Klaus
First Post
I realized tonight that I may be understanding something wrong with the spells per day charts that accompany magic-user classes.
On the mage, for example, at level 3, the chart indicates 4 under the 1 spell per day column, and a 2 under the 2 spells per day column. What does this mean exactly? Does it mean that the mage can prepare four spells that can only be cast 1 time per day, and he can prepare 2 spells that can be cast 2 times per day?
If so, does that also mean that if, let's say, the mage has burning hands prepared for the 1 time a day slot, that once he has cast burning hands, he can't cast that spell again for the rest of the day? I could use a little clarity. Thanks![]()
D&D's constant use of "level" sometimes mixes things up. So I'll explain using another concept:
Let's say your character is a sci-fi gunsmith. He knows how to build a variety of guns, each with different effects (one shoots fire, the other shoots lighting, the other squirts oil, etc). But he has the parts to build a small selection of guns. So every morning, the gunsmith assembles the guns he thinks he will need during the day. But these guns need charged batteries to shoot. The gunsmith can charge up a very small number of batteries each day, and each battery can only be used once before needing an overnight recharge. At any time during the day, the gunsmith can insert a battery into one of his guns and shoot it. After that, the gun can be re-used, but the battery needs to recharge before being used again. On the next day, the gunsmith can choose to keep the guns he assembled on the previous day, or disassemble them to use the parts to build different guns.
As the gunsmith levels up, he learns how to build more powerful guns (and gets the parts for them), which require double-strength batteries, and he gains a double-charge battery. His high-power guns won't run with the regular batteries, but some of his older guns can use the double-charge battery (which makes their shots more powerful).
So, the guns are your spells, and the batteries are your spell slots. Higher-level spells require higher-level spell slots, and some low-level spells get stronger if cast using a higher-level slot. Some classes (like cleric, druid and wizard) must prepare spells in the morning (assembling the guns), others have a small number of "known spells" that they can always access. These are explained in the class description, under "Spellcasting". The table shows how many spells slots you have each day (how many "batteries" of each level your character charges up overnight).