By the time you reach 2nd level, you have learned to draw on arcane magic from the Weave to cast spells, much as a sorcerer does. See chapter 10 of the Player's Handbook for the general rules of spellcasting and page 4 of this document for the parkour mage spell list.

At 2nd level, you know two cantrips of your choice from the parkour mage spell list. You learn additional parkour mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Parkour Mage table.

Preparing and Casting Spells

The Arcane Points column of the Parkour Mage table shows how many arcane points you have to cast parkour mage spells of 1st-level and higher. To cast one of these spells, you must spend a number of arcane points equal to the spell's level. Cantrips do not cost arcane points. You regain all expended arcane points when you finish a long rest.

You prepare the list of parkour mage spells that are available for you to cast, choosing from the parkour mage spell list. When you do so, choose a number of parkour mage spells equal to your Intelligence modifier + half your parkour mage level, rounded down (minimum of one spell). The spells must be within your max spell level, as shown in the Max Spell Level column of the Parkour Mage table.

For example, if you are a 5th-level parkour mage, you have 5 arcane points. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you have the 1st-level spell thunderwave known, you can spend 1 arcane point to cast it as a 1st-level spell, or you can spend 2 arcane points to cast it as a 2nd-level spell.

When you finish a long rest, you can change your prepared list of spells: replacing one parkour mage spell with another spell from the parkour mage spell list. The new spell must also be within your max spell level.