Secret Lesson 71
Gaining Spells: Spell Lists, Prepared Spells, Always-Prepared Spells, Cantrips, and How Every Spellcasting Class Changes Its Magic
In Lesson 70, we finished the Equipment section by learning how characters can create:
NONMAGICAL ITEMS
POTIONS OF HEALING
and:
SPELL SCROLLS
A Spell Scroll introduced an important idea:
HAVING ACCESS TO MAGIC
But before we can understand how to cast a spell, we need to answer an even more fundamental question:
HOW DOES A CHARACTER GET A SPELL IN THE FIRST PLACE?
The SRD 5.2.1 answers this in its Gaining Spells rules.
Before you can cast a spell, you normally need either:
THE SPELL PREPARED
or:
ACCESS TO IT FROM A MAGIC ITEM
such as a Spell Scroll.
Your features determine which spells you can access, which spells might always be prepared, and how your prepared spells can be changed.
This lesson is therefore about:
ACCESS TO MAGIC
not yet about every detail of:
CASTING MAGIC
That comes next.
PART ONE — THE FIRST SPELLCASTING QUESTION
Imagine your character sees a spell called:
FIREBALL
in the SRD.
Can you cast it merely because:
THE SPELL EXISTS?
NO
Can you cast it merely because:
YOU ARE A SPELLCASTER?
NO
Can you cast it merely because:
YOU HAVE A LEVEL 3 SPELL SLOT?
Still:
NOT NECESSARILY
Before casting a spell, you must first establish:
DO I HAVE ACCESS TO THIS SPELL?
That is the purpose of:
GAINING SPELLS
PART TWO — THE FUNDAMENTAL RULE
The SRD establishes two broad routes.
Before casting a spell, you must normally:
HAVE THE SPELL PREPARED IN YOUR MIND
or:
HAVE ACCESS TO THE SPELL FROM A MAGIC ITEM
such as:
A SPELL SCROLL
This means the game separates:
KNOWING MAGIC EXISTS
from:
HAVING GAME-MECHANICAL ACCESS TO IT
PART THREE — YOUR FEATURES DETERMINE YOUR SPELL ACCESS
Your character's features tell you:
WHICH SPELLS YOU CAN ACCESS
WHICH SPELLS ARE ALWAYS PREPARED
and:
WHETHER YOU CAN CHANGE YOUR PREPARED SPELLS
Those features might come from things such as:
A CLASS
A SUBCLASS
or another feature that explicitly grants spellcasting.
The important rule is:
READ THE FEATURE THAT GAVE YOU THE SPELL
That feature determines how your access works.
PART FOUR — FIVE DIFFERENT CONCEPTS
Beginners often mix together several different things.
We need to separate:
1. SPELL LIST
2. PREPARED SPELL
3. ALWAYS-PREPARED SPELL
4. CANTRIP
5. SPELL SLOT
And for Wizards, we add another:
6. SPELLBOOK
They interact.
But they are:
NOT THE SAME THING
PART FIVE — WHAT IS A SPELL LIST?
The spellcasting classes have:
SPELL LISTS
For example:
BARD SPELL LIST
CLERIC SPELL LIST
DRUID SPELL LIST
PALADIN SPELL LIST
RANGER SPELL LIST
SORCERER SPELL LIST
WARLOCK SPELL LIST
WIZARD SPELL LIST
A class spell list represents spells that the class's features can draw from according to their rules.
IMPORTANT
A spell appearing on:
YOUR CLASS'S SPELL LIST
does not automatically mean:
YOU CURRENTLY HAVE THAT SPELL PREPARED
This is one of the most important distinctions in the entire magic system.
EXAMPLE
Suppose:
CURE WOUNDS
appears on your class's spell list.
That establishes that the class can potentially access Cure Wounds according to its Spellcasting rules.
It does not automatically mean:
CURE WOUNDS IS CURRENTLY ONE OF YOUR PREPARED SPELLS
You must look at:
YOUR PREPARED SPELL LIST
PART SIX — WHAT IS A PREPARED SPELL?
A prepared spell is a spell currently available to you through the feature that prepared it.
Think of the difference this way:
SPELL LIST = MENU
PREPARED SPELLS = WHAT YOU CURRENTLY HAVE READY
The analogy is only an explanation.
The actual rule is that your Spellcasting feature specifies:
WHICH SPELLS YOU PREPARE
and:
HOW THAT LIST CAN CHANGE
PART SEVEN — PREPARED DOES NOT MEAN "ONE USE"
This is crucial.
If you prepare:
MAGIC MISSILE
you don't normally remove Magic Missile from your prepared list after casting it once.
Instead, casting level 1+ spells normally interacts with:
SPELL SLOTS
which we will study in detail in Lesson 72.
So:
PREPARED SPELL ≠ SINGLE-USE SPELL
EXAMPLE
Suppose Magic Missile is prepared.
You cast it.
It remains:
PREPARED
If you still have an appropriate Spell Slot, you can potentially cast:
MAGIC MISSILE AGAIN
The thing normally being expended is:
THE SPELL SLOT
not:
THE PREPARED SPELL
PART EIGHT — PREPARATION AND SPELL SLOTS ARE DIFFERENT GATES
Imagine two doors.
First:
DO YOU HAVE ACCESS TO THE SPELL?
Then:
CAN YOU PAY THE CASTING RESOURCE?
For many level 1+ spells:
PREPARATION
answers the first question.
SPELL SLOT
answers the second.
EXAMPLE
You have:
A LEVEL 3 SPELL SLOT
but Fireball isn't available to you through your features.
The slot doesn't suddenly teach you:
FIREBALL
Likewise, you might have a spell:
PREPARED
but have no appropriate Spell Slots remaining.
Then you normally can't cast it with a slot until you regain one.
PART NINE — HAVING A HIGHER-LEVEL SLOT DOESN'T AUTOMATICALLY GIVE HIGHER-LEVEL SPELLS
This becomes especially important when:
MULTICLASSING
The SRD explicitly explains that multiclassing can give you Spell Slots of a higher level than the spells you can prepare.
Those higher-level slots can be used to cast lower-level spells, but they do not by themselves grant access to higher-level spells.
So:
SPELL SLOT LEVEL
and:
SPELL ACCESS
must be tracked separately.
PART TEN — ALWAYS-PREPARED SPELLS
Certain features give you spells that are:
ALWAYS PREPARED
If you also have a normal list of prepared spells that can be changed:
AN ALWAYS-PREPARED SPELL DOES NOT COUNT AGAINST THAT LIST'S NUMBER
This effectively gives you:
EXTRA SPELL ACCESS
EXAMPLE
Suppose your class table allows:
6 PREPARED SPELLS
A feature also gives you:
HUNTER'S MARK ALWAYS PREPARED
Hunter's Mark doesn't consume one of those six normal preparation choices.
