Not in any sort of magical way that I can see, as a general rule. All the text in the Wizard class feature section of the PHB refers to putting wizard spells in the book, with no option provided to write anything else with a game effect into the spellbook. For example, "Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind." And "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."
By RAW, no. “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.”
See bolded, you can only copy a wizard spell. With a level of Druid, you could scribe a scroll of a Druid spell. Just not put it in your book.
Without any further details, it seems like RAW says no, unless there is specific language in the things you are trying to combine that somehow make it possible.
I think they keep them separate for this very reason. Or you could just put all the Druid (or other spellcaster) ritual spells in your book and be able to cast them without needing them prepared.
If the spell is on both the Druid list and the Wizard list (Charm Person for example), then if you find a scroll written by a Druid, the Wizard can still learn the spell.
ok, i know that a wizard can't cast a druid spell even if it's in their book,
but what i am asking is can a wizard copy a druid spell into their book if they find a scroll,
or if you take a level in druid can you write a druid spell in the book, you can't cast it as a wizard spell,
TLDR: is it possible to write a Druid spell in a wizard spellbook
A Wizard's spellbook is for recording Wizard spells. The only way a Wizard could copy a Druid spell into is if a) it's also on the Wizard spell list(I don't know any off the top of my head, but there probably are some), and b) the spell has been transcribed to something like a spell scroll that the Wizard can copy from. A Druid cannot dictate the spell to the Wizard like a boss dictating a memo to his secretary.
ok, i know that a wizard can't cast a druid spell even if it's in their book,
Only wizard spells can be copied into the spellbook, so if a feature has let you do this, it makes it a wizard spell for you and you can prepare and cast it as one. I do not know of any feature, officially, that lets you copy a Druid spell into the wizard spell book though.
but what i am asking is can a wizard copy a druid spell into their book if they find a scroll,
or if you take a level in druid can you write a druid spell in the book, you can't cast it as a wizard spell,
Only Wizard spells can be copied into the spellbook, regardless of source unless a feature overrules this - and I do not think any such feature exists officially.
Would you be able to copy Ritual Spells for a Druid into your spell book?
How does that fit with the Ritual Caster feat?
When you take the Ritual Caster feat you choose a spellcasting class and gain a Ritual Book. You may add any spell with a Ritual tag from that chosen class list to your Ritual Book. It does not permit you to copy those Rituals into any other source. If a Wizard chose Druid for the Ritual Caster feat they will have a spellbook for their Wizard spells and a Ritual Book for their Druid Ritual spells and will not be able to copy any from one to the other.
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It just seems to me that if you may copy Ritual Spells into a spell book, then it isn't a far stretch to imagine that Ritual Spells could be written into a Wizard's spell book.
How might allowing this impact play balance between classes?
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As a general rule, if you come up with an idea that makes you think something along the lines of "Wow! It'd be so overpowered if I can make this work!" then it's not allowed by the Rules As Written.
And keep in mind that anything your character can do the NPCs can do as well. So if your DM does allow you to do it, don't be surprised when it gets turned around against you at a later date.
and i just need a specific spell to be in the book, i don't need to be able to cast it in any way,
i just need the spell in a written form
It seems like you may already have what you need?
Maybe the original poster can provide even more details about exactly what they are doing? In the original post, you said this:
"can a wizard copy a druid spell into their book if they find a scroll"
A scroll IS in written form. So, if you just need to have a spell in written form and you already have a scroll with the spell written on it then you already have what you need. It sounds like it doesn't even need to be a Spell Scroll, you just need to have it in writing. Maybe. Or maybe buy a regular book from the general store and write it down in there. None of us are sure what purpose any of this would serve for you though -- you'd have to provide more details.
It just seems to me that if you may copy Ritual Spells into a spell book, then it isn't a far stretch to imagine that Ritual Spells could be written into a Wizard's spell book.
How might allowing this impact play balance between classes?
I was only referring to the Rules as Written.
Outside of that: I agree with you. But then, I'm the type who doesn't think the different spellcasters should have separate spell lists, and the difference between them should be style and features. Magic is magic and there's many, many, exceptions. Wizards who heal. College of Creation bards - who are Arcane casters -, with the ability to basically not worry about components, eventually become the absolute best at resurrection (divine) magic that puts even the most skilled cleric to pure shame.
