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35

Specialization and Related Options The extra spell slots are the intrinsic benefit of specializing, but they are not the only benefits: a number of Wizard alternate class features only work for those specializing in a particular school. Focused Specialization Complete Mage gives an option to ban another spell school and give up a regular spell slot per ...


34

Naetuir is right – Bard is exactly what you're looking for here, even to the point of being a bit of a joke. Using "Fighter: melee dps Wizard: buffing Thief: skills" as the main set of requirements, lets see what we can do to build a straightclass Bard Elan, as compared to his needlessly complicated twin brother Nale. (Who's a wizard, not a sorcerer, as per ...


22

Yes, you can. Specialization is a Wizard class feature that affects Wizard spellcasting only. It has no effect on spells from other classes. Complete Arcane, for example, explicitly suggests multiclassing with Sorcerer to get your missing spells. Complete Arcane pg. 185 One way around at least part of this restriction is for a specialist wizard to ...


21

The best answer is to come to an agreement with the DM. While there are avenues you might pursue to mitigate what he’s doing, getting into an arms race is a losing proposition and isn’t any fun. Explain that you are aware that the Wizard class is phenomenally powerful, but that you have no interest or intent on breaking his game. Point out how ...


18

From the SRD: Spells Gained at a New Level Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she gains two spells of her choice to add to her spellbook. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two ...


15

Five minutes Until the End of the Encounter: The effect ends at the end of the current encounter or after five minutes, whichever comes first. [Rules Compendium 226] Keep in mind that "current encounter" doesn't specify a combat encounter, so you could probably treat it as a duration of "for this scene" in many cases. But yes, there is a hard ...


14

Yes. Many mage effects have miss effects. If you start with an 18 intelligence and focus on enchantment, illusion, and nethermancy you can be a remarkably sturdy controller. Don't forget to start with winged horde. (which has been classified illusion) and enlarge spell (trivial to achieve with a dwarf's natural wisdom) and one forced movement at-will. With ...


14

Currently update to wall of fire notes that: Creatures can take damage from the wall only once per turn. In the past, this was ruled differently, see the edit history of this answer for previous interpretations. At least now it's a lot simpler. Now it doesn't matter how large the creature is nor how many squares it moves, it takes damage once per ...


14

Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below). ...


13

The consensus on the forums seems to be... unclear. I think the best response is this post: Glossary definitions from PHB (for Arcane Reach) and Essentials (for origin square and push). Arcane Reach: When using a close arcane attack power, you can choose a square within 2 squares of yours as the origin square. The power still follows the rules ...


13

The actual rule is (page 269, PHB): You can take a move action or a minor action instead of a standard action, and you can take a minor action instead of a move action. There's no requirement for the two move actions to be the same (or different, for that matter). So you can take any two move actions in a round, which can include moving a stinking ...


12

No. The first sentence of the Wizard class ability entry for "Spells" is: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list. If the spell isn't on the list or a unique spell you've researched and gained DM permission for, you can't use wizard spell slots to cast it. By the RAW I can't find anything that would prevent you ...


12

I believe part of the answer lies in the original folklore views on magic. Before and during the medieval era, according to the Christian Church, magic was a foul, demon-granted perversion of the natural order. The people who practised magic were seen as foul, diseased old hags and wicked sorcerers who used the blood of Christian babies and dealt with Satan ...


12

Actually, yes, there are a large number of wizard archetypes that replace the Arcane Bond ability with something else. See the table for Wizard archetypes on the d20PFSRD. All but one of the Paizo core archetypes (Arcane Bomber, Primalist, Scrollmaster, Shadowcaster, Siege Mage, and Spellslinger) replace Arcane Bond, not to mention all three current racial ...


12

Yes, Evard’s black tentacles affect anyone they can get their... tentacles... on From the spell itself: Every creature within the area This does not leave room for excepting allies, including yourself. Area spells, by default, affect all in the area and do not let give you immunity. See Aiming a Spell – Area: Regardless of the shape of the area, ...