You have:
SIX NORMAL PREPARED SPELLS
plus:
HUNTER'S MARK
PART ELEVEN — ALWAYS PREPARED DOES NOT MEAN FREE TO CAST
Another major distinction:
ALWAYS PREPARED
means:
THE SPELL IS ALWAYS READY
It does not, by itself, mean:
YOU CAN CAST IT WITHOUT A SPELL SLOT
Those are separate benefits.
A feature must specifically say that you can cast the spell without expending a Spell Slot if it wants to provide that benefit.
EXAMPLE — PALADIN'S SMITE
The Paladin's Smite feature gives:
DIVINE SMITE ALWAYS PREPARED
It separately allows one casting without expending a Spell Slot before requiring a Long Rest to regain that free casting.
Those are:
TWO DIFFERENT BENEFITS
The spell being always prepared does not itself create the free cast.
PART TWELVE — PREPARING LEVEL 1+ SPELLS
The general Preparing Spells rule specifically concerns:
LEVEL 1+ SPELLS
Your class's Spellcasting feature determines:
WHEN YOU MAY CHANGE THEM
and:
HOW MANY YOU MAY CHANGE
The SRD summarizes the eight spellcasting classes in one table.
SPELL PREPARATION BY CLASS
| Class | When Normal Prepared Spells Can Be Changed | Number |
|---|---|---|
| Bard | Gain a Bard level | One |
| Cleric | Finish a Long Rest | Any |
| Druid | Finish a Long Rest | Any |
| Paladin | Finish a Long Rest | One |
| Ranger | Finish a Long Rest | One |
| Sorcerer | Gain a Sorcerer level | One |
| Warlock | Gain a Warlock level | One |
| Wizard | Finish a Long Rest | Any |
This table creates:
FOUR DIFFERENT PREPARATION PATTERNS
PART THIRTEEN — PATTERN ONE: CHANGE ANY AFTER A LONG REST
These classes normally have the greatest day-to-day flexibility:
CLERIC
DRUID
WIZARD
After finishing:
A LONG REST
they can change:
ANY
of the level 1+ spells on their normal prepared lists.
But the Wizard has a major additional restriction:
ITS REPLACEMENTS COME FROM ITS SPELLBOOK
We will examine that shortly.
PART FOURTEEN — PATTERN TWO: CHANGE ONE AFTER A LONG REST
These classes can change spells daily, but only gradually:
PALADIN
and:
RANGER
After finishing:
A LONG REST
each may normally replace:
ONE PREPARED SPELL
PART FIFTEEN — PATTERN THREE: CHANGE ONE WHEN YOU GAIN A CLASS LEVEL
These classes don't normally rebuild their spell selection every morning:
BARD
SORCERER
WARLOCK
Their general prepared-spell replacement occurs when:
THEY GAIN A LEVEL IN THAT CLASS
and they replace:
ONE SPELL
PART SIXTEEN — CLASS LEVEL MATTERS
Notice the wording:
GAIN A BARD LEVEL
GAIN A SORCERER LEVEL
GAIN A WARLOCK LEVEL
In a multiclass character, gaining:
A FIGHTER LEVEL
is not the same as gaining:
A BARD LEVEL
So a Bard/Fighter doesn't trigger the Bard's normal spell replacement merely because their:
TOTAL CHARACTER LEVEL
increased.
The relevant class feature controls the change.
PART SEVENTEEN — BARD SPELLS
At Bard level 1, the Bard starts with:
TWO BARD CANTRIPS
and:
FOUR LEVEL 1 BARD SPELLS PREPARED
The SRD recommends the starting level 1 spells:
CHARM PERSON
COLOR SPRAY
DISSONANT WHISPERS
HEALING WORD
As the Prepared Spells number in the Bard table increases, the Bard adds spells until the list reaches the required number.
Those spells must normally be of a level:
FOR WHICH THE BARD HAS SPELL SLOTS
PART EIGHTEEN — BARD PREPARATION EXAMPLE
A level 3 Bard has:
SIX PREPARED SPELLS
Those spells can be level:
1
or:
2
in any combination, provided the normal class rules are satisfied.
For example:
-
four level 1 spells
-
two level 2 spells
or:
-
two level 1 spells
-
four level 2 spells
The class doesn't require a specific split.
PART NINETEEN — CHANGING BARD SPELLS
A Bard does not normally finish a Long Rest and rebuild the prepared list.
Instead:
WHEN YOU GAIN A BARD LEVEL
you can replace:
ONE PREPARED SPELL
with another eligible Bard spell.
EXAMPLE
Your Bard prepares:
CHARM PERSON
You finish a Long Rest.
Can you automatically replace Charm Person because you slept?
NO
Later, you gain:
A BARD LEVEL
Now the Bard's normal replacement rule allows:
ONE SPELL
to be replaced.
PART TWENTY — BARD CANTRIPS ARE SEPARATE
At level 1, the Bard knows:
TWO CANTRIPS
Whenever you gain a Bard level, you can replace:
ONE BARD CANTRIP
with another Bard Cantrip.
At Bard levels:
4
and:
10
you learn another Cantrip.
This is a:
CANTRIP RULE
not the general level 1+ prepared-spell replacement rule.
PART TWENTY-ONE — BARD MAGICAL SECRETS
At Bard level:
10
the Bard gains:
MAGICAL SECRETS
This is an excellent example of a feature expanding:
SPELL ACCESS
When the Bard reaches a Bard level at which the Prepared Spells number increases, Magical Secrets allows eligible new prepared spells to be selected from:
BARD
CLERIC
DRUID
and:
WIZARD
spell lists.
Those selected spells count as:
BARD SPELLS FOR YOU
The same expanded selection is available when replacing a Bard prepared spell.
IMPORTANT
Magical Secrets doesn't mean:
"THE BARD AUTOMATICALLY HAS EVERY SPELL FROM FOUR CLASSES PREPARED"
It expands:
WHAT YOU MAY SELECT
The normal limits on how many spells you prepare still matter.
PART TWENTY-TWO — CLERIC SPELLS
At Cleric level 1:
THREE CLERIC CANTRIPS
and:
FOUR LEVEL 1 CLERIC SPELLS PREPARED
The recommended prepared spells are:
BLESS
CURE WOUNDS
GUIDING BOLT
SHIELD OF FAITH
PART TWENTY-THREE — CLERIC PREPARATION
As the Cleric levels up, its:
PREPARED SPELLS
total increases according to the Cleric table.
The normal selected spells must be from:
THE CLERIC SPELL LIST
and of levels for which the Cleric has:
SPELL SLOTS
PART TWENTY-FOUR — CLERIC DAILY FLEXIBILITY
Whenever the Cleric finishes:
A LONG REST
it may change:
ITS PREPARED SPELL LIST
replacing any spells there with eligible Cleric spells.
