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120

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 10 ...

116

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 ...

86

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, ...

84

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 ...

80

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 ...

80

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 ...

76

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 ...

73

Yes. Any character who is proficient with a particular type of armor can cast spells while wearing that type of armor with no penalty. There are two primary reasons for this. There are better ways for mages to get a decent Armor Class. For example, Draconic Sorcerers get permanent Mage Armor for free at 1st level, which provides 13 + Dexterity Modifier AC. ...

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 ...

62

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 ...

62

The limit is 142 times Each ritual adds 10 minutes and most spells take 6 seconds1, there are 60 minutes in an hour, 24 hours in a day so 144 lots of 10 minutes, lose just under 15 minutes for the normal casting time so 142 is the maximum. This is likely to be “as many times as the wizard wants” unless his wants are excessive. Kidding aside; your ...

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It’s how real-world alchemists did things Which is likely something that Gygax—and Vance, assuming Vance’s novels also including writing spells down—would have known. There are famous alchemists. Plato is arguably the father of “Western” alchemy, and he’s one of the most-published authors of all time. Jābir ibn Ḥayyān is the first person in recorded history ...

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 the ...

57

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, he isn'...

56

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.) ...

56

Is there any defense against this? There are several, but none of them are great: Bring more wizards. Put yourself within range of the first wizard, but out of range of the second. Make them want to use their reaction elsewhere. They can't counterspell if they used shield to stop the fighter from smashing their faces in (and vice versa). Cast counterspell ...

53

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 ...

51

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 ...

50

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 ...

50

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 ...

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

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 ...

49

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 ...

49

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 ...

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 ...

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There are no hidden rules The rules for dying don’t say you lose your prepared spells. The rules for Resurrection don’t say it either. So you don’t lose them; those spells stay prepared.

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Yes. In 5e, prepared spells remain available as long as they're prepared. From the D&D Basic Rules (e.g. from the cleric's or the wizard's Spellcasting feature): 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 ...

47

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 ...

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Copied spells and the two free spells are separate Note the full wording1 of the Learning Spells of 1st Level and Higher section (emphasis mine): Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On ...

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 ...

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