I'm pretty sure my Wizard player is doing Wizards wrong, and I just want to double check before I confront him about it.
The way it is now: Upon leveling up, the wizard gets access to every spell on his spell list, and is limited only by his spell slots. Uses Ritual to cast any spell with the ritual tag, given he has ten minutes.
The way I'm pretty sure it works: The wizard gets 2 spells for free and any spells he finds in the wild he can add to his spell book given he has the components and money.
We're 12 sessions in. I don't know how I didn't notice this before. I don't know what I was thinking. I feel very very dumb.
He learns 2 spells every time he levels up. You can forget an old spell when you level up to learn a different one. At level 1 you know 6 spells.
You prepare a number of spells, I don't really know how many but I think it's intelligence modifier pus wizard level.
You can only cast the prepared spells, and while there are classes that know every spell, but must still prepare a number of spells (druids), and with every class you change prepared spells with a long rest.
He learns 2 spells every time he levels up. You can forget an old spell when you level up to learn a different one. At level 1 you know 6 spells.
You prepare a number of spells, I don't really know how many but I think it's intelligence modifier pus wizard level.
You can only cast the prepared spells, and while there are classes that know every spell, but must still prepare a number of spells (druids), and with every class you change prepared spells with a long rest.
The wizard doesn't "learn" spells, they only adds them to their spellbook. They also don't get to "forget" an old spell to "learn" a different one, that's a sorcerer mechanic.
Simply put: OP, you are right in your description of "the way i'm pretty sure it works", you prepare spells like a druid or cleric would, except you're limited by what's in your spellbook. If you find another spellbook, or a spell in scroll form, you can copy that spell into your spellbook, paying spell_level*50gp and spending spell_level*2 hours to do so. Your arcane tradition may give you a discount on some spells depending on the school they're from (PHB p114).
The mistake you made is a very common one, the wizard is kind of unique in the way he gets access to spells. It can also mean more work on the DM's part to give you regular scrolls and spellbooks to copy new spells from.
Concerning ritual spells, you are also right that you can cast any spell that is a ritual from your spellbook, without needing to prepare it, and without expanding a spell slot for it. Rituals are swell. Rituals do usually take 10 minutes, but note that the rule is actually "10 minutes longer than normal" (PHB p201). So if you were to choose a ritual spell that has a casting time of, say, 1 hour, and to do it as a ritual, it would take you 1 hour and 10 minutes.
Hope this clears things up, don't hesitate if you have any more questions.
wizards cannot forget spells. they can learn every spell in their list, generally only limited by time and gold to learn those spells. but there is no maximum known spells for wizard
edit: spell books do not "forget" spells, wizards use spell books to refresh their memory. I.e. the spell book keeps spells (as known to the wizard) indefinitely.
With regards to the rituals, are those also spells in the spell book or any spells at all on the wizard's spell list?
The rules for ritual casting for the wizard say:
"RITUAL CASTING You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared." (emphasis mine)
So you do need to have the spell in your spellbook to cast it as a ritual.
Yeah sorry, I did definitely get that wrong. I thought wizards could change spells like most magic casters can. I didn't think it through that far when I was saying it from memory.
I've messed this up as a player, corrected it, then ended up with so many spellbooks I finally had something to spend money on: copying spells into my spellbook.
edit: older editions actually mapped out how many spells could fit into a spellbook (higher level spells taking more room), but am not sure if 5e has this mechanic
as for the original post, you should talk to the player stating that "rules as written" were not observed. Be sure that both you and the player understand the RAW. Moving forward, if you wish to go RAW, I suggest this character's spellbook and any backup copies are stolen/lost/destroyed. The wizard can then recreate a spellbook using the "replacing the book" subsection of the wizard class description (PHB)
There's no indication to how many spells can be stored in a spellbook, no. The item itself says it has a hundred pages, but without knowing how many pages a spell takes (or even if you can fit multiples spells on a single page), we can't conclude anything. Probably for the best, because this seems like a tedious thing to track. If you do find that amusing to track, I believe the rules for older editions was that a spell took one page per spell level.
As for the spellbook of your player, I would probably just let him create his spellbook retroactively. It's no one's fault you got the rule wrong, losing the access to the entire spell list will already sting a bit, and doesn't require further "punishment".
Also, you need to think about him when it comes to loot, scrolls are extra important now ;) (and remember that they have a DC to be successfully copied, as can be seen on their description
Make sure you’re considering the three aspects of spellcasting for wizards. These are:
1. Spells known - These are the spells in the wizards spellbook. You start with six 1st level spells, and can add two more each level, of any level you have slots for. Spells can also be added from scrolls you find, or learned from other wizards. This costs gold and time.
