Why does the Starter Set wizard have six spells in their spellbook?





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One of the characters in the Starter Set is a 1st-level high elf wizard with an Int mod of +3. How does this character have 6 spells?



I understand that one is a ritual, but it has 5 more and not 4?



The spellbook shows:




  1. burning hands


  2. detect magic (ritual)

  3. mage armor

  4. magic missile

  5. shield

  6. sleep


I had the same original question myself. This is a premade character sheet licensed by D&D.










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  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    May 20 at 22:37






  • 6




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    May 20 at 22:40










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    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
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    – V2Blast
    May 21 at 1:44


















18












$begingroup$


One of the characters in the Starter Set is a 1st-level high elf wizard with an Int mod of +3. How does this character have 6 spells?



I understand that one is a ritual, but it has 5 more and not 4?



The spellbook shows:




  1. burning hands


  2. detect magic (ritual)

  3. mage armor

  4. magic missile

  5. shield

  6. sleep


I had the same original question myself. This is a premade character sheet licensed by D&D.










share|improve this question











$endgroup$










  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    May 20 at 22:37






  • 6




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    May 20 at 22:40










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    May 21 at 1:44














18












18








18





$begingroup$


One of the characters in the Starter Set is a 1st-level high elf wizard with an Int mod of +3. How does this character have 6 spells?



I understand that one is a ritual, but it has 5 more and not 4?



The spellbook shows:




  1. burning hands


  2. detect magic (ritual)

  3. mage armor

  4. magic missile

  5. shield

  6. sleep


I had the same original question myself. This is a premade character sheet licensed by D&D.










share|improve this question











$endgroup$




One of the characters in the Starter Set is a 1st-level high elf wizard with an Int mod of +3. How does this character have 6 spells?



I understand that one is a ritual, but it has 5 more and not 4?



The spellbook shows:




  1. burning hands


  2. detect magic (ritual)

  3. mage armor

  4. magic missile

  5. shield

  6. sleep


I had the same original question myself. This is a premade character sheet licensed by D&D.







dnd-5e spells character-creation wizard pregenerated-characters






share|improve this question















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edited May 21 at 1:43









V2Blast

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33.3k5 gold badges121 silver badges208 bronze badges










asked May 20 at 22:01









NewDMNewDM

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  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    May 20 at 22:37






  • 6




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    May 20 at 22:40










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    May 21 at 1:44














  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    May 20 at 22:37






  • 6




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    May 20 at 22:40










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    May 21 at 1:44








1




1




$begingroup$
Is this the starter set you're referring to?
$endgroup$
– Carcer
May 20 at 22:37




$begingroup$
Is this the starter set you're referring to?
$endgroup$
– Carcer
May 20 at 22:37




6




6




$begingroup$
See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
$endgroup$
– mattdm
May 20 at 22:40




$begingroup$
See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
$endgroup$
– mattdm
May 20 at 22:40












$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
May 21 at 1:44




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
May 21 at 1:44










2 Answers
2






active

oldest

votes


















50












$begingroup$

While this might not be the case in the Starter Set you are looking at, in the official rules (the full Player's Handbook), 1st-level wizards (PHB 114) are granted a spellbook containing 6 spells. They can then prepare a number of spells equal to their wizard level + Int modifier for casting (in this case, 4) using their two 1st-level spell slots.



Spellcasting/Spellbook




At 1st level, you have a spellbook containing six 1st-level wizard
spells
of your choice.




Spellcasting/Preparing and Casting Spells




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 (minimum
of one spell).




Without viewing the source you are referring to, it seems that the 6 spells listed are their initial 6 spells in their spellbook, from which the player must prepare 4 spells each day to actually have available to cast. Detect magic, being a ritual spell, can still be prepared and cast as a standard action using one of the two spell slots, or it can cast as a ritual, in which case it does not need to be prepared and takes 10 additional minutes to cast.



In short, as far as I can determine, the character sheet is correct.






share|improve this answer











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  • 11




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    May 20 at 23:17



















8












$begingroup$

This is quite straightforwardly explained in the character sheet:




Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.



Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook.



Spellbook. You have a spellbook containing these 1st-level spells: burning hands, detect magic, mage armor, magic missile, shield, and sleep.




The default starting wizard has a spellbook with those six 1st-level spells. You can only prepare four of those. You only have enough spell slots to cast two before a long rest. (The Arcane Recovery ability listed on the character sheet also allows the 1st-level wizard to recover one slot, once per day, on a short rest.)



The rules for spellcasting are given on page 21 of the Starter Set rulebook.






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    2 Answers
    2






    active

    oldest

    votes








    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    50












    $begingroup$

    While this might not be the case in the Starter Set you are looking at, in the official rules (the full Player's Handbook), 1st-level wizards (PHB 114) are granted a spellbook containing 6 spells. They can then prepare a number of spells equal to their wizard level + Int modifier for casting (in this case, 4) using their two 1st-level spell slots.



    Spellcasting/Spellbook




    At 1st level, you have a spellbook containing six 1st-level wizard
    spells
    of your choice.




    Spellcasting/Preparing and Casting Spells




    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 (minimum
    of one spell).




    Without viewing the source you are referring to, it seems that the 6 spells listed are their initial 6 spells in their spellbook, from which the player must prepare 4 spells each day to actually have available to cast. Detect magic, being a ritual spell, can still be prepared and cast as a standard action using one of the two spell slots, or it can cast as a ritual, in which case it does not need to be prepared and takes 10 additional minutes to cast.



    In short, as far as I can determine, the character sheet is correct.






    share|improve this answer











    $endgroup$











    • 11




      $begingroup$
      The Starter Set uses the same rules.
      $endgroup$
      – SevenSidedDie
      May 20 at 23:17
















    50












    $begingroup$

    While this might not be the case in the Starter Set you are looking at, in the official rules (the full Player's Handbook), 1st-level wizards (PHB 114) are granted a spellbook containing 6 spells. They can then prepare a number of spells equal to their wizard level + Int modifier for casting (in this case, 4) using their two 1st-level spell slots.



    Spellcasting/Spellbook




    At 1st level, you have a spellbook containing six 1st-level wizard
    spells
    of your choice.




    Spellcasting/Preparing and Casting Spells




    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 (minimum
    of one spell).




    Without viewing the source you are referring to, it seems that the 6 spells listed are their initial 6 spells in their spellbook, from which the player must prepare 4 spells each day to actually have available to cast. Detect magic, being a ritual spell, can still be prepared and cast as a standard action using one of the two spell slots, or it can cast as a ritual, in which case it does not need to be prepared and takes 10 additional minutes to cast.



    In short, as far as I can determine, the character sheet is correct.






    share|improve this answer











    $endgroup$











    • 11




      $begingroup$
      The Starter Set uses the same rules.
      $endgroup$
      – SevenSidedDie
      May 20 at 23:17














    50












    50








    50





    $begingroup$

    While this might not be the case in the Starter Set you are looking at, in the official rules (the full Player's Handbook), 1st-level wizards (PHB 114) are granted a spellbook containing 6 spells. They can then prepare a number of spells equal to their wizard level + Int modifier for casting (in this case, 4) using their two 1st-level spell slots.



    Spellcasting/Spellbook




    At 1st level, you have a spellbook containing six 1st-level wizard
    spells
    of your choice.




    Spellcasting/Preparing and Casting Spells




    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 (minimum
    of one spell).




    Without viewing the source you are referring to, it seems that the 6 spells listed are their initial 6 spells in their spellbook, from which the player must prepare 4 spells each day to actually have available to cast. Detect magic, being a ritual spell, can still be prepared and cast as a standard action using one of the two spell slots, or it can cast as a ritual, in which case it does not need to be prepared and takes 10 additional minutes to cast.



    In short, as far as I can determine, the character sheet is correct.






    share|improve this answer











    $endgroup$



    While this might not be the case in the Starter Set you are looking at, in the official rules (the full Player's Handbook), 1st-level wizards (PHB 114) are granted a spellbook containing 6 spells. They can then prepare a number of spells equal to their wizard level + Int modifier for casting (in this case, 4) using their two 1st-level spell slots.



