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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 ...


13

By RAW? No The spellbook rules say this: Once a wizard understands a new spell, she can record it into her spellbook. It says "wizard" explicitly, so by a direct RAW reading of the rule, no. A Sorcerer can't do it. It also says a wizard can copy into her spellbook, not into someone else's book. That makes sense, as it's hard for a wizard to ...


11

Yes and No. You get both sorcerer spells and wizard spells, but you must keep track of them separately. Your sorcerer spells must come from the limited spells you have chosen to learn as a sorcerer, have their save DC set with Charisma, and use your sorcerer spells per day. Your wizard spells must be prepared from a spellbook, have their DC set with ...


10

Yes, this is true. Wizards get every spell a level sooner, except for level 0 and level 1 spells. See the spells per day tables on the Sorcerers & Wizards page. Wizards and sorcerers learn from the same spell list, but wizards learn each new spell level 1 class level earlier. So except for first level spells (which both classes gain at level 1), a ...


8

Yes, the feature applies to all spellbooks you own. The game rules don't distinguish between main and backup spellbooks, so they are all your spellbooks.


7

Let's review the basic numbers first, before we get into how Wizards break them: at level 1, every character picks 2 at-wills, 1 encounter power, and 1 daily. At level 2, they pick up a utility power too. At-will powers So, you have to choose two at-wills, right? But there's something else first. Some classes have feature powers, and the Wizard's are ...


7

It seems based on a close reading, that there is no volume limit on how much material you can transmute. You are limited by only three factors: It's a single object. The larger the object the more time you have to spend, so you can in theory spend 30 hours converting a small outhouse of 180 cubic feet. The object is all made out of only a single material ...


7

You can cast polymorph, polymorph any object, shapechange, and divine power. You are not likely to have any trouble whatsoever in the melee department; you’re definitely going to do it better than, say... barbarian, bard, duskblade, fighter, favored soul, hexblade, knight, marshal, monk, ninja, paladin, ranger, rogue, samurai, scout, spellthief, or ...


6

Yes, you can This feat only affects spells with the cold descriptor. The text doesn't say that you can't prepare a Rime Fireball, only that it won't be affected. It is perfectly legitimate for your player's Wizard to prepare his Rime Fireball (with the required +1 level increase). During casting, he'll have the option to either: Expand one of his ...


5

You Can't Do The Important Part Cast Dispel Magic using the silent and still spell metamagic feats. One of the feats can come from a metamagic rod. The dispel check needs to beat DC16. Wizards, Sorcerers, Clerics, and Druids can all do that fairly easily. Beguilers can, but only if they have Dispel Magic in a Runestaff (so they can cast it and ...


5

I just found the line in the PHB that says you can only take 1 bonus action per turn. I need to re-evaluate the character since now dual wielding is much worse in the long run. While the question you ask is theoretically simple, there are a lot of factors that need to be taken into account when dealing with this. The difference between the two builds isn't ...


5

The limit is built into the text you quoted: After 1 hour, or until you lose your concentration The maximum limit for the duration of the transformation is 1 hour. At 1 hour 10 min from the time you started, one hour after the conversion, the first cubic foot of converted material reverts back to the original material. The concentration check is if ...


5

It barely matters. Concentration is mandatory, spellcraft and knowledge (arcana) are expected and useful. The other “big six” knowledges (dungeoneering, local, nature, religion, the planes – the ones that can identify creatures and their weaknesses) are always nice, and they’re in-class so why not? Beyond that, it doesn’t ...


5

You really want to start with 18 Int, and by 5th level you should probably have a headband of intellect +2, for a total of 20 Int. Won’t help your 3rd-level spells, but it will give you another 1st-level spell and it will also help your save DCs; any spell that someone fails a save to that they otherwise would have made, is a spell you don’t have to ...


4

Pearls of Power are the main way to get more spells per day, but that gets expensive. Plus, of course, crafting scrolls or wands lets you cast spells using them without using a spell slot. (Which can get very expensive fast) Other than that, there really isn't any other way I know of. The limited spells per day is the major balancing factor of wizards; if ...


3

Ring of Wizardry 1-4 are pretty decent items, depending on what you want to do. RoW3 is by far the best, because level 3 spells are great even up to high levels, and level 3 is the highest level that works with lesser metamagic rods. When you get to higher levels and find you don't have time in your combats to cast level 3 spells, buy lesser rods of quicken ...


3

There are not many ways to get more spell slots per day save by being a specialist wizard or increasing your Int score, and they usually aren't worth the effort. The Spellcasting Prodigy feat lets you fake a slightly higher Int score for the purpose of determining your bonus spell slots. The Extra Slot feat gains you an extra slot of a given level. As far ...


2

Its possible to be a melee wizard... Given that a single cleric spell (Divine Power) solves the BAB problem for a short duration and that you have access to all of the polymorph spells there shouldn't be a problem in actual combat. Hit points will always be an issue, you having less than everyone else, but you can compensate for that. Your main problem ...


2

For that exact situation, you don't want to use rules to stop them teleporting. They will find some way around it. But what was the boss doing while they teleported back, waited until sunset, slept and prepared spells. Was he building more traps in his lair? Was he burning down a town, thus leading to the King being angry with the players and thus giving ...


1

Basically you get more options Wizards basically get extra dailies compared to other classes, but they can only use the same amount of class daily powers in a day. Those extras give you a breadth, which is iconic to the wizard class. Half-elf and Human both have a racial feature letting them get 1 extra at-will power. For the human its from the same class, ...


1

Elves in general do not sleep, but rather “trance.” Trancing is a similar, low-activity state, but the elf maintains awareness of his surroundings, and only requires 4 hours to be fully rested rather than 8. Arcane spellcasters, however, require 8 hours of relative inactivity in order to prepare their spells; elves do not get around this. So, ...


1

It really, really depends upon what your wizard's concept is. There's so many different ways of building a wizard that it's hard to give you just a 'what skills to pick?' Is it a land-based game? Ride skill might be useful. Are you a wizard on a pirate ship? Better take swim and/or profession: sailor. Are you generating a battle mage wizard - ready to ...



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