
You can change your list of prepared spells when you finish a long rest. Casting the spell doesn't remove it from your list of prepared spells. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. 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. The spells must be of a level for which you have spell slots.įor example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). You prepare the list of wizard spells that are available for you to cast. You regain all expended spell slots when you finish a long rest. To cast one of these spells, you must expend a slot of the spell's level or higher. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. For this reason, many wizards keep backup spellbooks in a safe place. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. You need spend only 1 hour and 10 gp for each level of the copied spell.
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This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. Once you have spent this time and money, you can prepare the spell just like your other spells. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.įor each level of the spell, the process takes 2 hours and costs 50 gp. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.Ĭopying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.Ĭopying a Spell into the Book. You might find other spells during your adventures. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. SpellbookĪt 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. CantripsĪt 1st level, you know three cantrips of your choice from the wizard spell list. (a) a scholar's pack or (b) an explorer's packĪs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.(a) a component pouch or (b) an arcane focus.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Hit Points at 1st Level: 6 + your Constitution modifier The WizardĪs a wizard, you gain the following class features. You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more. Wizards are supreme magic-users, defined and united as a class by the spells they cast.
