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 ...
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 ...
Yes, as soon as the wizard levels up, those two spells are found in one of his spellbooks and he can prepare them the next time he prepares his spells. They do not require time or money to scribe, though they do fill up the appropriate number of pages in his spellbook.
This is one of those things that’s supposedly been going on in the background the entire ...
A wizard can never fail, he copies exactly what he means to.
The rules for copying spells from sources other than spell scrolls say:
When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Notably, there is no mention of an arcana ...
Cantrips do not count against the two spells you learn when you level up
The Wizard's Spellcasting feature states:
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free [...]
However, it is important to note that this is under the section "Learning Spells of 1st Level and Higher", which tells us that ...
Illusory Reality says (PHB, pg. 118):
you can choose one inanimate, nonmagical object that is part of the illusion and make that object real.
A creature is not inanimate, and invisibility is not an object.
You would not fail a death saving throw from taking damage while the ward is up.
The rules for Damage at 0 Hit Points say (PHB, pg. 197):
If you take any damage while you have 0 hit points, you suffer a death saving throw failure.
If you have your Arcane Ward (PHB, pg. 115) up while unconscious and are attacked, then:
Whenever you take damage, the ward ...
Avoid "all or nothing" spells, especially against boss type enemies.
By "all or nothing", I'm referring to spells, like Disintegrate, that have zero effect on a creature that saves against them. These spells are especially risky against bosses that tend to have high saving throws and/or Magic Resistance, and may have Legendary ...
Spells aren't written in any language
The rules for copying spells into your spellbook states:
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves ...
Evocation wizards can safely nuke their parties
This is a key feature of the School of Evocation wizard subclass. They still need to expend spell slots, and the other "price" they pay is not having access to the class features of other schools, such as the School of Divination subclass' Portent feature. In other words, it's their cool thing that ...
The creature who was about to be hurt takes the damage.
If this feature was intended to have you take any remaining damage, I would expect it to be worded "you take any remaining damage" the same as the level 2 feature. It's only necessary to change that wording and say "the warded creature" if that's the easiest way to specify which ...
Remember that there is no flavour text in 5e, everything written describes what is actually happening. So from your quote:
your soft words and enchanting gaze can magically enthrall another creature.
Oxford dictionaries defines enthrall (using definition 1) as:
capture the fascinated attention of
This, to me, heavily implies that the ...
Yes, but there's usually not much benefit
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be ...
Each description specifies targeting a second creature.
Each feature description is specific to state that we may “target a second creature”. Twinned spell says:
target a second creature in range with the same spell.
Split enchantment says:
you can have it target a second creature.
The first three ordinal numbers in English are first, second, and third; ...
If it's not possible to succeed you don't roll the dice. For attacks, a Natural 20 is always a success, ability checks and saves (excepting Death Saves) do not auto succeed on a Natural 20.
If you want to jump to the Moon there is no chance you can actually succeed, therefore you don't even make a check. Since no check is rolled, you can't use ...
Sculpt Spells states that:
The chosen creatures automatically succeed on their saving throws
against the spell, and they take no damage if they would normally take
half damage on a successful save. (PHB 117)
So even if the spell is affected by Potent Cantrip, Sculpt Spells would still negate all damage to a chosen creature.
Sculpt spell protects against more than damage
Spells can have effects other than damage. Automatically making a saving throw usually means these are negated. Let's take the humble thunderwave as our example:
[each target creature] must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from ...
No, a wizard can only copy spells of levels they can actually prepare.
Unfortunately, as the rules describing the wizard's spellcasting and spellbook state:
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to ...
Yes, you can use it to force a re-roll, but it doesn't change the result.
It is important to note that Legendary Resistance does not change the actual number rolled on the die, nor does it change the fact that a die has been rolled in the first place,, it only changes the outcome of that roll.
When a creature with Legendary Resistance chooses to succeed on a ...
This can work.
Wizards don't learn spells; they copy them to their spellbooks and prepare them. But besides this small detail, your scenario would work, if the following criteria are met. (This answer assumes that the optional rules for Scribing a Spell Scroll from Xanathar's Guide to Everything will be followed.)
The DM must allow the scribing of spell ...
My interpretation of this part of the spell description is that it would:
You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome.
If you use this as not just fluff but mechanics, that means you essentially look at all 20 possible outcomes, and pick the lowest one that is still a ...
Mage Hand is a spell, whose effect reminds of a hand but with severely limited capabilities compared to a real hand. Imagine it, as it is depicted in many illustrations, more like a semi-translucent shape of magical force.
The spell description lists the exact range of actions that can be undertaken through it. Some class specialization (like Trickster ...
It doesn't matter very much, certainly not for ease of play. Pick the one that you like the best
Each item has the same primary function as far as spellcasting goes: they abstract away the need to manage an inventory of common material components for spells. If you have either one, and a free hand, you don't have to worry about having a material component ...
This would work... space permitting
First of all, excellent idea. One of the main impediments to polymorphing yourself into something dangerous is maintaining concentration as enemies repeatedly hit you. This strategy would often make that much more viable.
I did want to give you one word of warning though. Blink has the following rules on reappearing (...
You don't lose concentration, but you can't cast the spell.
This really isn't any different than Readying the spell and either not getting the trigger you expected or opting not to use the trigger when it arrives.
But it is kind of a tricky situation, and while losing concentration makes sense at face value, there are rules to support that it doesn't - even ...
The ward takes the damage first regardless of what order they apply
The following Q/A establishes that damage to your temporary hit points still counts as you taking damage and with that knowledge, there are two possible cases:
Is a concentration check required when temporary hit points absorb all the damage?
The ward clause applies first; in this case ...
Your numbers are right, but consider the spells.
Especially when you get up to 7th- and 9th-level spells, most of the spells are things you're going to be casting at your leisure, so that you can take an hour to prepare before or after using them.
Spells at those levels that you'll be casting in the middle of danger, like dominate and soul gem, are ...
Familiars stopped generally granting bonus hit points in 2e AD&D
The 1e version of Find Familiar indeed grants the lucky wizard bonus hit points equal to the familiar's own:
Normal familiars have 2-4 hit points and armor class of 7 (due to size, speed, etc.) [...] The number of the familiar’s hit points is added to the hit point total of the magic-...