    Spellcasting/Spellbook




    At 1st level, you have a spellbook containing six 1st-level wizard
    spells
    of your choice.




    Spellcasting/Preparing and Casting Spells




    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 (minimum
    of one spell).




    Without viewing the source you are referring to, it seems that the 6 spells listed are their initial 6 spells in their spellbook, from which the player must prepare 4 spells each day to actually have available to cast. Detect magic, being a ritual spell, can still be prepared and cast as a standard action using one of the two spell slots, or it can cast as a ritual, in which case it does not need to be prepared and takes 10 additional minutes to cast.



    In short, as far as I can determine, the character sheet is correct.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited May 21 at 2:05









    mattdm

    20.3k8 gold badges95 silver badges144 bronze badges




    20.3k8 gold badges95 silver badges144 bronze badges










    answered May 20 at 22:15









    cpcodescpcodes

    2,8543 silver badges23 bronze badges




    2,8543 silver badges23 bronze badges











    • 11




      $begingroup$
      The Starter Set uses the same rules.
      $endgroup$
      – SevenSidedDie
      May 20 at 23:17














    • 11




      $begingroup$
      The Starter Set uses the same rules.
      $endgroup$
      – SevenSidedDie
      May 20 at 23:17








    11




    11




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    May 20 at 23:17




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    May 20 at 23:17













    8












    $begingroup$

    This is quite straightforwardly explained in the character sheet:




    Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.



    Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook.



    Spellbook. You have a spellbook containing these 1st-level spells: burning hands, detect magic, mage armor, magic missile, shield, and sleep.




    The default starting wizard has a spellbook with those six 1st-level spells. You can only prepare four of those. You only have enough spell slots to cast two before a long rest. (The Arcane Recovery ability listed on the character sheet also allows the 1st-level wizard to recover one slot, once per day, on a short rest.)



    The rules for spellcasting are given on page 21 of the Starter Set rulebook.






    share|improve this answer









    $endgroup$




















      8












      $begingroup$

      This is quite straightforwardly explained in the character sheet:




      Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.



      Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook.



      Spellbook. You have a spellbook containing these 1st-level spells: burning hands, detect magic, mage armor, magic missile, shield, and sleep.




      The default starting wizard has a spellbook with those six 1st-level spells. You can only prepare four of those. You only have enough spell slots to cast two before a long rest. (The Arcane Recovery ability listed on the character sheet also allows the 1st-level wizard to recover one slot, once per day, on a short rest.)



      The rules for spellcasting are given on page 21 of the Starter Set rulebook.






      share|improve this answer









      $endgroup$


















        8












        8








        8





        $begingroup$

        This is quite straightforwardly explained in the character sheet:




        Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.



        Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook.



        Spellbook. You have a spellbook containing these 1st-level spells: burning hands, detect magic, mage armor, magic missile, shield, and sleep.




        The default starting wizard has a spellbook with those six 1st-level spells. You can only prepare four of those. You only have enough spell slots to cast two before a long rest. (The Arcane Recovery ability listed on the character sheet also allows the 1st-level wizard to recover one slot, once per day, on a short rest.)



        The rules for spellcasting are given on page 21 of the Starter Set rulebook.






        share|improve this answer









        $endgroup$



        This is quite straightforwardly explained in the character sheet:




        Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.



        Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook.



        Spellbook. You have a spellbook containing these 1st-level spells: burning hands, detect magic, mage armor, magic missile, shield, and sleep.




        The default starting wizard has a spellbook with those six 1st-level spells. You can only prepare four of those. You only have enough spell slots to cast two before a long rest. (The Arcane Recovery ability listed on the character sheet also allows the 1st-level wizard to recover one slot, once per day, on a short rest.)



        The rules for spellcasting are given on page 21 of the Starter Set rulebook.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered May 21 at 13:30









        Quadratic WizardQuadratic Wizard

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