There are many ways to add non-wizard spells to the wizard spell list. Eberron book has Dragonmark Races and each one adds several spells to any class spell list for any spellcasting class you take. There are 42 non-Wizard spells that could be added through these races. Tasha's book adds 4 non-Wizard spells to the Wizard spell list (not including the new spells included in the book). Strixhaven backgrounds have a similar feature to the Dragonmark races, with 21 non-wizard spells. Now, sure a single character isn't going to get all these added, but I've been in many campaigns that let me have a Dragonmark race character with a Strixhaven background and playing a basic published adventure like the first Phandelver one. And it wasn't OP at all. Not even slightly. I've tried looking at the spells and seeing if a party of all spellcasters could take any spells from any list, and compare it to published adventures and see if this would be broken or if they'd all be too similar: and nope. Nothing broken, and classes still felt unique. The sorc can still manipulate with metamagic for better effect or more easily blast, clerics still got to be badass supports -and less useless outside of fighting, and wizards still got to be best at utility. Despite having even more spells, Wizards seemed less different than any other - because wizard features are much more lacklustre than most others. So they were basically the same, just a few more thematic options and more ritual choices.
And honestly, it was more appropriate that way. It made more sense to me. Especially things like a Necromancer wizard getting to Speak With Dead and Augury -- because the word "necromancer" didn't mean somebody who created zombies or controlled undead, a necromancer was the original word for what we now call a medium: a person who spoke with bodies or spirits (speak with dead) or gleaned the future by casting bones (augury).
Quite frankly letting any caster choose their spells from any list makes it less useful to "multiclass" which actually makes things simpler and easier for everybody, every class still has their unique identity and makes it easier to create more thematic characters that are still balanced. It's one of those things very few say yes to because at first glance it 'seems' like it would be totes OP but in actual play it's not at all.
But I'm digressing.
Anyway here's a list of the spells which can be added through Dragonmarks, Strixhaven and Tashas. Ravnica also does the same as strixhaven, but frankly making the list was annoying so I didn't bother. I also didn't bother checking the various subclasses that add spells because frankly I was getting bored and I think you get the idea.
The (ABC) stuff is what class spell lists the spell is normally from.
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i'm trying to create a combo that can vaporise a castle in one spell
No Druid spell allows this.
The Wizard spell Meteor Swarm can destroy a castle very easily, though.
Storm of Vengeance is a Druid spell that might do the trick.
Storm of Vengeance deals a max of 11d6 and across two different rounds. Meteor Storm does 40d6.
Since castles are made of stone and would have a minimum damage threshold - it is very unlikely SoV would deal much damage. The damage is 1d6 (avg. 3, certainly not going to exceed min threshold) on one round and 10d6 (average 35) on the other. It is better against villages and small towns. Meteor Storm, however, should deal a considerable amount of damage because it's 20d6 (average 70) bludgeoning and 20d6 (average 70) done together (average 140) it will definitely go over the threshold and deal considerable damage, while also setting flammable things on fire.
So in terms of "vaporising" a castle, Meteor Swarm would win.
The best spell for destroying big buildings is the Druid spell Earthquake, which will deal 50 damage a round for 10 rounds, for 500 damage. But this is spread over the minute and would not "vaporise" a castle - though smaller buildings would be destroyed instantly.
Although in terms of dealing damage and not having an army turn on you, Meteor Swarm would still be preferable over Earthquake because with Earthquake your range is 500 ft, so it is easy for an army to notice you and catch you. But a wizard could use Seeming for a disguise, a Glyph of Warding to give themselves Fly then cast Greater Invisibility, on themselves and fly up for a good view then cast Meteor Swarm from a mile away and then teleport away. It'd be almost impossible for anyone to know it was you, and so you can destroy the castle instantly and get away scott free.
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Frankly, even Meteor Swarm is really stretching for a full "reduce a castle to rubble" effect; if you stack the AoE's end to end you're getting 320 ft across by 80 ft wide at the widest points; that's less surface area than a football field, particularly since the AoE is circular, not square. Oh, they'll definitely know they've been kissed if you drop one on them, but for a full-fledged castle complex I'd say you're not going to level it by the numbers.
