I'm still on vacation, so my time is short at the moment. I do plan on responding to the comments on the last couple posts, and I do intend to continue my "fighter love" series...probably when I'm back in Seattle. However, I'm working on a little "somethin'-somethin" at the moment and I"m looking for feedback from all my knowledgable readers:
What do you think is a good (maximum) number of spells to be cast by a single magic-user during a game session?
Now, in considering this, keep in mind that the "spells per day" in a normal D&D game can be anything from 1 to 60+ depending on the level of the character and the edition/system being used. But consider my question with the following caveats:
- I'm talking about "one game session;" whether or not the character has all the spells in the world or is simply "refreshing himself" by heading back to town multiple times during the game session.
- I am assuming the character is not "adventuring solo," but has a comparable group of fellow adventurers.
- Forget about "attack spells" for the moment, except for maybe 2-3 "big bomb" types (sleep, fireball, etc.) that might be used...I don't want people considering the "infinity-use-ray-of-cold-cantrip" that's used every round of 5E as a spell. It's the same thing as throwing daggers or darts. Just give me "magical effects."
- Add two or three extra to that maximum to take into consideration spells that might be tried but prove not to be useful. Sometimes a magic-user wastes a spell or two in the course of a game session and that's to be expected.
- As with the attack cantrips, forget about detect magic spells and such...unless the spell is used once (like, at the end of the game session on a big pile of possibly-enchanted-items the party has uncovered).
Give me a number that would make a magic-user feel like he (or she) is pulling his weight without upstaging the rest of the party. I am assuming a double digit figure here, but you're welcome to surprise me. Consider the "game session" to be somewhere from 4-6 hours in length.