As a wizard in Dungeons and Dragons, one of the most important mechanics to understand is spellcasting. At the heart of this mechanic is the concept of spell slots, which are essentially the resources that a wizard uses to cast spells.
So how many spell slots do wizards start with? Well, the answer is not exactly straightforward. It depends on several factors, including your wizard’s level and their chosen school of magic.
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At first level, a wizard starts with a number of spell slots determined by their class and Intelligence modifier. Specifically, a first-level wizard has two 1st-level spell slots and an Intelligence score of at least 10 + the spell’s level. This means that if your wizard has an Intelligence score of 16, they would have three 1st-level spell slots.
As your wizard gains levels, they gain additional spell slots as well as access to higher-level spells. For example, at second level, a wizard gains another 1st-level spell slot and access to 2nd-level spells. At third level, they gain another 2nd-level slot and access to 3rd-level spells.
But what about different schools of magic? Each school has its own unique benefits and drawbacks when it comes to spellcasting. For example, divination wizards have increased ability to predict future events while evocation wizards deal more damage with their spells.
The school you choose can also affect your starting number of spell slots. For example, an abjuration wizard starts with an additional 1st-level spell slot and can use their Arcane Ward feature to absorb damage inflicted upon them.
It’s also worth noting that wizards have the ability to recover some spent spell slots during a short rest using their Arcane Recovery feature. This feature allows them to recover some expended spell slots once per day equal to half their wizard level (rounded up).
In addition to these basic mechanics around starting spell slots as a wizard in Dungeons and Dragons, there are also a number of spells and items that can modify your spellcasting abilities. For example, the spell Mage Armor can increase your armor class while the staff of power grants additional spell slots.
So in summary, a wizard in Dungeons and Dragons starts with two 1st-level spell slots at first level, plus any additional slots determined by their Intelligence modifier. From there, they gain additional spell slots and access to higher-level spells as they level up. The school of magic you choose can also affect your starting number of spell slots and other abilities related to spellcasting.