11

Android Spellbook - D&D 3.5 is a free app that allows you to lookup spell descriptions and create custom lists of your spells. It includes all spells from 3.5 SRD. Very useful. PC d20 SRD 3.5 Spell List is a free app (in Beta however) it lists your spells per day and allows you to organise them into ones known. Spellforge is an excel based system for ...


11

I'd use rules provided in the Dungeon Master's Guide, page 42. Being the fire log drop a trick you could perform many times during an encounter, and something that does not consume standard actions (!), I'd use the Low Normal Damage expression of the table at page 42. That is: 1d6+3 damage at 1st, 2nd and 3rd level, up to 2d8+10 at 28th, 29th and 30th ...


11

Pulsehead's answer is good: every "town" day has hidden downtime by nature. Just because the action/story is non-stop doesn't mean that you're busy every hour of the day. I'll just add that the same goes for "out-of-town" days. Frankly, most parties tend to plan adventure time around the casters. Once the wizard and cleric start getting low on spells, it's ...


10

My interpretation is that it would take damage once for that movement. When the monster first enters the flame (second diagram), it has entered the wall's space and takes damage. In the third diagram, the monster is not "moving into the wall's space" because it is ALREADY in the wall's space. So far as the 3-square movement penalty is concerned, the ...


10

The hypnotism power's hit line reads as follows: Choose one of the following effects: The target uses a free action to make a melee basic attack against a creature with a +4 bonus to the attack roll. You slide the target up to 3 squares. (HOTFL 205) This means that you can only cause the target to attack or to move, not both. The attack ...


10

The key concept for D&D 4e wizard 'known spells' and spellbook is that you get X daily spells, but you will 'know' more than X - which means, that you (unlike other classes) can choose which of the known spells you will prepare when you take an extended rest, but you can still cast only X per day. See PHB p. 158. At first level you have one daily spell ...


9

As printed they would not. The spell explicitly states that damage is dealt under one of the following conditions: A creature starts its turn adjacent to the wall. A creature moves into the wall's space. A creature starts its turn within the wall's space. None of those three things has occurred if the creature is pushed/pulled/slid out of the fire before ...


9

"Pay a price based on spell level" Note: I use the term "Pay" repeatedly. In this post this simply means to deduct from their starting cash according the published Wealth By Level (WBL) chart. The chart at the bottom of this answer is the base amount of spells a wizard gets for free. The only answers for "how many additional spells a wizard has ...


9

Your spellbook starts with all 0-level spells (unless some are restricted by your school), and 3 + 1 per point of Intelligence modifier 1st level spells as chosen by yourself. At each level you then choose two new spells from any level of spell which you can cast based on your new character level to put in your spellbook - eg. a wizard progressing to level ...


8

No, Taking 5 damage is not a damage roll. There needs to be dice involved to count as a roll. Damage Roll (from DDI): A roll of a die or dice to determine damage dealt by a power or some other effect. Modifiers to a damage roll apply to the entire roll, not to each die rolled. It's hard to generalize, but additional damage from feats would typically ...


8

I agree with one of the other responses- Multiclassing that much usually results in a suboptimal build. It's not going to come out as clean as you might like for it to. In one way or another. Particularly since you've got two medium base attack bonus classes, and only one class worth magic progression. That said, I have to say it: As far as a base classes ...


7

I would rule that yes, you could create the gap. But the squares in the gap would count towards your eight total squares of wall. The way I interpret the feat to work: Determine the area of effect for the spell. Choose squares to omit. Apply damage to all squares that haven't been omitted. In your example, you would create a valid eight-square wall of ...


7

Per the errata from 20120112, you only take damage from zones once per turn, regardless of how frequently you move in or out of the zone. Explicitly introduced to stop players from trivialising encounters with damaging zones and forced movements.


7

No, The target has charged. As a result it may only take free actions for the remainder of its turn. It could use a free action to spend an action point to get a standard action for example. But it could not use the normal move and standard actions that a creature normally gets.


6

The current text reads: First Failed Saving Throw: The target is unconscious instead of slowed (save ends). This was clarified in Essentials, and the errata was back ported to DDI.



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