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General Tabletop Discussion
*Dungeons & Dragons
Prepared vs Unprepared spells Help
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<blockquote data-quote="BoldItalic" data-source="post: 7055645" data-attributes="member: 6777052"><p>It might help to think of it in concrete terms.</p><p></p><p>Suppose you have a box of spell cards (they do exist), with each card printed with the text of a different spell. You have six different cards in the box, and those are all the spells your 1st-level wizard knows. You chose the six when you created the character.</p><p></p><p>At the beginning of the adventuring day, after your wizard has taken a long rest, you pick four of those cards and lay them on the table in front of you, beside your character sheet. The other two stay in the box - you don't think you will need them today. The four cards on the table are the ones you have <em>prepared</em>.</p><p></p><p>Also lay on the table, beside your character sheet, two counters. Those represent your spell slots.</p><p></p><p>When you get to a point in the adventure where you think it's a good time to cast a spell, you point to one of the cards in front of you and say you are casting <em>that</em> spell. Then you put aside one of the spell-slot counters to pay for it, and the spell is cast. The card stays on the table - you might need to cast the same spell again later - but the counter is removed.</p><p></p><p>Obviously, you can only do that twice during the day and then you will have used up your counters. This means that there will be three or four spells that you had prepared (laid on the table) but haven't cast at all that day because it turned out that you didn't need them. That's okay; you had to guess at the beginning of the day which ones to prepare before you knew how the adventure was going to pan out.</p></blockquote><p></p>
[QUOTE="BoldItalic, post: 7055645, member: 6777052"] It might help to think of it in concrete terms. Suppose you have a box of spell cards (they do exist), with each card printed with the text of a different spell. You have six different cards in the box, and those are all the spells your 1st-level wizard knows. You chose the six when you created the character. At the beginning of the adventuring day, after your wizard has taken a long rest, you pick four of those cards and lay them on the table in front of you, beside your character sheet. The other two stay in the box - you don't think you will need them today. The four cards on the table are the ones you have [I]prepared[/I]. Also lay on the table, beside your character sheet, two counters. Those represent your spell slots. When you get to a point in the adventure where you think it's a good time to cast a spell, you point to one of the cards in front of you and say you are casting [I]that[/I] spell. Then you put aside one of the spell-slot counters to pay for it, and the spell is cast. The card stays on the table - you might need to cast the same spell again later - but the counter is removed. Obviously, you can only do that twice during the day and then you will have used up your counters. This means that there will be three or four spells that you had prepared (laid on the table) but haven't cast at all that day because it turned out that you didn't need them. That's okay; you had to guess at the beginning of the day which ones to prepare before you knew how the adventure was going to pan out. [/QUOTE]
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