Step Four: Spells.<br/><br/>The concept behind the Wizard class is a character who collects magical knowledge like a fighter collects blades and armor, writing down spells into a journal or tome.  Wizards only begin with a few known spells in their possession, but as they adventure they can add more.  They study this book every morning, preparing a small selection of spells from their library to be cast later.<br/><br/>Every spell casting class has a separate list of spells which they are potentially able to use (although there is a good degree of overlap), basically the spells that fall within their "type" of magic.  Spell lists are divided by spell level, from 0 to 9, which is similar to character level in the sense of rising in power with each level, but the level of a spell doesn't really match up with the level of a caster.  It takes a 3rd level wizard to cast a 2nd level spell, for instance. They are also categorized by school, which is mostly important for specialist wizards.<br/><br/>Characters are limited to how many of each level of spell they can prepare per day.  These "spell slots" aren't interchangeable; you can't cast a level 2 spell in place of two level 1 spells, for instance.  Their limit is listed on the class table we saw in the last step under "spells per day".<br/><br/>(https://i.imgur.com/iYBL9Y7.png)<br/><br/>A basic 1st level wizard can prepare three 0 level spells and one 1st level spell every day.  One of the benefits of a specialization school is the ability to cast one additional spell for each spell level available, from 1st level up.  A high intelligence also contributes bonus spells, based on the Ability Score bonuses table (which we used earlier to find Ability Modifiers)<br/><br/>(https://i.imgur.com/ZJYPHnP.png)<br/><br/>0 level spells are called "cantrips"; they are a particularly minor level of magic with pretty humble effects, but they can be very useful.  They are also unique in that, once prepared, they can be cast as often as the player wants to.<br/><br/>Any other spells, from 1st level on up, are lost once they're cast (until the next day, when the Wizard prepares spells again).<br/><br/>So, to recap:<br/>-Spells Known are the spells written in a wizard's book, from which they can select a few to prepare each day.<br/>-Prepared Spells, or Spells per Day, is the wizard's selection of daily spell "slots", limited to a certain number per spell level<br/>-Except for cantrips, when a spell is cast that slot is lost for the rest of the day.<br/><br/>The best comparison I can think for this is Battlefield 1, where there are lots of weapons available but you have to pick one main weapon, one sidearm, a grenade, and melee weapon.  Your knife is like a cantrip; use it as often as you like, but it's a bit limited.  Your other weapons only have a certain amount of ammunition and varying levels of power, and when your bullets are fired they're gone until you can resupply.  And no, you can't convert a bunch of pistol rounds into a grenade.<br/><br/>Pathfinder has a LOT of spells, so looking over the spell lists can be pretty intimidating at first.  However, there are a few basic choices.  The full list is available here (http://paizo.com/pathfinderRPG/prd/coreRulebook/spellLists.html#sorcerer-wizard-spells).<br/><br/>You begin knowing every cantrip, except for those in Specialist Opposed Schools, so you don't have to worry about which ones to add to your spell book.  When you consider which to prepare, good starting choices include:<br/>-Detect Magic: this is mostly for purposes of identifying the biggest threats and for making sure you loot all the good stuff.<br/>-Light: basically just a magical lantern, this can make a huge difference for races that can't see in the dark<br/>-Ray of Frost or Acid Splash: mediocre ability to do much damage even at level one, but they are usually a wizard's best chance to hit an enemy with an attack that doesn't use up limited resources<br/>-Mage Hand: 5 pounds of telekinesis is an excellent tool box spell for the thinking player<br/>-Prestidigitation: difficult to say fast, this is the catch all spell for nearly any very minor magical effect.  It won't do anything really flashy, but the unparalleled versatility means it frequently makes the lists of the best spells in the game.<br/><br/>For first level spells:<br/>-Shield/Mage Armor: These can provide some nice protection for casters who can't wear armor.  However, they take time to cast in a fight and suck up spell slots.<br/>-Sleep/burning hands/magic missile: Basic attack spells, all very good in their own way<br/>-Unseen Servant: Like Mage Hand, this can be very useful in certain circumstances.  Opening a trapped door, fetching an object, or simply carrying a lit bomb around a corner toward an unsuspecting enemy, not to mention the utility of basic labor.<br/>-True Strike: this virtually assures that one attack will hit; it's not so useful for you, but can make a huge difference for a team mate.<br/>-Silent Image: a purely visual illusion, this is another thinking player's tool.  Create a decoy, hide a door, or place an imaginary floor over a pit of spikes.<br/><br/><br/><span class="bbc_size" style="font-size: 14pt;">Homework</span><br/>Fighters - take break!<br/><br/>Wizards: Determine your number of Spells Known and choose them; then determine your number of Prepared Spells and choose them from your list of Spells Known.<br/><br/>Spellbook: A wizard starts with all 20 basic cantrips, except those from opposed schools.  They also know a number of 1st level spells equal to 3 plus their intelligence modifier.  Again, the full list is here (http://paizo.com/pathfinderRPG/prd/coreRulebook/spellLists.html#sorcerer-wizard-spells), but don't get lost trying to learn it all.  Just look it over and pick out some interesting spells based on their descriptions.<br/><br/>Prepared Spells: Use the Wizard table above, then adjust for your character's intelligence and school, if any.  Neither of those will affect cantrips.<br/><br/>Example:<em>Elona is a Universalist, so she knows all 20 cantrips.  Her 16 intelligence has a modifier of +3, so she has 3+3=6 1st level spells in her spell book.  Unseen Servant and Comprehend Languages sound useful at a tavern for free labor and communicating with travelers from afar.  Sleep is a good way to end a bar fight without hurting anyone.  Mage Armor is good protection.  Disguise Self and Silent Image both seem like they'd be useful for something at some point.  <br/><br/>Today is Friday, the busiest day of the week as people arrive for the nearby Market tomorrow.  She prepares 3 cantrips: Mage Hand helps get things from high shelves or grab a fresh brew from across the room; Mending will fix any dropped plates or glasses, as well as the dress she tore yesterday; she'll cast Detect Poison to check the pantry for any spoiled food.  <br/><br/>She can also prepare two 1st level spells (one per the Wizard table, plus one due to her intelligence).  Friday nights can get rough, so sleep is her first choice; it might be a good idea to have two of them handy, but she opts for Unseen Servant for the second slot; she'll cast it at the end of the night to tidy the common room and scrub the dishes while she heads to bed.  </em><br/><br/>Character sheet (https://www.myth-weavers.com/sheet.html#id=1373704)