TLDR: Reducing any truly massive structure to rubble is not something that is in a players explicit bag of tricks. You'd need to run your idea past your DM to work out if they're willing to allow it.
if i have a spell of ninth level that deals lightning damage (think Storm of Vengeance) in the book (i don't need to be able to cast it, it just needs to be in a written form in the book),
i can use one of the Scribe abilities to change Meteor Swarm's damage to lightning (using Storm of Vengeance as the damage type replacement spell) then max it using Tempest clerics bullshit.
as far as i can tell, i don't need the spell to be a castable one, it just needs to be written down in the book.
(there's a bit more to the combo, but that's more of an opinion thing and what the DM rules)
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ok, i know that a wizard can't cast a druid spell even if it's in their book,
but what i am asking is can a wizard copy a druid spell into their book if they find a scroll,
or if you take a level in druid can you write a druid spell in the book, you can't cast it as a wizard spell,
TLDR: is it possible to write a Druid spell in a wizard spellbook
Not in any sort of magical way that I can see, as a general rule. All the text in the Wizard class feature section of the PHB refers to putting wizard spells in the book, with no option provided to write anything else with a game effect into the spellbook. For example, "Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind." And "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."
What in game purpose are you trying to achieve?
By RAW, no.
“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.”
See bolded, you can only copy a wizard spell. With a level of Druid, you could scribe a scroll of a Druid spell. Just not put it in your book.
i'm trying to create a combo that can vaporise a castle in one spell
and i just need a specific spell to be in the book, i don't need to be able to cast it in any way,
i just need the spell in a written form
and was wondering if they can be written down?
Without any further details, it seems like RAW says no, unless there is specific language in the things you are trying to combine that somehow make it possible.
If you find a way to have a spell from the Druid list become a Wizard spell for you, then it'd be possible to copy it in your spellbook.
A wish spell should allow you to make a druid spell a wizard spell for you
I think they keep them separate for this very reason. Or you could just put all the Druid (or other spellcaster) ritual spells in your book and be able to cast them without needing them prepared.
What spells were you looking to combo?
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If the spell is on both the Druid list and the Wizard list (Charm Person for example), then if you find a scroll written by a Druid, the Wizard can still learn the spell.
A Wizard's spellbook is for recording Wizard spells. The only way a Wizard could copy a Druid spell into is if a) it's also on the Wizard spell list(I don't know any off the top of my head, but there probably are some), and b) the spell has been transcribed to something like a spell scroll that the Wizard can copy from. A Druid cannot dictate the spell to the Wizard like a boss dictating a memo to his secretary.
Would you be able to copy Ritual Spells for a Druid into your spell book?
How does that fit with the Ritual Caster feat?
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Only wizard spells can be copied into the spellbook, so if a feature has let you do this, it makes it a wizard spell for you and you can prepare and cast it as one. I do not know of any feature, officially, that lets you copy a Druid spell into the wizard spell book though.
Only Wizard spells can be copied into the spellbook, regardless of source unless a feature overrules this - and I do not think any such feature exists officially.
Only Wizard spells go into the Wizard spellbook.
Whether you can write the spell down or not, it cannot be included in your spellbook.
No Druid spell allows this.
The Wizard spell Meteor Swarm can destroy a castle very easily, though.
When you take the Ritual Caster feat you choose a spellcasting class and gain a Ritual Book. You may add any spell with a Ritual tag from that chosen class list to your Ritual Book. It does not permit you to copy those Rituals into any other source. If a Wizard chose Druid for the Ritual Caster feat they will have a spellbook for their Wizard spells and a Ritual Book for their Druid Ritual spells and will not be able to copy any from one to the other.
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It just seems to me that if you may copy Ritual Spells into a spell book, then it isn't a far stretch to imagine that Ritual Spells could be written into a Wizard's spell book.
How might allowing this impact play balance between classes?
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
TL;DR: No.
As a general rule, if you come up with an idea that makes you think something along the lines of "Wow! It'd be so overpowered if I can make this work!" then it's not allowed by the Rules As Written.
