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16

It is possible for a wizard to get every spell on the Wizard list into their spellbook. It takes time, money, being of an appropriate level, and some scavenger-hunting. This, historically, is the defining feature of the wizard: the breadth of magic they (might) access. Of course, "spells prepared" is a different thing....


0

If you could add the spell to your spellbook, it could be copied by other wizards or made into scrolls. Then it would just be another regular wizard spell. Which is clearly not the intention of how this should work.


16

No, a wizard cannot add raise dead to his spellbook as the spell is not on the wizard's spell list. The text states that it doesn't need to be in your spellbook to clarify any confusion on whether or not you need it in your spellbook or not.


0

Anything That Increases AC, HP, or Saving Throws Keeping you alive means improving your chances to not take a hit, and improving your hit points so when you do take a hit, you won't go down. At level 5, the DMG (page 135) suggests you should have "access" to common, uncommon, and rare items. With that in mind, here are some items to keep you alive. +AC ...


8

From the SRD: Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates ...


3

One of the best magic items for increasing survivability is the periapt of wound closure. It automatically stabilises you at the start of your turn if you're dying, and hit dice recover twice as many hit points. With this item, if you ever get knocked unconscious, you only need to survive until the start of your next turn, at which point you will ...


-1

You can use 1st level spells: Mage Armor: Base AC becomes 13 + its Dexterity modifier. (Lasts 8 hrs). Shield: 1 reaction, which taken when hit by an attack. +5 bonus to AC, including against the triggering attack for 1 round. Your party could have a member select a feat like: Inspiring Leader: Spend 10 minutes inspiring companions ... each creature can ...


5

At 4th spell level, crushing despair is the go-to for area-effect, while bestow curse is the preferred single-target. Note that bestow curse can be applied to Will saves (or any save you want) twice, once with the general -4 to most d20 rolls and again with the -6 to a target stat. Earlier than that, you can use mad hallucination. Ray of sickening ...


3

Here are two spells at your disposal that will reduce a target's Wisdom score, resulting in a lower Will Saving Throw modifier. Touch of Idiocy is a level 2 Wizard spell that, on a successful melee touch attack reduces your target's mental abilities (INT, WIS, and CHA) by 1d6. A good roll on this spell will give you a much greater chance of charming the ...


6

You could, theoretically, control any of those creatures, but only for a short period of time. Since all of those creatures have 12 or higher Intelligence, you could have control of them for a little while, after which they are free and angry at you. Now, you could just control minor undead, but by 14th level, that has almost no practical uses. (Side Note: ...


7

It doesn't have a usage limit, but It does have a control limit on the number of undead. The answer to how many can you control at a time is in the complete feature description: If it fails, it becomes friendly to you and obeys your commands until you use this feature again. This effectively limits your Command Undead to One Undead type creature, ...


7

The higher their intelligence, the more likely they are to succeed on their charisma saving throw against the ability (DC=your wizard spell save DC). If the target has an intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher it can repeat the saving throw at the end of ...


0

If you're after a house rule which clarifies what you can and can't do with Minor Conjuration, I'd suggest following the example of the fabricate spell (PH p. 239 / SRD p. 140): You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the ...


10

No. Minor Conjuration would need to say “an exact replica of an object you've seen” or some other very precise wording, if it was capable of doing that. Instead, it allow you to conjure objects limited to the kinds of objects you've seen before: its form must be that of a nonmagical object that you have seen. … That is to say, it conjures an object by ...


1

I believe the inks used in writing spells are at least semi-magical seeing how high the price is compared to regular ink. I'd say, you'd have the THEORY of the spell without the magic. You'd probably have to pay the full price of the ink to make the spells magical, with a chance to screw up as normal as you have NO IDEA of the spellwork woven into the ...


0

inured: "accustom (someone) to something, especially something unpleasant." (google search definition) You have become accustomed to undeath. The side effect of this is that you are partially immune to undeath effects. The first sentence lists some hard mechanical effects this has. The second sentence provides context, which may have additional ...


2

The first sentence describes all game rules. The second sentence is just role-playing flavor without any mechanical relevance, because "the worst effects of dealing with undead and the forces that animate them" is not a properly defined concept. Regarding the question "Do I become ugly like a zombie?" - if anything it makes you less likely to become an ...


15

The second sentence is simply the description/justification for the first sentence. The only effects are the ones described: resistance to necrotic damage and immunity to maximum hit point reduction. In case it's the source of your confusion: "inured" just means "accustomed to". So this is just saying that you've been hanging around with undead for so long ...


7

I'm assuming here that your DM does not allow you to "cheat" by taking long rests more than once every 24 hours. Your magic items are a Tome of the Stilled Tongue and 2 × Pearls of Power. Every day, you have the following spell slots you can use to make or control undead: 9th level: 1 + 1 from Arcane Recovery + 1 from Tome of the Stilled Tongue = 3 8th ...


-3

Well, it depends on the spells you used and the kind of undead, but if we're talking about the structure you're specifying... rather infinite? The given the casting time on create undead is 1 minute, and targets 3 corpses to reanimate/control for 24 hours with complete success and that you have, at the 20th level, then six mummies, six wights and forty-two ...



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