Could someone please clarify spells and spell slots for a wizard please. (Ignoring cantrips)
A 1st level wizard gets spells for their spell book according to Level + Int modifier. Assuming the wizard has Int of 18, that is 1 + 4, so 5 spells.
These 5 are listed in the spell book, and for example purposes here please assume they include Charm Person, Burning Hands and Feather fall.
Now at 1st level they have two first level spell slots, and this is where I am confused:
Do they have to specify which spells of the 5 in their spell book sit in those slots after their rest and then those spells are 'locked and loaded' in there. So the wizard could choose to put Charm Person in one slot and Burning hands in the other, but then can only use each spell once in that setup, or, they could load Burning hands in both slots, and therefore only use Burning Hands for the duration until the slots are emptied and then reloaded after rest... in both cases because they have not pre-loaded Feather Fall it cannot be used.
Or
Do the slots await use, and the wizard can choose which spell to use from any in the spell book at the point of casting. So has the freedom to cast Charm Person twice in the 'day', or Charm Person once and Burning Hands once, or, crucially, they could now for example cast Feather Fall if they wish (once or twice); so in this way the limit is simply no more than two 1st level spells cast in the 'day'.
(By 'day' I just mean the time between rest points where spell slots can be recovered.)
The spell book starts with a set number of spells, 5 as above, but could increase outside of the additional 2 each level by finding/buying spells etc. So imagining that the 1st level wizard with +4 intelligence had found a spell and added it to their spell book. This would mean they had 6 spells in their book, 5 starting and the extra found one.
The wizard can then 'prepare' and hold in mind a number of spells = level + int modifier, so 5. i.e not everything in their book.
Then they use any of these 5 spells at any time and more than once providing the spell slots have not been used, and that the relevant level slot is available. So for this example they could use any one of the 5 spells prepared twice in the 'day' or, 2 of the 5 spells once each in that 'day'.
The spell book starts with a set number of spells, 5 as above, but could increase outside of the additional 2 each level by finding/buying spells etc. So imagining that the 1st level wizard with +4 intelligence had found a spell and added it to their spell book. This would mean they had 6 spells in their book, 5 starting and the extra found one.
The wizard can then 'prepare' and hold in mind a number of spells = level + int modifier, so 5. i.e not everything in their book.
Then they use any of these 5 spells at any time and more than once providing the spell slots have not been used, and that the relevant level slot is available. So for this example they could use any one of the 5 spells prepared twice in the 'day' or, 2 of the 5 spells once each in that 'day'.
Is this right?
Close. So the first thing to make clear to new players is: spell slots do not determine what spell you know, they are the fuel that is only used when a spell is cast (and you can cast the same spell multiple times with multiple slots, or have spells that you run out of slots before casting).
Now that we've removed spell slots from the equation, that leaves class spells, spells known, and spells prepared (wizard is the most confusing spellcaster for new players). Let's take these in bullet points:
So your class spell list is the pool that you can learn spells from. You can't learn a spell that isn't on this list. Here is the wizard's.
Learned spells are spells you actually know (in this case, in your spellbook). The wizard starts with 6 known spells in their spellbook at level 1 and can add 2 more spells for free as they level up. Wizards can also add extra spells to their book from scrolls or other books by spending time and money. Spells learned must be on the wizard class spell list above.
Prepared spells are the spells you are ready to cast. After every long rest, your wizard can read their book and pick a number of spells up to their level+INT mod to prepare. You can only spend spell slots to cast wizard spells you have prepared.
Note: wizards can also cast any ritual in their spellbook (as a ritual) even if it isn't prepared.
So your level 1 wizard with 18 INT has 6 level 1 spells in their book, can prepare 5 spells, and has 2 level 1 spell slots to cast them with. At level 2, they will add 2 level 1 spells to their book (8 total, assuming no extras were added), can prepare 6 spells, and will have 3 level 1 slots to cast with.
