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36

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 ...


33

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.) ...


25

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 ...


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 ...


25

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: ...


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

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 ...


22

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 ...


20

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 ...


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 ...


18

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 ...


17

I agree that the part about recharging is a bit ambiguous, because it's part of a two-sentence paragraph: While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. If these were written ...


16

I would say no to both copying and casting Wizard spells above level 1, based on the spellcasting rules under multiclassing on pg 164 of the PHB: You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class I read that as saying that you would count as a level 1 wizard, which comes ...


16

From the "Your Spellbook" sidebar, page 32 of the Player's Basic Rules (v0.2): When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Emphasis mine. Only spells on the Wizard list can be learned in this way. In this ...


16

There is no official answer on this specifically that I'm aware of, however it's likely a part of WotC's attempts to cut down on the Wizard's versatility. In earlier editions, especially 3.5, the Wizard had access to just about any kind of spell you could think of. This played a large part in making the "Batman Wizard" who was able to deal with just about ...


15

Yes, but not in the way you're thinking, and not without working for it. In the way you're thinking of it—being able to learn a new spell at the low, low cost of just giving up a known spell, no, you can't replace a spell that way. This is because there is no mechanical resource spent to learn a spell except time and monetary expenses. There isn't a "slot" ...


15

Strictly tracking the spell components is a serious drag. Consider the added bookkeeping cost to an already paperwork heavy class every wizard's turn of every battle: "So I have a 3rd level spell slot left, so I can cast... but that would only leave me with 14 grams of charcoal...after those spells I now have hmmm. 47 grams of sulfur, 94 grams of generic ...


14

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 ...


14

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 ...


14

The published rules don't go into this level of detail. As far as I see it there are two basic ways to rule this. The pragmatic approach Fine inks are rare, and rare inks are fine. They cost about the same, so they are the same. The flavourful approach For example: A wizard's fine inks are the sort you could use to write an invitation to a society ball. ...


13

They remain as they physically are after reverting, as logic and rule interpretation dictate. The feature's last sentence specifies that when it ends "the material reverts to its original substance", mentioning no physical change at all. Moreover, there is no mention of the temporarily changed material having any unusual properties (such as stone->wood ...


12

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 ...


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

The Forlorn flaw from Dragon vol. 333 prevents you from gaining a familiar. As with all flaws, you get an extra feat for taking it. The existence of the Obtain Familiar feat (Complete Arcane) suggests that this is a fair trade and that the familiar is valued about the same as a feat. For actual alternate options, from the best list of alternate class ...


10

There is a spell to make him keep his word: Geas (PHB, page 244.). It would probably break copyright for me to type it all out here, so I'll mention the important bits. Geas is a 5th-level spell available to most spellcasters that forces a target to carry out a task or command given at the time of casting. A Geas lasts a limited amount of time based on ...


9

You won't be an effective combatant on UMD alone. You just won't, not without substantial splat support. To be effective: Just build a mundane badass. You don't need to fight with Fireballs for people to think you are a big-shot magic-slinger. Display your badassitude by knowing things (accomplished with skill checks) and taking charge (accomplished with ...


9

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 ...


9

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 ...


9

No. Cantrips are never prepared, they are only learned, and from then on they are known and available to cast. They explicitly cannot be copied into a spell book. From the spellbook inset on p114 of the PHB: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if is of a level for which you have spell slots and if you ...


9

First, let's correct the misconception in your post: Casters are allowed any armor they want so long as they are proficient in it. Armor does not restrict casting. If your wizard wants to MC into something for armor proficiency or take feats to gain it, that is just fine, allowed and has no affect on his casting of spells. As to whether he can wear other ...



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