The summary table describes the number that can be changed as:
ANY
EXAMPLE
A Cleric has six normal prepared spells.
After the Long Rest, the player decides yesterday's magic isn't suitable for today's expedition.
The Cleric could replace:
ONE
THREE
ALL SIX
or:
NONE
provided the resulting selections satisfy the Cleric's preparation rules.
PART TWENTY-FIVE — CLERIC CANTRIPS
Cleric cantrips don't use that:
"ANY AFTER A LONG REST"
rule.
The Cleric starts with:
THREE
and whenever gaining a Cleric level can replace:
ONE
with another Cleric Cantrip.
Additional Cantrips are learned at Cleric levels:
4
and:
10
Again:
CANTRIPS HAVE THEIR OWN CLASS RULES
PART TWENTY-SIX — CLERIC ALWAYS-PREPARED SPELLS
A Cleric subclass can provide additional spells that are:
ALWAYS PREPARED
For example, the:
LIFE DOMAIN
provides specified always-prepared spells as the Cleric reaches certain levels.
Those spells don't consume the normal prepared-spell total.
So a subclass can expand your active magical options beyond:
THE NUMBER IN THE MAIN CLASS TABLE
PART TWENTY-SEVEN — DRUID SPELLS
At Druid level 1:
TWO DRUID CANTRIPS
and:
FOUR LEVEL 1 DRUID SPELLS PREPARED
The SRD recommends:
ANIMAL FRIENDSHIP
CURE WOUNDS
FAERIE FIRE
THUNDERWAVE
PART TWENTY-EIGHT — DRUID PREPARATION
The Druid works similarly to the Cleric for normal level 1+ preparation.
After:
A LONG REST
the Druid can replace:
ANY
spells on the normal prepared list with eligible Druid spells.
So the Druid can adapt heavily between adventuring days.
PART TWENTY-NINE — DRUID CANTRIPS
The Druid starts with:
TWO
Druid Cantrips.
When gaining a Druid level, it may replace:
ONE
with another Druid Cantrip.
It gains additional Cantrips at Druid levels:
4
and:
10
PART THIRTY — DRUIDIC GIVES AN ALWAYS-PREPARED SPELL
The Druid's level 1:
DRUIDIC
feature gives:
SPEAK WITH ANIMALS
as a spell the Druid:
ALWAYS HAS PREPARED
That spell doesn't consume one of the normal preparation choices.
PART THIRTY-ONE — CIRCLE OF THE LAND CHANGES PREPARED MAGIC TOO
The Druid subclass:
CIRCLE OF THE LAND
provides another excellent example of specific preparation rules.
After a Long Rest, the Druid chooses a land type:
ARID
POLAR
TEMPERATE
or:
TROPICAL
The subclass then provides the appropriate Circle Spells for the Druid's level and lower as prepared spells.
This demonstrates an important principle:
CLASS FEATURES CAN MODIFY THE NORMAL PREPARATION SYSTEM
Specific features can add:
EXTRA PREPARED SPELLS
or otherwise change what you have available.
PART THIRTY-TWO — PALADIN SPELLS
The Paladin starts Spellcasting at:
LEVEL 1
It starts with:
TWO LEVEL 1 PALADIN SPELLS PREPARED
The SRD recommends:
HEROISM
and:
SEARING SMITE
PART THIRTY-THREE — PALADIN HAS NO BASE CANTRIPS
Unlike Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard:
THE BASE PALADIN SPELLCASTING FEATURE DOES NOT GIVE CANTRIPS
That doesn't mean a Paladin can never gain Cantrips.
A different feature can provide them.
BLESSED WARRIOR
At Paladin level 2, the Paladin can choose:
BLESSED WARRIOR
instead of a Fighting Style feat.
It provides:
TWO CLERIC CANTRIPS
They count as:
PALADIN SPELLS
and use:
CHARISMA
The Paladin can replace one of those Cantrips whenever gaining:
A PALADIN LEVEL
PART THIRTY-FOUR — PALADIN PREPARATION
The Paladin's normal level 1+ spell list becomes larger as indicated in:
THE PALADIN FEATURES TABLE
But after a Long Rest, it may normally replace only:
ONE PREPARED SPELL
with another eligible Paladin spell.
EXAMPLE
A Paladin has:
SIX NORMAL PREPARED SPELLS
After a Long Rest, the player dislikes four of them.
Can all four be replaced?
NO
The normal Paladin replacement rule allows:
ONE
PART THIRTY-FIVE — PALADIN ALWAYS-PREPARED SPELLS
At Paladin level 2:
PALADIN'S SMITE
makes:
DIVINE SMITE
always prepared.
And the Paladin's subclass can grant further:
ALWAYS-PREPARED SPELLS
These are in addition to the normal number of prepared spells.
PART THIRTY-SIX — RANGER SPELLS
The Ranger also begins Spellcasting at:
LEVEL 1
It starts with:
TWO LEVEL 1 RANGER SPELLS PREPARED
The recommended spells are:
CURE WOUNDS
and:
ENSNARING STRIKE
PART THIRTY-SEVEN — RANGER PREPARATION
After finishing:
A LONG REST
the Ranger can replace:
ONE PREPARED RANGER SPELL
with another eligible Ranger spell.
So the Ranger follows the same normal replacement rhythm as:
PALADIN
PART THIRTY-EIGHT — RANGER HAS NO BASE CANTRIPS
The base Ranger Spellcasting feature doesn't grant Cantrips.
But at level 2:
DRUIDIC WARRIOR
can be chosen instead of a Fighting Style feat.
It grants:
TWO DRUID CANTRIPS
which count as:
RANGER SPELLS
and use:
WISDOM
Whenever the character gains a Ranger level, one can be replaced with another Druid Cantrip.
PART THIRTY-NINE — HUNTER'S MARK IS ALWAYS PREPARED
At Ranger level 1:
FAVORED ENEMY
makes:
HUNTER'S MARK
always prepared.
It also separately provides free castings, but the important point for this lesson is:
HUNTER'S MARK DOES NOT CONSUME ONE OF THE NORMAL PREPARED-SPELL CHOICES
PART FORTY — SORCERER SPELLS
At Sorcerer level 1:
FOUR SORCERER CANTRIPS
and:
TWO LEVEL 1 SORCERER SPELLS PREPARED
The SRD recommends:
BURNING HANDS
and:
DETECT MAGIC
PART FORTY-ONE — SORCERER PREPARATION
As the Sorcerer's Prepared Spells number increases:
ADD ELIGIBLE SORCERER SPELLS
until the total matches the class table.
A level 3 Sorcerer, for example, can have:
SIX PREPARED SORCERER SPELLS
of levels 1 and 2 in any combination.
PART FORTY-TWO — CHANGING SORCERER SPELLS
The Sorcerer does not normally change spells after every Long Rest.
