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47

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] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


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 ...


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 ...


18

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 ...


18

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 ...


17

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 ...


17

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). ...


16

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 ...


15

XP Penalty You can remove the multiclass XP penalty by playing a race with one of those as your favored class (like Elf), or as Human, where your class with the most levels just doesn't count no matter what it is. Human is pretty much always a good choice anyway. And that's if your DM actually uses those rules. In my experience, quite a lot don't enforce ...


15

Different editions have gone different ways, but in 3.5, you don't lose prepared spells (or unused slots, for spontaneous casters). Unconscious characters can't concentrate, which may end some spell effects, but they keep any spell slots that were available to them. That said, it is worth noting that not all editions work this way. In 2e, for example, you ...


14

The best way for the wizard to defend a spellbook is the same as the best way for you to protect your precious computer files - have multiple backups. But, if he hasn't had time to make a copy, if he knows someone is trying to steal the book back, he wouldn't leave the book in the shop overnight. He'd keep it on himself, likely guarded by as many guards ...


14

Things are different now. The Wizard and Sorcerer of prior editions have now combined into one class, called... the Wizard. Also, the Cleric picked up the same mechanics. (This makes me really interested to find out what the actual Sorcerer class they're releasing will be like, since its defining feature will no longer be unique access to spontaneous ...


14

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 ...


13

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" ...


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, ...


12

Here's the thing: An intelligent Wizard would realize that it's easier to play to expectations than it is to outwit them. So, here's what I would do if you dumped me into this scenario as a Level 7 Wizard. Step one: Take a back room or a corner of the basement. Use Illusory Wall to conceal it. Step two: I'm a merchant, meaning I have connections with other ...


11

The Wiz7 NPC's Magic Shop The wizard has, according to Table 4-23: NPC Gear Value (DMG 127), 7,200 gp. Assuming the magic shop's inventory is consigned instead of self-made, and he spends half his wealth to bolster his personal capabilities to improve his saving throws and Armor Class and whatever, he'll spend 3,600 gp better defending his most valuable ...


10

Depending on how many can cast teleportation, all the party need to be touching to teleport away. One suggestion would be to have him divide the party as they enter the cave preventing them all from being within touch range of each other.


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 ...


10

Wizard Tricks Have a minion. Carrying things is for dweebs - the wizard on the go has a little skeleton buddy (Necromancer alternate class feature from UA), a hired minion, or a Fighter to lug his stuff for him. Tenser's Floating Disk, or a Talisman of the Disk, can handle your 'carrying stuff' problem, admittedly though only for a couple of hours at low ...


10

There aren't many things that fit your criteria--either a low-level spell that creates a comfy thing to sleep on or a magic item that makes a comfy thing to sleep on that's appropriate for a level 4 character. Nonetheless, here's One Spell and Two Items The 2nd-level Sor/Wiz spell Leomund's tiny igloo [conj] (Fr 101) for 2 hours/level creates an igloo for ...


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 ...


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 ...


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 ...


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

Insist on the downtime. You're a wizard, you need a certain amount of downtime to level up. Letting the party hustle you out to sidequests would be like the fighter getting told he doesn't have time to buy new armor. Given that you can simply handwave the time ("OK, it's four days later"), you're not putting any burden on the party. So, when you get to ...


7

Leomund's Secure Shelter will do you one better, by conjuring a whole cottage. Not a very large cottage, mind you (that's what Mordenkainen's Magnificent Mansion is for), but it'll get the job done, and it comes with basic furnishings. The main drawback is that it's a fourth-level spell. If you're willing to be a bit more flexible, you could also get by ...


7

Being a caster-from-items isn't possible on any sort of realistic budget. Assuming that this is a character backstory concept and not literally the case, I would either play this as the wizard choosing to be level-drained back down to 1. As an intelligent "not a spellcaster" I can only recommend the Factotum from Dungeonscape. While it's not a pure ...


6

It sounds like you have a very acceptable fire-focused intention. I suspect one of the things that is complicating matters is the fact that: The Mage Wizard can select 2 Encounter powers per level, so that offers some variety. It helps that the DM lets us waive the restrictions on the number of powers we can use per day. I think that's why he makes the ...


6

Yes, the caster is affected by his own spell. The wording of the spell itself gives you everything you need to know. It specifically says: Every creature within the area of the spell must make a grapple check and Any creature that enters the area of the spell is immediately attacked by the tentacles Quotes are directly from the SRD on Black ...



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