I’m a new DM, running a campaign for some brand-new players. They should be leveling up in the next session or two, and the wizard in the group is going to hit level 3. I’ve been looking over the classes for each player in the party, researching their options so that if they have questions I might be able to point them in the right direction. For the wizard, though, I have run into a thing that's got me all turned around. At level 3, the wizard gains access to level 2 spells, and has 2 slots for them. During character creation, the PHB is pretty straightforward:
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
So he went through the wizard spell list and chose his six 1st level spells. Now at level 3, how many 2nd-level spells can he know? He has two slots, but I’m assuming he gets to have more than just two? Seems lame if he is stuck with so few. And then there’s this, again from the wizard details:
For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
So, this seems to say that the wizard gets to choose a new batch of 6 spells to replace the ones he chose at 1st level, but that idea seems to contradict the idea of a spell book, where I assume every spell the wizard ever learns gets copied down. Lets say the player wants to pick 6 2nd-level spells. What happens to the ones he’s been using up until now? What am I missing here? I’m sure it’s something totally obvious, and I’m kind of annoyed that I’m not seeing it.
The wizard is a little more complicated than most other spellcasting types, but it's pretty straightforward if you keep a little thing in mind:
His spellcasting capacity depends on three things.
Those being: 1. His 'known' spells (spells he has in his spellbook). 2. His 'prepared' spells (spells he has prepared at the start of the day, and thus has available for this day). 3. His spell slots (the number of available spells to cast for a given spell level).
At each class level, the wizard gets 2 more 'known' spells for free (Player's Handbook pg 114, bottom right: "Learning Spells of 1st Level and Higher". Contrary to Sorcerers and similar, there's no provision for a Wizard to "exchange" known spells, because he doesn't lose them, they are always there (as long as he has his spellbook(s), at least). He can also find new spells in enemy spellbooks, found scrolls, bought scrolls, carved upon the draconic skin of dead gods, and whatever else you imagine - but those spells need time and gold to be copied to his spellbook (and thus become "known").
What changes in the wizard's capacity per day is what spells he prepares for that day. That's the "Int Modifier + Wizard level" thing. A standard "adventuring" loadout? One that is full of fire resistance and cold damage for that foray into the Fiery Mountains of Doom? Water Breathing and Freedom of Movement and similar for an underwater adventure? Few things are as potent as a well-prepared wizard.
The wizard is a little more complicated than most other spellcasting types, but it's pretty straightforward if you keep a little thing in mind:
His spellcasting capacity depends on three things.
Those being: 1. His 'known' spells (spells he has in his spellbook). 2. His 'prepared' spells (spells he has prepared at the start of the day, and thus has available for this day). 3. His spell slots (the number of available spells to cast for a given spell level).
At each class level, the wizard gets 2 more 'known' spells for free (Player's Handbook pg 114, bottom right: "Learning Spells of 1st Level and Higher". Contrary to Sorcerers and similar, there's no provision for a Wizard to "exchange" known spells, because he doesn't lose them, they are always there (as long as he has his spellbook(s), at least). He can also find new spells in enemy spellbooks, found scrolls, bought scrolls, carved upon the draconic skin of dead gods, and whatever else you imagine - but those spells need time and gold to be copied to his spellbook (and thus become "known").
What changes in the wizard's capacity per day is what spells he prepares for that day. That's the "Int Modifier + Wizard level" thing. A standard "adventuring" loadout? One that is full of fire resistance and cold damage for that foray into the Fiery Mountains of Doom? Water Breathing and Freedom of Movement and similar for an underwater adventure? Few things are as potent as a well-prepared wizard.
Huh, that seems like it makes sense. So, if I understand, at level three, you *know* six 1st-level spells and two 2nd-level spells. Whereby “know” means they are in his spell book. So, of the 8 spells you know, you *prepare* any 6 after a long rest. At level four, he get’s to *know* 2 more spells for free, and when he get to level five, where he gains access to level 3 spells, he can choose two of those for free. This is all aside from spells learned in-game as the result of the examples you provided. Is that pretty much right?
Huh, that seems like it makes sense. So, if I understand, at level three, you *know* six 1st-level spells and two 2nd-level spells. Whereby “know” means they are in his spell book. So, of the 8 spells you know, you *prepare* any 6 after a long rest. At level four, he get’s to *know* 2 more spells for free, and when he get to level five, where he gains access to level 3 spells, he can choose two of those for free. This is all aside from spells learned in-game as the result of the examples you provided. Is that pretty much right?