And keep in mind that anything your character can do the NPCs can do as well. So if your DM does allow you to do it, don't be surprised when it gets turned around against you at a later date.
It seems like you may already have what you need?
Maybe the original poster can provide even more details about exactly what they are doing? In the original post, you said this:
"can a wizard copy a druid spell into their book if they find a scroll"
A scroll IS in written form. So, if you just need to have a spell in written form and you already have a scroll with the spell written on it then you already have what you need. It sounds like it doesn't even need to be a Spell Scroll, you just need to have it in writing. Maybe. Or maybe buy a regular book from the general store and write it down in there. None of us are sure what purpose any of this would serve for you though -- you'd have to provide more details.
Storm of Vengeance is a Druid spell that might do the trick.
I was only referring to the Rules as Written.
Outside of that: I agree with you. But then, I'm the type who doesn't think the different spellcasters should have separate spell lists, and the difference between them should be style and features. Magic is magic and there's many, many, exceptions. Wizards who heal. College of Creation bards - who are Arcane casters -, with the ability to basically not worry about components, eventually become the absolute best at resurrection (divine) magic that puts even the most skilled cleric to pure shame.
There are many ways to add non-wizard spells to the wizard spell list. Eberron book has Dragonmark Races and each one adds several spells to any class spell list for any spellcasting class you take. There are 42 non-Wizard spells that could be added through these races. Tasha's book adds 4 non-Wizard spells to the Wizard spell list (not including the new spells included in the book). Strixhaven backgrounds have a similar feature to the Dragonmark races, with 21 non-wizard spells. Now, sure a single character isn't going to get all these added, but I've been in many campaigns that let me have a Dragonmark race character with a Strixhaven background and playing a basic published adventure like the first Phandelver one. And it wasn't OP at all. Not even slightly. I've tried looking at the spells and seeing if a party of all spellcasters could take any spells from any list, and compare it to published adventures and see if this would be broken or if they'd all be too similar: and nope. Nothing broken, and classes still felt unique. The sorc can still manipulate with metamagic for better effect or more easily blast, clerics still got to be badass supports -and less useless outside of fighting, and wizards still got to be best at utility. Despite having even more spells, Wizards seemed less different than any other - because wizard features are much more lacklustre than most others. So they were basically the same, just a few more thematic options and more ritual choices.
And honestly, it was more appropriate that way. It made more sense to me. Especially things like a Necromancer wizard getting to Speak With Dead and Augury -- because the word "necromancer" didn't mean somebody who created zombies or controlled undead, a necromancer was the original word for what we now call a medium: a person who spoke with bodies or spirits (speak with dead) or gleaned the future by casting bones (augury).
Quite frankly letting any caster choose their spells from any list makes it less useful to "multiclass" which actually makes things simpler and easier for everybody, every class still has their unique identity and makes it easier to create more thematic characters that are still balanced. It's one of those things very few say yes to because at first glance it 'seems' like it would be totes OP but in actual play it's not at all.
But I'm digressing.
Anyway here's a list of the spells which can be added through Dragonmarks, Strixhaven and Tashas. Ravnica also does the same as strixhaven, but frankly making the list was annoying so I didn't bother. I also didn't bother checking the various subclasses that add spells because frankly I was getting bored and I think you get the idea.
The (ABC) stuff is what class spell lists the spell is normally from.
Put into spoiler since a long list already.