Instead:
WHENEVER YOU GAIN A SORCERER LEVEL
you can replace:
ONE PREPARED SPELL
with another eligible Sorcerer spell.
PART FORTY-THREE — SORCERER CANTRIPS
The Sorcerer begins with:
FOUR
Cantrips.
Whenever gaining a Sorcerer level, it can replace:
ONE SORCERER CANTRIP
Additional Cantrips are gained at levels:
4
and:
10
PART FORTY-FOUR — DRACONIC SORCERY ADDS ALWAYS-PREPARED SPELLS
The SRD's Sorcerer subclass:
DRACONIC SORCERY
provides specified:
DRACONIC SPELLS
that become always prepared at certain Sorcerer levels.
Again:
SUBCLASS SPELLS CAN EXPAND YOUR AVAILABLE MAGIC
without consuming the normal prepared-spell total.
PART FORTY-FIVE — WARLOCK IS DIFFERENT
The Warlock's spellcasting system is called:
PACT MAGIC
rather than:
SPELLCASTING
The Warlock still prepares spells, but its slot structure operates differently.
At Warlock level 1, it begins with:
TWO WARLOCK CANTRIPS
and:
TWO LEVEL 1 WARLOCK SPELLS PREPARED
The SRD recommends:
ELDRITCH BLAST
PRESTIDIGITATION
for Cantrips, and:
CHARM PERSON
HEX
for level 1 prepared spells.
PART FORTY-SIX — WARLOCK SPELL ELIGIBILITY
Warlock Pact Magic slots are unusual.
The Warlock table shows:
A SLOT LEVEL
and all the Warlock's Pact Magic slots are:
THE SAME LEVEL
The Warlock's normal prepared spells can be no higher than:
THE SLOT LEVEL SHOWN FOR YOUR WARLOCK LEVEL
We will study this in much greater detail in:
LESSON 72
PART FORTY-SEVEN — CHANGING WARLOCK SPELLS
Whenever you gain:
A WARLOCK LEVEL
you can replace:
ONE PREPARED WARLOCK SPELL
with another eligible Warlock spell.
A Long Rest alone does not provide the normal Warlock prepared-spell replacement.
PART FORTY-EIGHT — WARLOCK CANTRIPS
The Warlock starts with:
TWO CANTRIPS
Whenever it gains a Warlock level:
ONE CANTRIP
from this feature can be replaced.
Additional Cantrips are gained at Warlock levels:
4
and:
10
PART FORTY-NINE — FIEND PATRON SPELLS
The:
FIEND PATRON
subclass gives specified Fiend Spells that become:
ALWAYS PREPARED
as the Warlock reaches certain levels.
So once again:
NORMAL PREPARED SPELLS
and:
ALWAYS-PREPARED SUBCLASS SPELLS
are separate layers.
PART FIFTY — THE WIZARD IS THE MOST DISTINCT PREPARER
The Wizard uses:
A SPELLBOOK
This creates two separate pools:
SPELLS IN YOUR SPELLBOOK
and:
SPELLS CURRENTLY PREPARED
The two are:
NOT THE SAME THING
PART FIFTY-ONE — THE WIZARD'S SPELLBOOK
The Wizard's spellbook is:
A TINY OBJECT
It weighs:
3 POUNDS
and contains:
100 PAGES
The SRD says it can normally be read only by the Wizard or by someone casting:
IDENTIFY
Its appearance is up to the player.
PART FIFTY-TWO — STARTING WIZARD SPELLBOOK
At Wizard level 1, the spellbook starts with:
SIX LEVEL 1 WIZARD SPELLS
of your choice.
The SRD recommends:
DETECT MAGIC
FEATHER FALL
MAGE ARMOR
MAGIC MISSILE
SLEEP
THUNDERWAVE
PART FIFTY-THREE — BUT THE LEVEL 1 WIZARD PREPARES ONLY FOUR
The Wizard's spellbook begins with:
SIX LEVEL 1+ SPELLS
but the level 1 Wizard normally prepares:
FOUR
of them.
This gives us the clearest possible demonstration of the difference.
SPELLBOOK
6 spells.
PREPARED
4 spells.
Therefore:
TWO SPELLS CAN BE IN YOUR BOOK WITHOUT BEING PREPARED
EXAMPLE
Spellbook:
-
Detect Magic
-
Feather Fall
-
Mage Armor
-
Magic Missile
-
Sleep
-
Thunderwave
Prepared today:
-
Mage Armor
-
Magic Missile
-
Sleep
-
Thunderwave
Detect Magic and Feather Fall are:
IN THE SPELLBOOK
but not on the normal prepared list.
PART FIFTY-FOUR — GAINING WIZARD LEVELS ADDS SPELLS TO THE BOOK
Whenever you gain a Wizard level after level 1:
ADD TWO WIZARD SPELLS
to your spellbook.
Each must be of a level for which you have:
SPELL SLOTS
This represents the Wizard's continuing:
ARCANE RESEARCH
PART FIFTY-FIVE — WIZARD LEVEL 3 EXAMPLE
Without considering additional spells discovered during adventures:
Level 1 spellbook:
6 SPELLS
Gain Wizard level 2:
+2
Gain Wizard level 3:
+2
Total:
10 SPELLS IN THE SPELLBOOK
The level 3 Wizard's normal prepared-spell total is:
6
So you could have:
10+ SPELLS AVAILABLE IN THE BOOK
but only:
6 NORMALLY PREPARED
The "+" is important because a Wizard may have copied additional spells into the book.
PART FIFTY-SIX — CHANGING WIZARD PREPARED SPELLS
Whenever the Wizard finishes:
A LONG REST
it can replace:
ANY
of its normal prepared spells.
But replacements must come from:
THE WIZARD'S SPELLBOOK
This is the Wizard's defining limitation and strength.
WRONG
"The spell is on the Wizard Spell List, so after my Long Rest I'll prepare it."
Not necessarily.
CORRECT
First ask:
IS THE SPELL IN MY SPELLBOOK?
If yes, and it satisfies the other preparation requirements:
YOU CAN PREPARE IT
If not:
YOU NEED TO GET IT INTO THE BOOK FIRST
PART FIFTY-SEVEN — THE WIZARD CAN DISCOVER MORE SPELLS
Wizard spell growth isn't limited to:
TWO PER LEVEL
A Wizard can find additional Wizard spells during adventures.
For example:
A WIZARD SPELL ON A SPELL SCROLL
can potentially be copied into the spellbook.