Looks like the only details you didn't get correct is that a 3rd-level wizard should have eight 1st-level spells (the six from character creation at 1st level, and two gained when rising to 2nd level as a character), and two 2nd-level spells, not counting any learned in-game.
And how many spells a wizard prepares is the combination of their wizard level and intelligence modifier, which you may have gotten correct if by "prepare any 6 after a long rest" you were meaning to say that the 3rd-level wizard happens to have an intelligence modifier of +3, but could have gotten wrong if you thought the total number of spell slots (which happen to be 6 at level 3) was involved.
Huh, that seems like it makes sense. So, if I understand, at level three, you *know* six 1st-level spells and two 2nd-level spells. Whereby “know” means they are in his spell book. So, of the 8 spells you know, you *prepare* any 6 after a long rest. At level four, he get’s to *know* 2 more spells for free, and when he get to level five, where he gains access to level 3 spells, he can choose two of those for free. This is all aside from spells learned in-game as the result of the examples you provided. Is that pretty much right?
Looks like the only details you didn't get correct is that a 3rd-level wizard should have eight 1st-level spells (the six from character creation at 1st level, and two gained when rising to 2nd level as a character), and two 2nd-level spells, not counting any learned in-game.
And how many spells a wizard prepares is the combination of their wizard level and intelligence modifier, which you may have gotten correct if by "prepare any 6 after a long rest" you were meaning to say that the 3rd-level wizard happens to have an intelligence modifier of +3, but could have gotten wrong if you thought the total number of spell slots (which happen to be 6 at level 3) was involved.
Ah yes, I did forget about the two spells he gets for getting up to level 2! He’ll be happy about that. Yeah, his Int modifier is +3.
The wizard is a little more complicated than most other spellcasting types, but it's pretty straightforward if you keep a little thing in mind:
His spellcasting capacity depends on three things.
Those being: 1. His 'known' spells (spells he has in his spellbook). 2. His 'prepared' spells (spells he has prepared at the start of the day, and thus has available for this day). 3. His spell slots (the number of available spells to cast for a given spell level).
At each class level, the wizard gets 2 more 'known' spells for free (Player's Handbook pg 114, bottom right: "Learning Spells of 1st Level and Higher". Contrary to Sorcerers and similar, there's no provision for a Wizard to "exchange" known spells, because he doesn't lose them, they are always there (as long as he has his spellbook(s), at least). He can also find new spells in enemy spellbooks, found scrolls, bought scrolls, carved upon the draconic skin of dead gods, and whatever else you imagine - but those spells need time and gold to be copied to his spellbook (and thus become "known").
What changes in the wizard's capacity per day is what spells he prepares for that day. That's the "Int Modifier + Wizard level" thing. A standard "adventuring" loadout? One that is full of fire resistance and cold damage for that foray into the Fiery Mountains of Doom? Water Breathing and Freedom of Movement and similar for an underwater adventure? Few things are as potent as a well-prepared wizard.
Huh, that seems like it makes sense. So, if I understand, at level three, you *know* six 1st-level spells and two 2nd-level spells. Whereby “know” means they are in his spell book. So, of the 8 spells you know, you *prepare* any 6 after a long rest. At level four, he get’s to *know* 2 more spells for free, and when he get to level five, where he gains access to level 3 spells, he can choose two of those for free. This is all aside from spells learned in-game as the result of the examples you provided. Is that pretty much right?
Also, those spells you gain at 3rd level don't HAVE to be 2nd level spells if you don't want them to be. They could be any combination of 1st and 2nd level spells if there's one you REALLY wanted to learn but didn't have yet.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Much more helpful advice for later levels when there might actually be a 7th or 8th level spell you would rather have than another 9th level spell, when you plan to always use your current 9th level spell all the time.
So how does changing prepared spells work for a cleric then? They don't have a spellbook, so do prepared spells = = known spells? My party also has a cleric about to hit level 3.
So how does changing prepared spells work for a cleric then? They don't have a spellbook, so do prepared spells = = known spells? My party also has a cleric about to hit level 3.
Clerics and Druids know each spell from their spell list, but they prepare a certain amount each day (WIS modifier + class level).
So how does changing prepared spells work for a cleric then? They don't have a spellbook, so do prepared spells = = known spells? My party also has a cleric about to hit level 3.
Clerics and Druids know each spell from their spell list, but they prepare a certain amount each day (WIS modifier + class level).
