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 ...
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 ...
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 ...
They're still a Bladesinger
If you take a real persnickety reading of the rules, the SCAG says specifically that:
Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.
In order to choose the bladesinger arcane tradition, one must be an elf or half-elf. But you only ...
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 ...
No, Leomund's Tiny Hut is made of magical force which blocks passage in the Ethereal Plane
In the description of the Border Ethereal on DMG p. 48:
A traveler on the Ethereal Plane is invisible and utterly silent to someone on the overlapped plane, and solid objects on the overlapped plane don’t hamper the movement of a creature in the Border Ethereal. ...
Your specific descriptions of the Wizard's use of Illusory Reality is not supported by RAW
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. 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 ...
Spells are learned upon level up
From the wizard class features:
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free.
So if you want these free spells, they must be chosen when leveling up. You can't wait for the next level up to add four spells instead. ...
Nothing, but its stomach acid can digest even the most powerful magic items.
Being swallowed by the tarrasque has no special effect on a wizard's ability to use magic, whether in D&D 5th edition (Monster Manual p.286) or earlier editions.
However, the tarrasque's stomach is canonically capable of digesting magic items, even certain powerful artifacts. ...
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, you are granted a spellbook by your spellcasting.
Spellcasting (PHB 114):
As a student of arcane magic, you have a spellbook containing spells
that show the first glimmerings of your true power.
So you have a spellbook, disregarding how you got it.
Class Features (PHB 164):
When you gain a new level in a class, you get its features for that
A spell's verbal, somatic, and material components are necessary but not sufficient
The rules have this to say on spell components (emphasis added):
A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't ...
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.
The spell counts as the level at which you cast it
The rules on spellcasting (PHB, 201) cover that:
When a spellcaster casts a spell using a slot that is of a higher level for that casting, the spell assumes the higher level for that casting. (PHB. p 201)
If you upcast a 2nd divination spell to 3rd, you'll count it as a 3rd level spell and can regain a ...
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 ...
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 ...
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 ...
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 ...
Spell scrolls are a unique one time use magical item and the DMG introduces a specific rule whereby trying to transcribe the spell into a spellbook the scroll is destroyed in the process.
A wizard spell on a spell scroll can be copied just as spells in a spellbook can be copied. When a spell is copied from a spell scroll, the copier must succeed on ...
Overchannel replaces the damage of the spell, not any other mechanics
The only thing that changes when you overchannel a spell is that instead of adding up the numbers on the damage dice, you use the maximum possible result. Most of the time this means there is no point to rolling the damage dice, but it doesn't say that you don't.
In Chaos Bolt's case, ...
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're right, there's theoretically a slight disincentive to learn spells from the wizard's own school
You've hit on an interesting conundrum, which is that by making it cheaper to copy spells of a specific school, it's theoretically more cost-efficient to learn spells from schools other than the one you chose for your Arcane Tradition when you level up and ...
Limitations of Illusory Reality
Illusory Reality states:
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. 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 ...
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 ...
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-...
You must copy the spells from the found book into yours so you can use them
Per the Multiclass spellcasting rules:
You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class.
You will still need to copy the spells from that spellbook into yours in order to be able to use them. ...
No, a transmuter wizard is not considered a shapechanger
Shapechanger is a tag which is given to certain creatures.
The spell text of Moonbeam refers specifically to 'A shapechanger' not simply 'A creature with the shapechanger abilty'. Gaining your 10th level class feature as a Wizard Transmuter doesn't change you from a Medium humanoid (any race) to a ...