Advanced Dungeons and Dragons Second Edition: Wizard: Selecting Spells
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Selecting Spells

A wizard uses his spell points to choose his arsenal of spells when he takes the time to rest and study his spellbooks. Most wizards pre-select their spells; if a wizard can memorize two 2nd-level spells, he picks two specific 2nd-level spells from his spellbook (say, invisibility and wizard lock) and stores them in his mind. This is referred to as a fixed magick; once chosen, these spells cannot be changed until the wizard casts them and then studies his spellbooks again.
However, a wizard may designate some of his spell points for free magicks. Free magicks are spell points which the wizard does not does not designate for a specific spell. By keeping the magick open, the wizard can use it to cast any spell of the appropriate level that he has in his spellbooks.
For example, a 3rd-level specialist wizard might spend his spell points to acquire one fixed 2nd-level magick within his specialization (invisibility, for instance) and one free 2nd-level magick (see Table 3.4.3 : Spell Cost by Level (Wizard) for spell costs). With the free magick, the wizard can cast any 2nd-level spell in his book when he needs it. If the wizard found himself in a situation where he needed to probe someone’s thoughts, he could use ESP; if he needed to aid a friend involved in a fight, he could use strength; or, if he needed to distract some pursuers, he could use improved phantasmal force. As long as the spell is known to the wizard and recorded in his spellbooks, it’s available through a free magick.
Obviously, this is a huge advantage for a wizard. Instead of guessing about which of his spells may be useful in a particular adventure, the wizard can have all of his spells of that level accessible. However, free magicks are less efficient than fixed magicks and cost more spell points to fill. Once the free magick has been used to cast a spell, it is wiped from the wizard’s memory, just like a fixed magick.
Argyth, a 6th-level mage, has a total of 55 spell points with which to purchase his spell selection. He expects heavy combat against tough opponents in the coming adventure. For 10 points apiece, he chooses three fixed 3rd-level spells — fireball, lightning bolt, and haste. Since he doesn’t know which of his 2nd-level spells may be most useful, he spends 12 more points to acquire a single free 2nd-level magick, which can be used to cast any of his 2nd-level spells. He has 13 points left over and decides to memorize two magic missiles, one protection from evil, and one free magick cantrip. Argyth has spent his 55 points. He has one less 1st-level and 2nd-level spell than he would using the old style memorization, but he has an extra 3rd-level spell and the ability to call upon any 2nd-level spell and cantrip he knows once each.
Tierwen is a 3rd-level invoker. She has 15 points available for general selections, plus 10 more points for spells of the school of invocation and evocation. She decides to select web and magic missile for her bonus spells, using up all 10 spell points. For her normal allocation, she chooses jump, light, and stinking cloud, totalling 14 spell points. She has 1 point left over and has purchased exactly what a 3rd-level invoker would receive using the old style memorization — three 1st-level spells and two 2nd-level spells.

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