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5

The Find Familiar spell is currently the only method for a wizard to obtain a familiar, and it lists the creatures available. However, a large number of creatures in the Monster Manual, such as the pseudodragon, imp, or quasit, include the 'Familiar' variant. Note that a Warlock with the Pact of the Chain feature can obtain these creatures as a familiar. ...


13

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 ...


-1

Spellbook costs: Spells gained thru leveling= Free from costs Borrowing a book: 50gp*spell level Buying a Scroll: spell level × its caster level × 25 gp Ink Costs: 100gp per page (#ofPages= Spell level) Duplicating a Spellbook The time requirement and cost per page are halved. ...


12

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 ...


-2

The honest and true answer to this... It doesn't exist... in the books. A GM should use his own method to determine how many spells a Wizard obtained during the career. A good method is to write down an XP amount and Gold amount and give them the freedom to build their character. If he builds a generic character, buys ink and scrolls. Then he gets what ...


-3

My current view: For Wizards annoyed at paying too much for Spells: Human Wizard Feats: Able Learner (All feats cost 1, even crossclassed) Collegiate Wizard (6 + INT bonus in First level spells; 4 spells /level thereafter) take flaws if allowed; Take "Apprentice" with flaws (Can freely copy from Mentors book) 3rd Create wonderous item 5th Magic ...


1

There are two factors to think about: 1) In 5e, you can only have one concentration spell at a time. So you can only have one "buff" going. 2) You want to maximize your action economy. There are three types of actions: action, bonus action, and reaction. 3) You can take damage/instant spells that scale. You have to figure out where the "optimum" is ...


9

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 ...


1

There are several Specialist Wizard Variants that offer other benefits in exchange for losing the ability to have a familiar, they do require you to be a specialist wizard though and not just a plain wizard. There is also a Sorcerer/Wizard Variant that give you an animal companion instead of a familiar, but I'm guessing that isn't the sort of thing you are ...


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 ...


2

It's a Grab If you're physically taking control of another creature and moving them around the battlefield, I'd say that that's exactly what a grab is. The only difference is that you're using a rope instead of your hands so that you don't necessarily need to be adjacent. It's up to you as DM to decide whether that's different enough to disqualify it. If ...


2

If you want to push your friends, the appropriate mechanic to model it after is the Bull rush. Whether or not the character is levitating is completely irrelevant. Bull rush only allows one square of movement without additional feat support and is a standard action. If you want additional functionality with this kind of mechanic, I would still charge a ...


4

4e is not built to handle this kind of simulationist play. While inventive, this kind of approach goes against the balance, and design intent of 4e's combat and class systems. Levitate gives you a big advantage by moving you out of melee range, but its at the cost of your ability to move horizontally. Your player's idea is something that would fundamentally ...


8

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 ...


2

Yes, wizards can wear cloaks & capes. They are considered clothing items. A wizard (or anyone else) can wear whatever clothing they like.


7

Not a spellbook, but... The Pact of the Tome for the Warlock gives you access to a Book of Shadows (PHB p 108). Now, a Book of Shadows is a grimoire, a.k.a. "textbook of magic", a.k.a. the Half-Blood Prince's annotated copy of Advanced Potion Making. And it contains any three cantrips you care to name. Given that this is your character's background story, ...


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 ...



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