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61

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (Player's Handbook 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch ...


61

Breadth of Option Unexpected monster rears out of the darkness, clearly well beyond the battered party's ability to handle? Wizard teleports home. Fighter manages to kill the thing half to death before he gets eaten. Ambuscade! The earl's men have the party cornered, and demand they surrender - only execution awaits if they do. Wizard casts ...


48

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 ...


41

Strictly speaking, it’s not actually true The terms “linear” and “quadratic” come from mathematics. Linear growth is one in which the rate of change is constant. Notably, this means that no one level can be particularly special, each level would involve the same bonuses as the one before it, and growth only happens because of the accumulation. For ...


37

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 ...


37

The description of Burning Hands states that it 'sets fire to flammable objects'. At its maximum, it is a 15-foot wide cone. So the answer here is that it might be able to set fire to a wooden building, but wouldn't necessarily burn it down, unless the fire was ignored for a reasonable length of time. Remember, too, that even in medieval times there were ...


36

Things are different now. The Wizard and Sorcerer from prior editions have now combined into one class, called... the Wizard. Also, the Cleric picked up the same mechanics. (Meanwhile, something mechanically new has emerged in 5e to take the name of 'Sorcerer', which has picked up some different stuff for its defining features, like a spell point mechanic.) ...


31

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 ...


29

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 ...


28

Yes. From the D&D Basic Rules: Casting the spell doesn't remove it from your list of prepared spells. Basically, 5e Wizards (and Clerics) are 3.5e Sorcerers who can swap out their "known spells" based on their spellbook (or godly mandate). I can't speak to the exact reason behind the design decision, but I assume they wanted to enable a level of ...


28

Three reasons, in order of increasing importance: flexibility, narrative agency, and expectations. Flexibility: A well-built fighter can compete with a wizard in pretty much any combat-specific area. Wizards can be very good at grappling, so can fighters. Wizards can deal very large amounts of damage, so can fighters. Wizards can be good at ranged ...


26

From the Basic Rules, p22 & p30: The (class) table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of (class) spells that are available ...


26

Depending on the context of the encounter, the following might be relevant: Surprise If surprised, you lose your turn for the first round of combat. This includes loosing use of any reaction for one round, measured from the beginning of combat until the start of your turn on round two. Which I got from this quick reference: ...


25

Yes you can; it will take 15 minutes, longer if preparing more than a quarter of your total slots. According to the PHB, under Spell Selection and Preparation: When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances ...


24

Keeping skills and class features does make sense. It accurately models how amnesia frequently works. This is also much better for the game. By the way, “amnesia” can be “retrograde” (lost memories before the incident) or “anterograde” (unable to form new memories after the incident). In most media, “amnesia” refers specifically to retrograde. The human ...


23

Depends where you aim it. Contrary to what you might think, wooden walls (especially ones used for building things) are not super flammable. Non-treated wood has a flash point of 300 C, which is about 80 degrees hotter than what it takes to ignite paper. This means that it takes a very long, or very hot fire in order to make wood light on fire. Think of ...


23

You've already stated the key point: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell. So what you need to understand here is that the Shield spell involves time travel. No, really, it does. You can cast Shield when you're hit by an attack. Not when you're targeted, or when someone tries to attack you, but ...


23

Yes, and this is explicitly stated on page 114 of the Player's Handbook in the "Your Spellbook" sidebar in the Wizard class description. It works exactly as you are hoping: If you lose your spellbook, you can use the [procedure in the preceeding paragraph] to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of ...


22

Switching default male pronoun to default female, in deference to Wizards’ own style and to match rules quotes. Her wizard class features give her no special ability to activate the item As she does not have access to Enchantment or Evocation spells, she does not qualify as having those spells on her spell list for the purposes of activating ...


21

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 ...


21

I'm really not sure where you're getting this from. Going unconscious ends concentration spells, but doesn't otherwise cancel your magic. Nor does it cause you to "forget" any spells / spell slots. Based on the text of the rules, going unconscious has no affect on spell duration. Spells with a duration listed in time units keep their duration. After ...


21

That is correct. As you quoted, each wizard's spellbook notation is unique, therefore you can't prepare spells from someone else's book. You must first copy the spell into your own book (deciphering the notation in the process), after which you can prepare it as normal.


20

First of all, I'm curious as to why the non-gp materials are included in the spell description at all if they are never going to be considered. Yes, it adds flavor, but since the material components are effectively ignored in play, the flavor is lost. They're only ignored if you have a spell component pouch or the feat Eschew Materials, and the ...


20

Not exactly. The rules on Working Together in order to give advantage are as follows: A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a ...


19

No There's nothing that says they take damage when the cloud enters THEIR square, and doing so would double the amount of damage the cloud does to the creature that round.


19

The Basics The rules for getting spells into wizard's spellbook are convoluted and finicky. They're summarized below so the player knows what he's getting into when he writes Wiz1 on his character sheet. Starting Spells and Free Spells A wizard's spellbook for free initially contains all 0th-level spells and additional spells he knows due to being a level ...


19

Is this pretty typical, or have I missed something? Yes, just as in many good games (tabletop or otherwise), you are given a finite resource which you must learn to economize. It's all part of the game! At low levels, it's pretty easy to run out of spell slots, you only have 2 of them so it is up to you to manage them and make the most out of what you ...


19

No, they're not the same. The wizard's fine inks are cheaper! the material components you expended as you experiment with the spell to master it, as well as fine inks you need to record it The 50 gp the wizard spends covers piles of duplicate material components, and also some good-quality ink. Even cheap material components add up when you're using ...


18

No, a wizard cannot cast a bard spell, even if it is on an arcane scroll that he copies into his spellbook. 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 ...


18

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). ...



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