PART FIFTY-EIGHT — COPYING A NEW SPELL INTO THE SPELLBOOK
When you find a:
LEVEL 1+ WIZARD SPELL
you can copy it into your spellbook if:
IT IS OF A LEVEL YOU CAN PREPARE
and:
YOU HAVE THE REQUIRED TIME
For each level of the spell:
2 HOURS
and:
50 GP
COPY FORMULA
For a spell of level:
N
Time:
N × 2 HOURS
Cost:
N × 50 GP
PART FIFTY-NINE — COPYING EXAMPLES
LEVEL 1 SPELL
Time:
1 × 2 =
2 HOURS
Cost:
1 × 50 =
50 GP
LEVEL 2 SPELL
Time:
2 × 2 =
4 HOURS
Cost:
2 × 50 =
100 GP
LEVEL 3 SPELL
Time:
3 × 2 =
6 HOURS
Cost:
3 × 50 =
150 GP
LEVEL 5 SPELL
Time:
5 × 2 =
10 HOURS
Cost:
5 × 50 =
250 GP
PART SIXTY — COPYING THE SPELL DOESN'T AUTOMATICALLY PREPARE IT
After copying, the spell becomes part of:
YOUR SPELLBOOK
The SRD says you can thereafter prepare it like your other spells.
That means:
COPY INTO BOOK
and:
PREPARE
are still separate steps.
PART SIXTY-ONE — COPYING YOUR OWN SPELLBOOK IS CHEAPER
A Wizard can also copy spells from their spellbook into:
ANOTHER BOOK
Because the Wizard already understands the spell, the process is faster and cheaper.
Per spell level:
1 HOUR
and:
10 GP
EXAMPLE — LEVEL 4 SPELL
Copying a newly discovered level 4 Wizard spell:
8 HOURS
200 GP
Copying the same spell from your own spellbook into another book:
4 HOURS
40 GP
Those are:
DIFFERENT PROCEDURES
PART SIXTY-TWO — LOSING YOUR SPELLBOOK
If a Wizard loses the spellbook, the SRD allows the Wizard to transcribe the Wizard spells they currently have:
PREPARED
into a new spellbook using the copying procedure.
But other spells that existed only in the lost book must be:
FOUND AGAIN
to restore the remainder of the collection.
This is why the SRD notes that many Wizards maintain:
BACKUP SPELLBOOKS
PART SIXTY-THREE — WIZARD CANTRIPS WORK DIFFERENTLY
The Wizard starts with:
THREE CANTRIPS
But unlike most of the other full spellcasting classes:
THE WIZARD CAN REPLACE ONE WIZARD CANTRIP AFTER A LONG REST
At Wizard levels:
4
and:
10
the Wizard learns another Cantrip.
IMPORTANT
Don't apply the Wizard's level 1+ spell preparation system to Cantrips.
Cantrips aren't stored and prepared through the spellbook in the same way as the Wizard's level 1+ prepared spells.
The class gives them:
THEIR OWN RULE
PART SIXTY-FOUR — WIZARD RITUAL ADEPT: A SPECIFIC EXCEPTION
The normal Gaining Spells rule tells us that a spell normally needs to be prepared or accessed through a magic item.
Then the Wizard has a specific feature:
RITUAL ADEPT
If a spell:
HAS THE RITUAL TAG
and:
IS IN YOUR SPELLBOOK
the Wizard can cast it as a Ritual:
WITHOUT HAVING IT PREPARED
The Wizard must:
READ FROM THE SPELLBOOK
to cast it this way.
WHY THIS WORKS
Remember Lesson 2:
SPECIFIC RULES OVERRIDE GENERAL RULES
General rule:
SPELL NEEDS ACCESS/PREPARATION
Specific Wizard feature:
ELIGIBLE RITUAL SPELL IN BOOK NEEDN'T BE PREPARED FOR RITUAL CASTING
The specific rule wins.
PART SIXTY-FIVE — WIZARD RITUAL EXAMPLE
Wizard spellbook contains:
DETECT MAGIC
Detect Magic has the:
RITUAL
tag.
Detect Magic isn't one of the Wizard's normal prepared spells today.
Can Ritual Adept still allow the Wizard to cast it as a Ritual from the spellbook?
YES
provided the requirements of Ritual Adept and Ritual casting are satisfied.
The Wizard must:
READ FROM THE BOOK
PART SIXTY-SIX — MEMORIZE SPELL CREATES ANOTHER WIZARD EXCEPTION
At Wizard level:
5
the Wizard gains:
MEMORIZE SPELL
Whenever the Wizard finishes:
A SHORT REST
they can study the spellbook and replace:
ONE PREPARED LEVEL 1+ WIZARD SPELL
with another level 1+ spell from the book.
So the normal Wizard rhythm is:
LONG REST — CHANGE ANY
But from level 5:
SHORT REST — CHANGE ONE
through this specific feature.
PART SIXTY-SEVEN — COMPLETE CLASS COMPARISON
| Class | Level 1 Cantrips from Base Casting Feature | Level 1 Normal Prepared Spells | Normal Level 1+ Replacement |
|---|---|---|---|
| Bard | 2 | 4 | One when gaining a Bard level |
| Cleric | 3 | 4 | Any after a Long Rest |
| Druid | 2 | 4 | Any after a Long Rest |
| Paladin | 0 | 2 | One after a Long Rest |
| Ranger | 0 | 2 | One after a Long Rest |
| Sorcerer | 4 | 2 | One when gaining a Sorcerer level |
| Warlock | 2 | 2 | One when gaining a Warlock level |
| Wizard | 3 | 4 from spellbook | Any after a Long Rest |
The replacement cadence is confirmed by the SRD's general Spell Preparation by Class table.
PART SIXTY-EIGHT — THREE LEVEL-1 MAGIC PROFILES
Look at how differently three level 1 characters can access magic.
LEVEL 1 CLERIC
Cantrips:
3
Normal prepared level 1 spells:
4
After Long Rest:
CHANGE ANY
LEVEL 1 SORCERER
Cantrips:
4
Normal prepared level 1 spells:
2
Change normal prepared spell:
ONE WHEN GAINING A SORCERER LEVEL
LEVEL 1 WIZARD
Cantrips:
3
Spellbook level 1+ spells:
6
Normal prepared spells:
4
After Long Rest:
CHANGE ANY FROM SPELLBOOK
These classes are all:
SPELLCASTERS
but their relationship with their magic is mechanically:
DIFFERENT
PART SIXTY-NINE — THE CLASS TABLE TELLS YOU HOW MANY SPELLS TO PREPARE
As many spellcasting classes gain levels, their:
PREPARED SPELLS
number increases.
When it increases, the class feature tells you to add appropriate spells until:
YOUR LIST MATCHES THE TABLE
This does not require you to discard old spells merely because the number increased.
You:
ADD SPELLS
until reaching the new total.
EXAMPLE
Prepared Spells before leveling:
5
New class table total:
6
You choose:
ONE ADDITIONAL ELIGIBLE SPELL
New total:
6
PART SEVENTY — GAINING AN ADDITIONAL SPELL IS NOT THE SAME AS REPLACING A SPELL
This distinction matters.