Oh, okay, great. So just prep whatever spell you want at the start of each day, for levels you have slots for. Well that's easy.
So how does changing prepared spells work for a cleric then? They don't have a spellbook, so do prepared spells = = known spells? My party also has a cleric about to hit level 3.
Clerics and Druids know each spell from their spell list, but they prepare a certain amount each day (WIS modifier + class level).
Oh, okay, great. So just prep whatever spell you want at the start of each day, for levels you have slots for. Well that's easy.
Yep, Furthermore Clerics and Druids gains bonus prepared spells (in addition to those selected by the formula above. These spells are Domain spells for the clerics and Circle spells for druids (circle of the land).
So how does changing prepared spells work for a cleric then? They don't have a spellbook, so do prepared spells = = known spells? My party also has a cleric about to hit level 3.
Clerics and Druids know each spell from their spell list, but they prepare a certain amount each day (WIS modifier + class level).
Oh, okay, great. So just prep whatever spell you want at the start of each day, for levels you have slots for. Well that's easy.
Yep, Furthermore Clerics and Druids gains bonus prepared spells (in addition to those selected by the formula above. These spells are Domain spells for the clerics and Circle spells for druids (circle of the land).
Yeah, those Channel Divinity perks have been very useful.
The count of prepared spells on the wizard sheet includes cantrips, which aren't technically prepared, nor do they count against the number. It's confusing. I've been needing myself by 4 spells. :-)
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I’m a new DM, running a campaign for some brand-new players. They should be leveling up in the next session or two, and the wizard in the group is going to hit level 3. I’ve been looking over the classes for each player in the party, researching their options so that if they have questions I might be able to point them in the right direction. For the wizard, though, I have run into a thing that's got me all turned around. At level 3, the wizard gains access to level 2 spells, and has 2 slots for them. During character creation, the PHB is pretty straightforward:
So he went through the wizard spell list and chose his six 1st level spells. Now at level 3, how many 2nd-level spells can he know? He has two slots, but I’m assuming he gets to have more than just two? Seems lame if he is stuck with so few. And then there’s this, again from the wizard details:
So, this seems to say that the wizard gets to choose a new batch of 6 spells to replace the ones he chose at 1st level, but that idea seems to contradict the idea of a spell book, where I assume every spell the wizard ever learns gets copied down. Lets say the player wants to pick 6 2nd-level spells. What happens to the ones he’s been using up until now? What am I missing here? I’m sure it’s something totally obvious, and I’m kind of annoyed that I’m not seeing it.
Thanks in advance!
Leave the gun. Take the cannoli.
The wizard is a little more complicated than most other spellcasting types, but it's pretty straightforward if you keep a little thing in mind:
His spellcasting capacity depends on three things.
Those being:
1. His 'known' spells (spells he has in his spellbook).
2. His 'prepared' spells (spells he has prepared at the start of the day, and thus has available for this day).
3. His spell slots (the number of available spells to cast for a given spell level).
At each class level, the wizard gets 2 more 'known' spells for free (Player's Handbook pg 114, bottom right: "Learning Spells of 1st Level and Higher". Contrary to Sorcerers and similar, there's no provision for a Wizard to "exchange" known spells, because he doesn't lose them, they are always there (as long as he has his spellbook(s), at least). He can also find new spells in enemy spellbooks, found scrolls, bought scrolls, carved upon the draconic skin of dead gods, and whatever else you imagine - but those spells need time and gold to be copied to his spellbook (and thus become "known").
What changes in the wizard's capacity per day is what spells he prepares for that day. That's the "Int Modifier + Wizard level" thing. A standard "adventuring" loadout? One that is full of fire resistance and cold damage for that foray into the Fiery Mountains of Doom? Water Breathing and Freedom of Movement and similar for an underwater adventure? Few things are as potent as a well-prepared wizard.
A wizard has x spells in his spellbook. Each day, he chooses y spells from his spellbook to be able to cast that day.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Much more helpful advice for later levels when there might actually be a 7th or 8th level spell you would rather have than another 9th level spell, when you plan to always use your current 9th level spell all the time.
So how does changing prepared spells work for a cleric then? They don't have a spellbook, so do prepared spells = = known spells? My party also has a cleric about to hit level 3.
Leave the gun. Take the cannoli.
Leave the gun. Take the cannoli.
Leave the gun. Take the cannoli.
The count of prepared spells on the wizard sheet includes cantrips, which aren't technically prepared, nor do they count against the number. It's confusing. I've been needing myself by 4 spells. :-)