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:

  1. Detect Magic

  2. Feather Fall

  3. Mage Armor

  4. Magic Missile

  5. Sleep

  6. Thunderwave

Prepared today:

  1. Mage Armor

  2. Magic Missile

  3. Sleep

  4. 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.