So, starting with a level 1 wizard is fine. I understand that with an intelligence of 14 that I'd get to start with 3 cantrips and 3 prepared spells. I understand the difference between known and prepared but how many known spells am I allowed to start with? Is there a figure for that anywhere?
If I only know the 3 prepared spells that I start with then I figure that I can look for new spells to be able to cast as the game goes on and copy them into my spellbook, this will be up to the dm to say if I find a certain scroll or if I find a magic shop/Library or whatever then I may be able to request a certain book or scroll to copy from, as long as it is a wizards spell. So what happens when I reach a point where I can now cast level 2 spells? Do any of them naturally come to me or do I have to then go and search for these new spells?
You can see the Spellbook section of the Wizard class for how many spells you know at level 1. "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."
There is a section titled "Learning Spells of 1st Level and Higher" which describes how you gain spells, also in the Spellcasting section of the Wizard class. Your DM may place spells in the game for you to find, which you can then add to your spellbook by spending the required time and money as described in the Spellcasting section of the Wizard class features. In addition it states "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. "
You know only the cantrips you choose, which by RAW (rules as written) cannot be changed. At level 1 you get 3 cantrips. You gain an additional cantrip at the levels shown on the Wizard class table. These do not change. You do not prepare them. They are memorized, so are always with you.
Side-note, NOT rules as written: A DM may allow you to change one cantrip on level up at their own ruling. (I allow one per level up because I hate players being stuck with something they absolutely hate, but I don't allow them to change back to a cantrip they have already dropped.)
So, starting with a level 1 wizard is fine. I understand that with an intelligence of 14 that I'd get to start with 3 cantrips and 3 prepared spells. I understand the difference between known and prepared but how many known spells am I allowed to start with? Is there a figure for that anywhere?
If I only know the 3 prepared spells that I start with then I figure that I can look for new spells to be able to cast as the game goes on and copy them into my spellbook, this will be up to the dm to say if I find a certain scroll or if I find a magic shop/Library or whatever then I may be able to request a certain book or scroll to copy from, as long as it is a wizards spell. So what happens when I reach a point where I can now cast level 2 spells? Do any of them naturally come to me or do I have to then go and search for these new spells?
Thanks in advance.
Dungeon Master - PBP Lost Mine Of Phandelver (Closed)
Dungeon Master - PBP Out Of The Abyss (Closed)
Dungeon Master - The Chronicles Of Dantia (Home Game)
Forbi & Dorbi - Deep Gnome - Fighter/Rogue - PBP Into The Fire
Vosdred Ironeye - Hill Dwarf - Fighter/Wizard - PBP Game of the Last Chance
Also, are the 3 cantrips I know stuck with me for life or do I know all the cantrips and can chop and change them, they're just not prepared?
Dungeon Master - PBP Lost Mine Of Phandelver (Closed)
Dungeon Master - PBP Out Of The Abyss (Closed)
Dungeon Master - The Chronicles Of Dantia (Home Game)
Forbi & Dorbi - Deep Gnome - Fighter/Rogue - PBP Into The Fire
Vosdred Ironeye - Hill Dwarf - Fighter/Wizard - PBP Game of the Last Chance
You can see the Spellbook section of the Wizard class for how many spells you know at level 1. "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."
There is a section titled "Learning Spells of 1st Level and Higher" which describes how you gain spells, also in the Spellcasting section of the Wizard class. Your DM may place spells in the game for you to find, which you can then add to your spellbook by spending the required time and money as described in the Spellcasting section of the Wizard class features. In addition it states "Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. "
You know only the cantrips you choose, which by RAW (rules as written) cannot be changed. At level 1 you get 3 cantrips. You gain an additional cantrip at the levels shown on the Wizard class table. These do not change. You do not prepare them. They are memorized, so are always with you.
Side-note, NOT rules as written: A DM may allow you to change one cantrip on level up at their own ruling. (I allow one per level up because I hate players being stuck with something they absolutely hate, but I don't allow them to change back to a cantrip they have already dropped.)
Great. Thanks so much. That makes a whole lot more sense now.
Dungeon Master - PBP Lost Mine Of Phandelver (Closed)
Dungeon Master - PBP Out Of The Abyss (Closed)
Dungeon Master - The Chronicles Of Dantia (Home Game)
Forbi & Dorbi - Deep Gnome - Fighter/Rogue - PBP Into The Fire
Vosdred Ironeye - Hill Dwarf - Fighter/Wizard - PBP Game of the Last Chance
Glad I was able to help! Have fun with your Wizard. :)