Thank you. I'd originally given the character the 6 spells at level one, but then had thought I'd read somewhere about 'level + int modifier' for starting number instead and got confused, nice to know it is 6 for sure regardless of int at the beginning.
The clarification on slots as being 'fuel' is perfect thanks.
No problem. I usually recommend clerics for a player's first spellcaster. They know all their class spells so they don't have to deal with the extra layer of complication that is spellbooks. They also don't die as easy as wizards due to armor and healing, and many are even good at melee. So very forgiving to mistakes and user friendly.
Wizards are great after you learn how to play them. They have the widest variety of spells and can trivialize many adventure problems with rituals while also doing their part in combat.
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Hi,
Could someone please clarify spells and spell slots for a wizard please. (Ignoring cantrips)
A 1st level wizard gets spells for their spell book according to Level + Int modifier. Assuming the wizard has Int of 18, that is 1 + 4, so 5 spells.
These 5 are listed in the spell book, and for example purposes here please assume they include Charm Person, Burning Hands and Feather fall.
Now at 1st level they have two first level spell slots, and this is where I am confused:
Do they have to specify which spells of the 5 in their spell book sit in those slots after their rest and then those spells are 'locked and loaded' in there. So the wizard could choose to put Charm Person in one slot and Burning hands in the other, but then can only use each spell once in that setup, or, they could load Burning hands in both slots, and therefore only use Burning Hands for the duration until the slots are emptied and then reloaded after rest... in both cases because they have not pre-loaded Feather Fall it cannot be used.
Or
Do the slots await use, and the wizard can choose which spell to use from any in the spell book at the point of casting. So has the freedom to cast Charm Person twice in the 'day', or Charm Person once and Burning Hands once, or, crucially, they could now for example cast Feather Fall if they wish (once or twice); so in this way the limit is simply no more than two 1st level spells cast in the 'day'.
(By 'day' I just mean the time between rest points where spell slots can be recovered.)
I hope my querstion makes sense!
Thanks for any help.
Hmm, I think I may understand:
The spell book starts with a set number of spells, 5 as above, but could increase outside of the additional 2 each level by finding/buying spells etc. So imagining that the 1st level wizard with +4 intelligence had found a spell and added it to their spell book. This would mean they had 6 spells in their book, 5 starting and the extra found one.
The wizard can then 'prepare' and hold in mind a number of spells = level + int modifier, so 5. i.e not everything in their book.
Then they use any of these 5 spells at any time and more than once providing the spell slots have not been used, and that the relevant level slot is available. So for this example they could use any one of the 5 spells prepared twice in the 'day' or, 2 of the 5 spells once each in that 'day'.
Is this right?
Close. So the first thing to make clear to new players is: spell slots do not determine what spell you know, they are the fuel that is only used when a spell is cast (and you can cast the same spell multiple times with multiple slots, or have spells that you run out of slots before casting).
Now that we've removed spell slots from the equation, that leaves class spells, spells known, and spells prepared (wizard is the most confusing spellcaster for new players). Let's take these in bullet points:
So your level 1 wizard with 18 INT has 6 level 1 spells in their book, can prepare 5 spells, and has 2 level 1 spell slots to cast them with. At level 2, they will add 2 level 1 spells to their book (8 total, assuming no extras were added), can prepare 6 spells, and will have 3 level 1 slots to cast with.
Any further questions?
Thank you. I'd originally given the character the 6 spells at level one, but then had thought I'd read somewhere about 'level + int modifier' for starting number instead and got confused, nice to know it is 6 for sure regardless of int at the beginning.
The clarification on slots as being 'fuel' is perfect thanks.
No problem. I usually recommend clerics for a player's first spellcaster. They know all their class spells so they don't have to deal with the extra layer of complication that is spellbooks. They also don't die as easy as wizards due to armor and healing, and many are even good at melee. So very forgiving to mistakes and user friendly.
Wizards are great after you learn how to play them. They have the widest variety of spells and can trivialize many adventure problems with rituals while also doing their part in combat.