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52

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 ...


33

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 ...


25

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

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 ...


23

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 ...


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 ...


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

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 ...


19

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 ...


18

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 ...


18

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 ...


18

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: ...


16

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 ...


16

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

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

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 ...


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 ...


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

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" ...


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

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 ...


13

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 ...


13

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 ...


13

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 ...


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

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 ...


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

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 ...


11

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 ...


11

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.



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