Suppose your Bard's Prepared Spells total increases from:
5 TO 6
The Bard chooses another spell because:
THE TOTAL INCREASED
Separately, gaining a Bard level also permits:
ONE SPELL REPLACEMENT
according to the Bard's feature.
Those are not necessarily the same operation.
PART SEVENTY-ONE — MAGIC ITEMS CAN PROVIDE ACCESS
The general Gaining Spells rule also identifies:
MAGIC ITEMS
as another possible source of spell access.
The SRD specifically gives:
SPELL SCROLL
as an example.
This means:
YOUR PREPARED LIST IS NOT THE ONLY POSSIBLE SOURCE OF SPELL ACCESS
But the magic item's own rules determine exactly:
HOW THAT ACCESS WORKS
PART SEVENTY-TWO — DON'T INVENT UNIVERSAL MAGIC-ITEM SPELLCASTING RULES
The fact that a magic item provides spell access does not mean:
EVERY CREATURE CAN USE EVERY MAGIC ITEM TO CAST EVERY SPELL
The item's specific description matters.
Later, when we study:
MAGIC ITEMS
we will apply the precise activation and item-specific rules.
For now, remember only:
A MAGIC ITEM CAN BE A SOURCE OF SPELL ACCESS
PART SEVENTY-THREE — MULTICLASS SPELL PREPARATION
Multiclass spellcasting creates another important distinction.
If you have the Spellcasting feature from multiple classes:
DETERMINE THE SPELLS YOU CAN PREPARE FOR EACH CLASS INDIVIDUALLY
as if you were a single-classed member of that class.
Each prepared spell remains associated with:
ONE OF YOUR CLASSES
and uses that class's:
SPELLCASTING ABILITY
PART SEVENTY-FOUR — MULTICLASS EXAMPLE
The SRD gives:
RANGER 4 / SORCERER 3
The character can prepare:
FIVE LEVEL 1 RANGER SPELLS
and:
SIX SORCERER SPELLS OF LEVEL 1 OR 2
plus:
FOUR SORCERER CANTRIPS
Notice:
RANGER SPELLS ARE DETERMINED AS RANGER SPELLS
and:
SORCERER SPELLS ARE DETERMINED AS SORCERER SPELLS
They aren't thrown into one giant:
MULTICLASS PREPARED-SPELL POOL
PART SEVENTY-FIVE — MULTICLASS SLOTS DON'T EXPAND SPELL ACCESS
That Ranger 4 / Sorcerer 3 counts as a level 5 multiclass spellcaster for determining slots.
That produces:
LEVEL 3 SPELL SLOTS
But the SRD explicitly says the character still cannot prepare:
LEVEL 3 SPELLS
and can't prepare:
LEVEL 2 RANGER SPELLS
This is perhaps the clearest proof that:
SPELL SLOTS ARE NOT SPELL ACCESS
PART SEVENTY-SIX — CLASS SPELLCASTING ABILITY REMAINS ATTACHED TO THE SPELL
In multiclassing, each spell you prepare remains associated with:
THE CLASS THAT PROVIDED IT
So you use:
THAT CLASS'S SPELLCASTING ABILITY
For example:
Ranger spell:
WISDOM
Sorcerer spell:
CHARISMA
You don't simply choose whichever score is:
HIGHER
PART SEVENTY-SEVEN — SPELL ACCESS CAN COME FROM SPECIFIC EXCEPTIONS
By now we have seen several ways features alter the normal pattern:
DRUIDIC
adds Speak with Animals.
FAVORED ENEMY
adds Hunter's Mark.
PALADIN'S SMITE
adds Divine Smite.
SUBCLASSES
can add always-prepared spells.
MAGICAL SECRETS
expands the Bard's eligible spell lists.
WIZARD SPELLBOOK
creates a stored collection from which spells are prepared.
RITUAL ADEPT
permits certain unprepared Wizard spells to be cast as Rituals.
The lesson:
NEVER ASSUME ALL SPELLCASTERS GAIN SPELLS IN THE SAME WAY
Read:
THE FEATURE
PART SEVENTY-EIGHT — WHAT YOU ACTUALLY TRACK ON YOUR CHARACTER
At the table, a spellcasting player should know at least:
WHICH SPELLCASTING FEATURE THEY USE
WHICH SPELLS THEY CURRENTLY HAVE PREPARED
WHICH SPELLS ARE ALWAYS PREPARED
WHICH CANTRIPS THEY KNOW
and, if a Wizard:
WHICH LEVEL 1+ SPELLS ARE IN THE SPELLBOOK
Later we will add:
SPELL SLOTS
COMPONENTS
CONCENTRATION
SPELL SAVE DC
SPELL ATTACK BONUS
and other casting information.
PART SEVENTY-NINE — A USEFUL WIZARD CHARACTER-SHEET DISTINCTION
Suppose a level 3 Wizard has ten spells in the spellbook.
Mark:
ALL TEN
as:
SPELLBOOK SPELLS
But only six are:
NORMALLY PREPARED TODAY
This prevents the common mistake of looking at the spellbook and assuming:
EVERY SPELL IN IT IS READY FOR NORMAL CASTING
PART EIGHTY — A USEFUL CLERIC CHARACTER-SHEET DISTINCTION
A Cleric doesn't use a Wizard spellbook.
Instead, track:
NORMAL PREPARED CLERIC SPELLS
plus:
ALWAYS-PREPARED SPELLS
After the next Long Rest, the Cleric can rebuild the normal prepared selection under the class rules.
PART EIGHTY-ONE — A USEFUL SORCERER CHARACTER-SHEET DISTINCTION
For the Sorcerer, changing the normal prepared list is much less frequent.
Track the chosen spells knowing that the normal replacement opportunity comes when:
YOU GAIN A SORCERER LEVEL
rather than after every night's rest.
This makes each selection comparatively:
MORE PERSISTENT
That is gameplay interpretation of the preparation rule, not an extra mechanic.
PART EIGHTY-TWO — SPELL ACCESS CHECKLIST
Before trying to cast a spell, ask:
STEP 1 — WHAT FEATURE GIVES ME ACCESS TO SPELLS?
STEP 2 — IS THIS SPELL ELIGIBLE FOR THAT FEATURE?
STEP 3 — IS IT CURRENTLY PREPARED?
If required.
STEP 4 — IS IT ALWAYS PREPARED?
If a feature says so.
STEP 5 — IS THERE A SPECIFIC EXCEPTION?
Such as:
WIZARD RITUAL ADEPT
STEP 6 — AM I ACCESSING IT FROM A MAGIC ITEM?
If so:
READ THE ITEM'S RULE
Only after establishing access do we move to:
HOW DO I ACTUALLY CAST IT?
That begins in:
LESSON 72
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING THE CLASS SPELL LIST IS YOUR PREPARED LIST
It isn't.
The class spell list determines potential access according to class features.
