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Next it divides into two aspects: freely chosen spells, or fixed spells.
Classes like Sorceror and Favoured Soul are fixed: they choose a limited amount of spells at level up and are stuck with those forever (although every 3 days they can exchange one spell, or if they find Dragon Blood, all of them).
Other classes like Wizard and Cleric can freely change their spells any time they rest or enter a bar. Of course in the case of a Wizard he has to have found the spells first (learned them off a scroll or chosen at level up).
All spell casting classes have a 'Spell Point' pool, the only restores upon resting or using a sp potion. All spells have a cost assigned to them. Basically if you have enough spell points remaining, you can cast the spell. Over and over and over, until you run out of spell points. The advantage to the 'fixed spells' classes is they have double the spell points their non-fixed version would have - they trade adaptability for endurance.
While the cost of a spell is assigned, there are also Feats you can learn and turn on to effect the spell. Things like Maximise to double damage, Enlarge to extend the range, Heighten to make it harder to avoid - all at the cost of raising the spell point cost. Running with all these on is a quick way to run out of spell points, but can be essential in a large fight.
Past that, the nuances are particular to the spell in question. Some spells do more damage the higher level you are, some last longer, and some don't change. The higher level the spell, and the higher your 'casting stat' (e.g. Intelligence for a Wizard, Charisma for a Sorc), the harder it is to avoid when being hit by it. If they spell doesn't do damage, but instead charms or curses or the like, the enemy might get a 'Spell resistance' check... your level plus a random roll is compared to their SR, and if you cannot beat their SR, the spell fails.
Additionally, if you're struck while casting, you must succed in a Concentration Check, otherwise your spell is disrupted (i.e. nothing happens). This makes Concentration an important skill to raise, especially if you plan to cast slow casting spells and tend to be in melee range.
Lastly, unlike D&D, DDO uses 'weighted dice'. Instead of 1d6 (giving a range of 1 to 6, with an average of 3.5), they would use 1d3+3 (range of 4 to 6, with the average being 5). No puny fireballs for DDO.
No clue if this really answeres your question since it's rather..vague.
Spellbooks
Wizards must study their spellbook during the rest periods to prepare their spells. They cannot prepare any spell not scribed into their spellbook.
A wizard begins play with a spellbook of (3 + Int modifier) 1st-level spells. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on the new wizard's level) for his spellbook. Wizards gain a new spell level every other wizard level... Level 1 spells at level 1, level 2 spells at level 3, level 3 spells at level 5, level 4 spells at level 7, etc up to level 9 spells at level 17.
A wizard may use the inscribe spell class feat on a scroll to add it to his spell book. Doing so requires an appropriately-leveled Inscription Materials, purchasable at magical supply shops (after Korthos). (wiki)
You do that while in a tavern or just after using a Rest Shrine; it means you have an empty spell slot to fill.
Did you take it from the bottom of your spellbook and put it on your hotbars?
Took me while before I figured out you had to do this as well!