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:
- burning hands
detect magic (ritual)- mage armor
- magic missile
- shield
- 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
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add a comment |
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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:
- burning hands
detect magic (ritual)- mage armor
- magic missile
- shield
- 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
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1
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Is this the starter set you're referring to?
$endgroup$
– Carcer
May 20 at 22:37
6
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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
add a comment |
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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:
- burning hands
detect magic (ritual)- mage armor
- magic missile
- shield
- 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
$endgroup$
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:
- burning hands
detect magic (ritual)- mage armor
- magic missile
- shield
- 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
dnd-5e spells character-creation wizard pregenerated-characters
edited May 21 at 1:43
V2Blast♦
33.3k5 gold badges121 silver badges208 bronze badges
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
add a comment |
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
add a comment |
2 Answers
2
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oldest
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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.
$endgroup$
11
$begingroup$
The Starter Set uses the same rules.
$endgroup$
– SevenSidedDie
May 20 at 23:17
add a comment |
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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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add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
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active
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active
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votes
$begingroup$
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.
$endgroup$
11
$begingroup$
The Starter Set uses the same rules.
$endgroup$
– SevenSidedDie
May 20 at 23:17
add a comment |
$begingroup$
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.
$endgroup$
11
$begingroup$
The Starter Set uses the same rules.
$endgroup$
– SevenSidedDie
May 20 at 23:17
add a comment |
$begingroup$
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.
$endgroup$
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.
edited May 21 at 2:05
mattdm
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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
add a comment |
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
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
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.
answered May 21 at 13:30
Quadratic WizardQuadratic Wizard
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42k6 gold badges140 silver badges207 bronze badges
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$begingroup$
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