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116

This could go a number of ways, depending on how you rule it. I'll address the problems first. What is an Object? First and foremost, you have to consider what the definition of an Object is. The Minor Conjuration feature says... [...]you can use your action to conjure up an inanimate object [...] no larger than 3 feet on a side and weigh no more than ...


100

Sculpt Spells exists so you do not hurt your friends When you cast a spell with an area of effect, everyone in the area is affected, including your friends / allies. Sculpt Spells lets you create "holes"(="pockets of relative safety") in the spell to keep your friends safe. So an example use is: You cast an area spell, say, thunderwave in an area where ...


81

You can only transmute one coin at a time Other answers have given you good estimates of the number of coins that will fit in a cubic foot, but that doesn't matter for your purposes, because you're missing an important limitation of the Minor Alchemy feature: you can only transmute one object at a time: Starting at 2nd level when you select this school, ...


77

Change how you play your wizard so those are the right spells With the spells you've listed you can play an effective wizard but it will likely require changing up your play style. Let's look at some tactics that suit your spells. Blast 'em This isn't going to be your strong suit but there are plenty of opportunities to contribute with some straight up ...


71

Breadth of Option Unexpected monster rears out of the darkness, clearly well beyond the battered party's ability to handle? Wizard teleports home. Fighter manages to kill the thing half to death before he gets eaten. Ambuscade! The earl's men have the party cornered, and demand they surrender - only execution awaits if they do. Wizard casts ...


70

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] (Player's Handbook 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack ...


66

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 ...


64

Right now it has a floor RAW is undefined, because dome is undefined Dome and hemisphere are not defined in the spellcasting section (PHB p201), unlike cone and sphere. A hemisphere might be something very clear for a mathematician, but the game was designed by laymen for laymen. No mathematician would agree with the game's definition of line either. Until ...


62

Specialization and Related Options The extra spell slots are the intrinsic benefit of specializing, but they are not the only benefits: a number of wizard alternate class features only work for those specializing in a particular school. Focused Specialization Complete Mage gives an option to ban another spell school and give up a regular spell slot per ...


60

While these are two contrary rules exceptions, and therefore ambiguous, from a story perspective, Sculpt Spell is intended to represent the evoker guiding their damaging spell to avoid the target, so it doesn't matter if they actively dodge the attack or not; it just doesn't hit them (or at least has the minimum possible effect). So I would say Sculpt Spell ...


59

Yes, this is overpowered Your instinct to suggest the Sorcerer Class was a good one. This ability is going to give the Wizard so much versatility there will be almost no situation he cannot solve through magic. Let's compare the Wizard to a Sorcerer in terms of spells known. The Wizard would have 6 at first level + 2 spells/level after that. In contrast ...


54

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.) ...


51

Depending on the context of the encounter, the following quote from the PHB, page 189, might be relevant: Surprise If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. So if the Rogue's sneaky stabby is the start of the combat and the Wizard wasn't expecting him, ...


50

While this might not be the case in the Starter Set you are looking at, in the official rules (the full Player's Handbook), 1st-level wizards (PHB 114) are granted a spellbook containing 6 spells. They can then prepare a number of spells equal to their wizard level + Int modifier for casting (in this case, 4) using their two 1st-level spell slots. ...


49

When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute...The object can't deal damage or otherwise directly harm anyone. From the definition ...


48

Strictly speaking, it’s not actually true The terms “linear” and “quadratic” come from mathematics. Linear growth is one in which the rate of change is constant. Notably, this means that no one level can be particularly special, each level would involve the same bonuses as the one before it, and growth only happens because of the accumulation. For ...


47

Not exactly. The rules on Working Together in order to give advantage are as follows: A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a ...


47

The Feature does not only apply to Evocation Spells The feature you are talking about says the following: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional ...


46

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 ...


46

The Rogue and Monk would take half damage Your argument seems sound. Since the Evasion feature specifies Dexterity saving throws, but Toll the Dead requires a Wisdom saving throw, Evasion simply doesn't apply here. So they would take full damage from Toll the Dead if they fail the Wisdom saving throw, or half the damage if they succeed due to the Potent ...


45

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 ...


45

Things you can do, by the book: Everything you listed except scribe a new spell. Source: PHB pg. 114 That actually requires you to write down the spell, and has a material cost associated with it that is usually associated with special inks and gems. Yes, you can recall it from memory and write it into your book, upon which you would have it memorized for ...


45

Thanks to the resources of his organization, this wizard has a contingent fireball cast upon the spellbook. (This makes use of the 6th level contingency spell). The contingency spell is keyed to go off upon his untimely death. (The fireball can be cast at 3rd, 4th, or 5th level and still be used with the contingency spell). The fire ... ignites ...


44

Use Spell Cards. The primary bookkeeping issues with Wizards are knowing what your spells do, knowing which spells you have prepared, and knowing which spells you know. Physical cards with the spells written on them solve all three of these issues. You can buy them, or you can just make your own. This way, you always have the spell text itself handy, and ...


43

Only if it is a ritual, and is cast as one A wizard must prepare a list of spells they have available to cast. Available spells do not depend on being in or out of combat, but are simply the spells the wizard has at their disposal. A wizard could cast a cantrip without "preparing" it, but cantrips are not spells "from his [spell]book". The only way to cast ...


42

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 ...


40

No From a lore perspective, definitely not. To begin, Wizards and Warlocks use different methods of producing magical effects. Wizards study for years to understand how the Weave works. They experiment with and manipulate arcane powers to develop spells. "They learn new spells as they experiment and grow in experience" PHB 112 Warlocks, on the other ...


40

The following analysis focuses on spell scrolls in particular, but the same logic applies to spellbooks. In terms of their effect on the number of spells in your spellbook, the two are interchangeable. In my experience, you won't be a burden I play a wizard in a game where due to some unfortunate relations with the town militia, my adventuring party and I ...


39

Your ruling is unlikely to break anything. However, the rules on their own (and the underlying fictional significance of the rules) appear to answer this with a No. The surface rules difficulty is that a there's no object duplication involved — you start with a spell scroll and end with a page in a spellbook. These aren't identical objects, as the ability ...


39

Glyph of Warding This assumes the Wizard is the big bad, or at least is on home turf. Cast glyph of warding at 7th level, storing Tenser's transformation, with some trigger that the wizard alone can do, on your castle floor. Wear plate armor and sit on your throne like the king you are. When the invaders come in, stomp on the glyph and say "you're toast, ...


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