City Day

  • Social: Suggestion [item/Wand], Comprehend Languages [item], Detect Magic / See Invisibility [item - at will], Disguise Self (if learned)
  • Info: Detect Thoughts (if learned), Sending (if learned)
  • Backup: Counterspell, Fog Cloud (escape), Mirror Image [item]

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).

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]
  • Backup combat: Magic Missile, Counterspell, Slow

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.)

Anti-Caster / Counter-Magic Day

  • Counterspell, Slow, Magic Missile (concentration-breaking), Blindness/Deafness, Bestow Curse, Mirror Image [item], plus Darkness [free 1/LR]

Plan: Counterspell their leads, Magic Missile to break concentration on anything that resolves, blind their archers/casters.

COMBAT - What Can I Do On My Turn?

Damage Options

Spell Level To Hit / Save Damage Notes
Fire Bolt Cantrip +8 2d10 fire Free; ignores fire resistance (Elemental Adept)
Magic Missile 1st auto 3x 1d4+1 force Never misses; breaks concentration
Chromatic Orb 1st+ +8 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 16 | Spell Attack +8 | INT +5
  • 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.