DRAGONMARK SPELLS
Detect Evil and Good (C/P)
Detect Poison and Disease (C/D/P/R)
Find Traps (C/D/R)
Divination (C)
Faerie Fire (B/D/A)
Locate Animals or Plants (B/D/R)
Speak With Plants (B/D/R)
Commune With Nature (D/R)
Animal Friendship (B/D/R)
Beast Sense (D/R)
Beacon of Hope (C)
Conjure Animals (D/R)
Aura of Life (P)
Dominate Beast (D/S)
Awaken (B/D)
Cure Wounds (B/C/D/P/R/A)
Healing Word (B/C/D/A)
Lesser Restoration (B/C/D/P/R/A)
Prayer of Healing (C)
Aura of Vitality (P)
Mass Healing Word (C)
Aura of Purity (P)
Greater Restoration (B/C/D/A)
Goodberry (D/R)
Calm Emotions (B/C)
Aid (C/P/A)
Create Food and Water (C/P/A)
Hallow (C)
Conjure Barrage (R)
Pass Without Trace (D/R)
Freedom of Movement (B/C/D/R/A)
Animal Messenger (B/D/R)
Silence (B/C/R)
Compelled Duel (P)
Shield of Faith (C/P)
Warding Bond (C)
Zone of Truth (B/C/P)
Death Ward (C/P)
Guardian of Faith (C)
Wind Wall (D/R)
Armor of Agathys (W)
Antilife Shell (D)
TASHA'S CAULDRON OF EVERYTHING
Augury (C)
Enhance Ability (B/C/D/S/A)
Speak With Dead (B/C)
Divination (C)
STRIXHAVEN
Speak With Dead (B/C)
Spirit Guardians (C)
Flame Strike (C)
Water Walk (C/D/R/S/A)
Freedom of Movement (B/C/D/R/A)
Entangle (D)
Guiding Bolt (C)
Aura of Vitality (P)
Circle of Power (P)
Dissonant Whispers (B)
Calm Emotions (B/C)
Beacon of Hope (C)
Daylight (C/D/P/R/S)
Compulsion (B)
Cure Wounds (B/C/D/P/R/A)
Inflict Wounds (C)
Lesser Restoration (B/C/D/P/A)
Revivify (C/P/A)
Death Ward (C/P)
Antilife Shell (D)
Greater Restoration (B/C/A)
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Storm of Vengeance deals a max of 11d6 and across two different rounds. Meteor Storm does 40d6.
Since castles are made of stone and would have a minimum damage threshold - it is very unlikely SoV would deal much damage. The damage is 1d6 (avg. 3, certainly not going to exceed min threshold) on one round and 10d6 (average 35) on the other. It is better against villages and small towns. Meteor Storm, however, should deal a considerable amount of damage because it's 20d6 (average 70) bludgeoning and 20d6 (average 70) done together (average 140) it will definitely go over the threshold and deal considerable damage, while also setting flammable things on fire.
So in terms of "vaporising" a castle, Meteor Swarm would win.
The best spell for destroying big buildings is the Druid spell Earthquake, which will deal 50 damage a round for 10 rounds, for 500 damage. But this is spread over the minute and would not "vaporise" a castle - though smaller buildings would be destroyed instantly.
Although in terms of dealing damage and not having an army turn on you, Meteor Swarm would still be preferable over Earthquake because with Earthquake your range is 500 ft, so it is easy for an army to notice you and catch you. But a wizard could use Seeming for a disguise, a Glyph of Warding to give themselves Fly then cast Greater Invisibility, on themselves and fly up for a good view then cast Meteor Swarm from a mile away and then teleport away. It'd be almost impossible for anyone to know it was you, and so you can destroy the castle instantly and get away scott free.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Frankly, even Meteor Swarm is really stretching for a full "reduce a castle to rubble" effect; if you stack the AoE's end to end you're getting 320 ft across by 80 ft wide at the widest points; that's less surface area than a football field, particularly since the AoE is circular, not square. Oh, they'll definitely know they've been kissed if you drop one on them, but for a full-fledged castle complex I'd say you're not going to level it by the numbers.
TLDR: Reducing any truly massive structure to rubble is not something that is in a players explicit bag of tricks. You'd need to run your idea past your DM to work out if they're willing to allow it.
the idea is something along the lines of
Scribe Wizard 18, Tempest Cleric2
if i have a spell of ninth level that deals lightning damage (think Storm of Vengeance) in the book (i don't need to be able to cast it, it just needs to be in a written form in the book),
i can use one of the Scribe abilities to change Meteor Swarm's damage to lightning (using Storm of Vengeance as the damage type replacement spell) then max it using Tempest clerics bullshit.
as far as i can tell, i don't need the spell to be a castable one, it just needs to be written down in the book.
(there's a bit more to the combo, but that's more of an opinion thing and what the DM rules)