Your prepared list is:
WHAT YOU CURRENTLY HAVE READY
MISTAKE 2 — THINKING A SPELL SLOT TEACHES YOU A SPELL
It doesn't.
Spell Slots represent:
CASTING CAPACITY
not:
SPELL ACCESS
MISTAKE 3 — THINKING A LEVEL 3 SLOT AUTOMATICALLY LETS YOU PREPARE LEVEL 3 SPELLS
Multiclassing demonstrates why this is false.
You can have:
LEVEL 3 SLOTS
while being unable to prepare:
LEVEL 3 SPELLS
MISTAKE 4 — REMOVING A SPELL FROM YOUR PREPARED LIST AFTER CASTING IT
Casting doesn't normally:
UNPREPARE THE SPELL
The slot and the prepared spell are separate resources/concepts.
MISTAKE 5 — THINKING "ALWAYS PREPARED" MEANS "CAST FOR FREE"
No.
Always prepared means:
ALWAYS AVAILABLE AS A PREPARED SPELL
Free casting requires:
A SEPARATE RULE
MISTAKE 6 — COUNTING ALWAYS-PREPARED SPELLS AGAINST THE NORMAL TOTAL
They:
DON'T COUNT AGAINST IT
MISTAKE 7 — ASSUMING EVERY SPELLCASTER CHANGES SPELLS AFTER A LONG REST
No.
Bard:
GAIN BARD LEVEL — ONE
Sorcerer:
GAIN SORCERER LEVEL — ONE
Warlock:
GAIN WARLOCK LEVEL — ONE
MISTAKE 8 — LETTING A CLERIC CHANGE ONLY ONE SPELL AFTER A LONG REST
The general table says:
ANY
MISTAKE 9 — LETTING A DRUID CHANGE ONLY ONE SPELL
The Druid can normally change:
ANY
after a Long Rest.
MISTAKE 10 — LETTING A PALADIN REBUILD THE ENTIRE LIST
The Paladin normally replaces:
ONE
after a Long Rest.
MISTAKE 11 — LETTING A RANGER REBUILD THE ENTIRE LIST
The Ranger normally replaces:
ONE
after a Long Rest.
MISTAKE 12 — LETTING A BARD REPLACE A SPELL AFTER EVERY LONG REST
The normal Bard rule triggers when:
GAINING A BARD LEVEL
MISTAKE 13 — LETTING A SORCERER REPLACE SPELLS EVERY MORNING
The normal replacement trigger is:
GAIN A SORCERER LEVEL
MISTAKE 14 — LETTING A WARLOCK REPLACE SPELLS EVERY MORNING
The normal replacement trigger is:
GAIN A WARLOCK LEVEL
MISTAKE 15 — THINKING THE WARLOCK USES THE SAME SLOT SYSTEM AS EVERY OTHER SPELLCASTER
The Warlock uses:
PACT MAGIC
with its own Slot Level structure.
MISTAKE 16 — THINKING THE BASE PALADIN GETS CANTRIPS
It doesn't.
A feature such as:
BLESSED WARRIOR
can grant them.
MISTAKE 17 — THINKING THE BASE RANGER GETS CANTRIPS
It doesn't.
A feature such as:
DRUIDIC WARRIOR
can grant them.
MISTAKE 18 — USING THE LEVEL 1+ PREPARED-SPELL REPLACEMENT TABLE FOR CANTRIPS
Cantrips have:
CLASS-SPECIFIC RULES
MISTAKE 19 — ASSUMING ALL CANTRIP REPLACEMENT TIMING IS IDENTICAL
It isn't.
For example, the Wizard can normally replace one Wizard Cantrip after:
A LONG REST
while several other classes replace one when:
GAINING A CLASS LEVEL
MISTAKE 20 — THINKING EVERY SPELL IN A WIZARD'S SPELLBOOK IS PREPARED
No.
SPELLBOOK SPELLS
and:
PREPARED SPELLS
are separate.
MISTAKE 21 — LETTING THE WIZARD PREPARE ANY WIZARD-LIST SPELL AFTER A LONG REST
The spell normally needs to be:
IN THE SPELLBOOK
MISTAKE 22 — THINKING COPYING A SPELL INTO THE SPELLBOOK AUTOMATICALLY PREPARES IT
Copying makes it:
AVAILABLE TO PREPARE
It doesn't automatically place it on today's normal prepared list.
MISTAKE 23 — CONFUSING SCRIBING A SPELL SCROLL WITH COPYING A SPELL INTO A SPELLBOOK
These are:
DIFFERENT PROCEDURES
Scribing a Spell Scroll was taught in Lesson 70.
Copying a Wizard spell into a spellbook uses:
2 HOURS + 50 GP PER SPELL LEVEL
MISTAKE 24 — THINKING A WIZARD CAN COPY ANY CLASS'S SPELL INTO THE SPELLBOOK
The copying rule applies to:
A LEVEL 1+ WIZARD SPELL
that satisfies its requirements.
MISTAKE 25 — THINKING THE WIZARD MUST PREPARE EVERY RITUAL
Ritual Adept provides a specific exception.
An eligible Ritual spell:
IN THE SPELLBOOK
doesn't need to be prepared when the Wizard casts it as a Ritual through that feature.
MISTAKE 26 — THINKING RITUAL ADEPT MAKES EVERY UNPREPARED WIZARD SPELL CASTABLE
No.
The spell must:
HAVE THE RITUAL TAG
and:
BE IN THE SPELLBOOK
and the Wizard must:
READ FROM THE BOOK
MISTAKE 27 — THINKING WIZARDS CAN ONLY CHANGE SPELLS AFTER A LONG REST AT ALL LEVELS
Normally yes, but:
MEMORIZE SPELL
at Wizard level 5 creates an additional Short Rest replacement option for one eligible prepared spell.
MISTAKE 28 — THINKING MULTICLASS PREPARED SPELLS FORM ONE GIANT LIST
No.
Determine preparation:
FOR EACH CLASS SEPARATELY
MISTAKE 29 — USING CHARISMA FOR A RANGER SPELL BECAUSE THE CHARACTER IS ALSO A SORCERER
A prepared spell remains associated with:
ITS CLASS
Ranger:
WISDOM
Sorcerer:
CHARISMA
MISTAKE 30 — THINKING SUBCLASS SPELLS MUST APPEAR ON THE BASE CLASS LIST TO WORK
A specific subclass feature can grant a spell and specify how it functions for that class.
Specific feature:
OVERRIDES THE GENERAL ACCESS LIMITATION
MISTAKE 31 — THINKING MAGICAL SECRETS GIVES THE BARD EVERY SPELL
It doesn't.
It expands the pools from which eligible Bard selections can be made.
The preparation limits still apply.
