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


What happens when I can prepare more spells than I have slots to cast them with?Nimble Melee Sorcerer HelpWhy do the Starter Set characters have unexpected attack bonuses?How can the Starter Set wizard have five skills?Optimal Wizard build giving a strongest Monk flavor ( touch or cone attack centered )Will adding spells to the Duskblade Spell list unbalance play?I picked the wrong spells as a wizard, how do I recover?Is my homebrew spellcaster class overpowered or unusable?Can a Wizard identify the spells in another spellbook without copying them into their own?AC calculations in the D&D 5e German Starter SetAre there mistakes on the pregenerated Starter Set wizard and ranger character sheets?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








4












$begingroup$


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









New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$







  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    7 hours ago






  • 2




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    7 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    4 hours ago

















4












$begingroup$


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









New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$







  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    7 hours ago






  • 2




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    7 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    4 hours ago













4












4








4





$begingroup$


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









New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




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









New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share|improve this question









New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








share|improve this question




share|improve this question








edited 4 hours ago









V2Blast

29.2k5105177




29.2k5105177






New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








asked 7 hours ago









NewDMNewDM

242




242




New contributor



NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




New contributor




NewDM is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    7 hours ago






  • 2




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    7 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    4 hours ago












  • 1




    $begingroup$
    Is this the starter set you're referring to?
    $endgroup$
    – Carcer
    7 hours ago






  • 2




    $begingroup$
    See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
    $endgroup$
    – mattdm
    7 hours ago










  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
    $endgroup$
    – V2Blast
    4 hours ago







1




1




$begingroup$
Is this the starter set you're referring to?
$endgroup$
– Carcer
7 hours ago




$begingroup$
Is this the starter set you're referring to?
$endgroup$
– Carcer
7 hours ago




2




2




$begingroup$
See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
$endgroup$
– mattdm
7 hours ago




$begingroup$
See also this on known spells, prepared spells, and spell slots — I suspect this is some of your confusion.
$endgroup$
– mattdm
7 hours ago












$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
4 hours ago




$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
4 hours ago










1 Answer
1






active

oldest

votes


















17












$begingroup$

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











$endgroup$








  • 3




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    6 hours ago











Your Answer








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1 Answer
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active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









17












$begingroup$

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











$endgroup$








  • 3




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    6 hours ago















17












$begingroup$

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











$endgroup$








  • 3




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    6 hours ago













17












17








17





$begingroup$

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 3 hours ago









mattdm

18.2k886134




18.2k886134










answered 7 hours ago









cpcodescpcodes

2,420223




2,420223







  • 3




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    6 hours ago












  • 3




    $begingroup$
    The Starter Set uses the same rules.
    $endgroup$
    – SevenSidedDie
    6 hours ago







3




3




$begingroup$
The Starter Set uses the same rules.
$endgroup$
– SevenSidedDie
6 hours ago




$begingroup$
The Starter Set uses the same rules.
$endgroup$
– SevenSidedDie
6 hours ago










NewDM is a new contributor. Be nice, and check out our Code of Conduct.









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NewDM is a new contributor. Be nice, and check out our Code of Conduct.












NewDM is a new contributor. Be nice, and check out our Code of Conduct.











NewDM is a new contributor. Be nice, and check out our Code of Conduct.














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