Shade/Player Guide

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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 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.