Probably better to ask in the Wizard section, but they get 6 at 1st Level and add 2 whenever they gain a level in Wizard. Beyond that, it depends on the DM, and campaign setting, to give them the opportunity to learn additional spells. In some settings, that is as easy as buying spell scrolls at the local magic shop/wizards guild, while in other settings, like Dark Sun, it's probably not going to happen.
In total from levelling: 2x wizard level, plus 4. Not including cantrips.
As mentioned, they get 6 at 1st level and 2 every level thereafter.
As for the ones they get from adventuring: that is up the DM and the campaign. In high magic settings probably a lot more, while in lower magic settings, it'll be less.
A general rule is treat spells like magic items. Determine level by rarity (DMG , spell scrolls) and when it comes time for dropping some lootables, consider this an option for the wizard instead of an actual magic item. This might be a scroll in a hidden case or a fellow mage. Does the city have libraries or academies where magical knowledge might be kept? They might have some lower basic spells available for purchase.
It's like any other reward but where the fighter gets enchanted armour, or the barb gets a lightning infused greataxe, or the rogue getting a few invisibility potions - the wizard will get some spells. And the frequency of rewards will entirely depend on what the party is doing, what rewards you think are valid etc. Is there another spellcaster in the party like a cleric? If they use a spell that's also on the wizard spell list - you might say the Wizard has seen it enough to perform their own version which they finally realise like a flash of inspiration - they still spend the time and gold for scribing like normal, it's functionally no different than them finding a lost spell book - it just might be a more interesting way to provide it.
You might want to hold out for a longer while and then give them a larger reward of a more full spellbook containing multiple spells the wizard doesn't already have.
Or maybe there was a contest for a rare and powerful spell. Or a powerful entity offered magical knowledge in exchange for a heavy price.
There's no hard and fast rule about it. It's not going to break the game either way - the wizard still has to spend time and gold and are limited in how much they can actually prepare.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
"You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level"
So @ lvl 5 with 18/20 INT that would be 9/10 known spells you prepare for the day.
Incidentally a lvl 5 sorc with the new subclass would be 12 spells prepared, but you can't swap them each day.
If you really want to 'spell up' then a 1st level bard dip + 4 AbSoul would give you 13 spells & 8 cantrips @ lvl 5. Lvl 6 would be 16 spells. Go variant with a touched feat for 18 spells total. Take Metamagic adept as the other feat and this build has:
(@ lvl 6) 18 known spells prepared, 8 cantrips & 4 meta-magics (All spells CHA based)
If you can't get what you want done, done, with that lot, you need a re-think :)
How many spells should a Wizard know per level (including the ones they get for free as well as the ones they find adventuring).
Probably better to ask in the Wizard section, but they get 6 at 1st Level and add 2 whenever they gain a level in Wizard. Beyond that, it depends on the DM, and campaign setting, to give them the opportunity to learn additional spells. In some settings, that is as easy as buying spell scrolls at the local magic shop/wizards guild, while in other settings, like Dark Sun, it's probably not going to happen.
It is not I who am Mad, it is I who am Krazy!
oops! I thought I had asked in the Wizard section
In total from levelling: 2x wizard level, plus 4. Not including cantrips.
As mentioned, they get 6 at 1st level and 2 every level thereafter.
As for the ones they get from adventuring: that is up the DM and the campaign. In high magic settings probably a lot more, while in lower magic settings, it'll be less.
A general rule is treat spells like magic items. Determine level by rarity (DMG , spell scrolls) and when it comes time for dropping some lootables, consider this an option for the wizard instead of an actual magic item. This might be a scroll in a hidden case or a fellow mage. Does the city have libraries or academies where magical knowledge might be kept? They might have some lower basic spells available for purchase.
It's like any other reward but where the fighter gets enchanted armour, or the barb gets a lightning infused greataxe, or the rogue getting a few invisibility potions - the wizard will get some spells. And the frequency of rewards will entirely depend on what the party is doing, what rewards you think are valid etc. Is there another spellcaster in the party like a cleric? If they use a spell that's also on the wizard spell list - you might say the Wizard has seen it enough to perform their own version which they finally realise like a flash of inspiration - they still spend the time and gold for scribing like normal, it's functionally no different than them finding a lost spell book - it just might be a more interesting way to provide it.
You might want to hold out for a longer while and then give them a larger reward of a more full spellbook containing multiple spells the wizard doesn't already have.
Or maybe there was a contest for a rare and powerful spell. Or a powerful entity offered magical knowledge in exchange for a heavy price.
There's no hard and fast rule about it. It's not going to break the game either way - the wizard still has to spend time and gold and are limited in how much they can actually prepare.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
As you asked about 'prepared' -
"You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level"
So @ lvl 5 with 18/20 INT that would be 9/10 known spells you prepare for the day.
Incidentally a lvl 5 sorc with the new subclass would be 12 spells prepared, but you can't swap them each day.
If you really want to 'spell up' then a 1st level bard dip + 4 AbSoul would give you 13 spells & 8 cantrips @ lvl 5. Lvl 6 would be 16 spells. Go variant with a touched feat for 18 spells total. Take Metamagic adept as the other feat and this build has:
(@ lvl 6) 18 known spells prepared, 8 cantrips & 4 meta-magics (All spells CHA based)
If you can't get what you want done, done, with that lot, you need a re-think :)
I’m not asking a rules question. I’m asking how many spells you give to the Wizard by level in your campaign.
sorry about not phrasing that better.
My bad, I got mixed up. Hope you got what you needed :)