MISTAKE 32 — ASSUMING MAGICAL SECRETS MEANS EVERY CLASS SPELL LIST
The SRD specifically identifies:
BARD
CLERIC
DRUID
WIZARD
MISTAKE 33 — THINKING A SPELL GRANTED BY A MAGIC ITEM MUST ALSO OCCUPY A NORMAL PREPARED-SPELL SLOT
The general Gaining Spells rule recognizes:
ACCESS FROM A MAGIC ITEM
as a separate route.
The item's own rules then determine how that access works.
QUICK RECAP
Before casting a spell, you generally need:
THE SPELL PREPARED
or:
ACCESS THROUGH A MAGIC ITEM
such as a Spell Scroll.
SPELL LIST
Potential spell selections available through:
A FEATURE
PREPARED SPELL
A spell currently available through:
YOUR PREPARATION RULES
ALWAYS-PREPARED SPELL
Always ready and:
DOESN'T COUNT AGAINST YOUR NORMAL PREPARED TOTAL
when you have such a list.
ALWAYS PREPARED
does not automatically mean:
FREE CAST
CANTRIPS
Are:
LEVEL 0 SPELLS
and use their own class-specific gaining/replacement rules.
BARD
Normal spell change:
ONE WHEN GAINING A BARD LEVEL
CLERIC
ANY AFTER LONG REST
DRUID
ANY AFTER LONG REST
PALADIN
ONE AFTER LONG REST
RANGER
ONE AFTER LONG REST
SORCERER
ONE WHEN GAINING A SORCERER LEVEL
WARLOCK
ONE WHEN GAINING A WARLOCK LEVEL
Uses:
PACT MAGIC
WIZARD
ANY AFTER LONG REST
but normal prepared level 1+ spells come from:
THE SPELLBOOK
WIZARD SPELLBOOK
Starts with:
SIX LEVEL 1 SPELLS
Level 1 Wizard normally prepares:
FOUR
WIZARD LEVEL-UP
After level 1:
TWO NEW WIZARD SPELLS PER WIZARD LEVEL
into the spellbook.
COPYING A NEW WIZARD SPELL
Per spell level:
2 HOURS
50 GP
COPYING YOUR OWN BOOK
Per spell level:
1 HOUR
10 GP
RITUAL ADEPT
Eligible Ritual spell in spellbook:
NEEDN'T BE PREPARED
when cast as a Ritual through the feature.
MULTICLASSING
Prepare spells:
FOR EACH CLASS SEPARATELY
Higher-level multiclass Spell Slots do not automatically provide:
HIGHER-LEVEL SPELL ACCESS
PRIME HERO CHALLENGE
Four adventurers wake after a Long Rest.
Determine what each can do.
HERO A — LEVEL 3 CLERIC
Normal prepared spells:
6
The player wants to replace:
FOUR
of them.
Can they?
YES
The Cleric can change:
ANY
of the normal prepared list after a Long Rest.
HERO B — LEVEL 3 BARD
Normal prepared spells:
6
The Bard finishes the same Long Rest and wants to replace:
ONE
prepared spell.
Can the Bard use the normal Bard preparation rule to do so now?
NO
The normal trigger is:
GAINING A BARD LEVEL
not:
FINISHING A LONG REST
HERO C — LEVEL 5 RANGER
Normal prepared spells:
6
Also has:
HUNTER'S MARK ALWAYS PREPARED
How many spells are available from these two sources?
SIX NORMAL PREPARED SPELLS
plus:
HUNTER'S MARK
Hunter's Mark doesn't consume one of the six normal choices.
The Ranger finishes a Long Rest and wants to change two normal spells.
How many may normally be replaced?
ONE
HERO D — LEVEL 3 WIZARD
Assume the Wizard has gained only the spells automatically added by normal Wizard leveling and has copied no extras.
Starting spellbook:
6
Level 2:
+2
Level 3:
+2
Total:
10 SPELLBOOK SPELLS
Normal prepared spells at Wizard level 3:
6
QUESTION
Are all ten normally prepared?
NO
Only:
SIX
are selected for the normal prepared list.
The Wizard finishes:
A LONG REST
Can all six normal prepared spells be replaced with other eligible spells from the spellbook?
YES
One of the other four spellbook spells has:
THE RITUAL TAG
It isn't prepared.
Can Ritual Adept potentially allow the Wizard to cast it as a Ritual?
YES
The Wizard must read it from:
THE SPELLBOOK
FINAL CHALLENGE — THE MULTICLASS SPELLCASTER
A character is:
RANGER 4 / SORCERER 3
The multiclass calculation gives the character:
LEVEL 3 SPELL SLOTS
Does that allow the character to prepare:
A LEVEL 3 SORCERER SPELL?
NO
Does it allow a:
LEVEL 2 RANGER SPELL?
NO
The SRD's example explicitly demonstrates that the higher-level multiclass slots don't increase the levels of spells each individual class can prepare.
The slots can instead be used to cast eligible lower-level spells, potentially with enhanced effects when the spell allows it.
LESSON 71 — KEY TAKEAWAYS
Magic begins with:
ACCESS
Before asking:
"DO I HAVE A SPELL SLOT?"
ask:
"DO I HAVE THIS SPELL AVAILABLE TO CAST?"
The core hierarchy is:
SPELL LIST
↓
FEATURE GIVES ACCESS
↓
SPELL PREPARED
↓
SPELL CAN BE CAST IF ITS OTHER REQUIREMENTS ARE MET
But specific features can modify that hierarchy.
Examples include:
ALWAYS-PREPARED SPELLS
MAGIC ITEMS
WIZARD SPELLBOOK
RITUAL ADEPT
MAGICAL SECRETS
and:
SUBCLASS SPELLS
The most important distinction is:
SPELL ACCESS ≠ SPELL SLOT
A Spell Slot doesn't teach you a spell.
A prepared spell isn't consumed merely because you cast it.
And having a spell on a class list doesn't mean:
IT IS CURRENTLY PREPARED
Once those three ideas are clear, the rest of spellcasting becomes dramatically easier to understand.
Now we have answered:
WHICH SPELLS CAN I HAVE READY?
The next question is:
HOW DO I POWER THEM?
NEXT LESSON
LESSON 72 — SPELL LEVELS, CANTRIPS, PREPARED SPELLS, AND SPELL SLOTS
We will learn exactly how the game's magical resource system works:
SPELL LEVELS 0–9
CANTRIPS
SPELL SLOTS
EXPENDING SPELL SLOTS
CASTING A LOWER-LEVEL SPELL WITH A HIGHER-LEVEL SLOT
RESTORING SPELL SLOTS
CASTING WITHOUT SPELL SLOTS
and:
WARLOCK PACT MAGIC
We will answer one of the most common beginner questions in 5E:
"IF I KNOW SIX SPELLS, WHY DO I ONLY HAVE FOUR SPELL SLOTS?"
Because:
SPELLS
and:
SPELL SLOTS
are two completely different parts of the magic system.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.