2. Spells prepared. Each day, you choose the spells from your ‘Spells Known’ that you want to be able to cast that day. The number you can choose is your Intelligence modifier + Character level. You can prepare spells in any combination.
3. Spell slots. You’ll need to refer to the Wizard table to see how many slots you have for each level of spells you can cast. You can then expend these slots to cast your Spells Prepared. You can use higher level slots to cast lower level spells - usually with some greater effect. E.g casting Burning Hands using a 2nd level spell slot adds 1d6 for each slot higher than 1st that you use to cast it.
Spells with the Ritual tag are special. They can be cast as normal using the rules above, or they can be cast as a ritual - which means they don’t use a spell slot - but take 10 minutes to cast. If being cast as a ritual, they only have to be on your Spells Known list - they do not need to be Prepared.
Cantrips as always do not expend slots and do not need to be prepared. Refer to the wizard table to see how many cantrips you have - and when you can add more.
Spells with the Ritual tag are special. They can be cast as normal using the rules above, or they can be cast as a ritual - which means they don’t use a spell slot - but take 10 minutes to cast.
Just a quick clarification - Ritual spells can be cast as a Ritual for an extra 10 minutes on top of their normal cast time. This normally isn't a consideration for 1 Action spells - but some do have longer cast times like Alarm - it's a 1 minute cast which becomes 11 minutes as a Ritual. Find Familiar becomes 1 hour 10 minutes. Etc.
Good clarification - it’s an extra 10 mins. But as you say, that really doesn’t have much of an impact. It’s mainly designed to prevent spells being cast as a ritual in time intensive situations, such as combat.
Good clarification - it’s an extra 10 mins. But as you say, that really doesn’t have much of an impact. It’s mainly designed to prevent spells being cast as a ritual in time intensive situations, such as combat.
But still - worth clarifying!
"Just hold them off for 110 rounds while I cast Tiny hut. Then we'll get them." -Wizard, last words.
Honestly I was a little more worried about someone thinking they could Ritual cast Find Familiar in 10 minutes as opposed to using a spell slot to cast it in 1 hour.
Good clarification - it’s an extra 10 mins. But as you say, that really doesn’t have much of an impact. It’s mainly designed to prevent spells being cast as a ritual in time intensive situations, such as combat.
But still - worth clarifying!
"Just hold them off for 110 rounds while I cast Tiny hut. Then we'll get them." -Wizard, last words.
LOL. This is what pocket dimensions and interplanar travel are for.
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I'm pretty sure my Wizard player is doing Wizards wrong, and I just want to double check before I confront him about it.
The way it is now: Upon leveling up, the wizard gets access to every spell on his spell list, and is limited only by his spell slots. Uses Ritual to cast any spell with the ritual tag, given he has ten minutes.
The way I'm pretty sure it works: The wizard gets 2 spells for free and any spells he finds in the wild he can add to his spell book given he has the components and money.
We're 12 sessions in. I don't know how I didn't notice this before. I don't know what I was thinking. I feel very very dumb.
He learns 2 spells every time he levels up.
You can forget an old spell when you level up to learn a different one.At level 1 you know 6 spells.You prepare a number of spells, I don't really know how many but I think it's intelligence modifier pus wizard level.
You can only cast the prepared spells, and while there are classes that know every spell, but must still prepare a number of spells (druids), and with every class you change prepared spells with a long rest.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
The wizard doesn't "learn" spells, they only adds them to their spellbook. They also don't get to "forget" an old spell to "learn" a different one, that's a sorcerer mechanic.
Simply put: OP, you are right in your description of "the way i'm pretty sure it works", you prepare spells like a druid or cleric would, except you're limited by what's in your spellbook. If you find another spellbook, or a spell in scroll form, you can copy that spell into your spellbook, paying spell_level*50gp and spending spell_level*2 hours to do so. Your arcane tradition may give you a discount on some spells depending on the school they're from (PHB p114).
The mistake you made is a very common one, the wizard is kind of unique in the way he gets access to spells. It can also mean more work on the DM's part to give you regular scrolls and spellbooks to copy new spells from.
Concerning ritual spells, you are also right that you can cast any spell that is a ritual from your spellbook, without needing to prepare it, and without expanding a spell slot for it. Rituals are swell. Rituals do usually take 10 minutes, but note that the rule is actually "10 minutes longer than normal" (PHB p201). So if you were to choose a ritual spell that has a casting time of, say, 1 hour, and to do it as a ritual, it would take you 1 hour and 10 minutes.
Hope this clears things up, don't hesitate if you have any more questions.
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With regards to the rituals, are those also spells in the spell book or any spells at all on the wizard's spell list?
wizards cannot forget spells. they can learn every spell in their list, generally only limited by time and gold to learn those spells. but there is no maximum known spells for wizard
edit: spell books do not "forget" spells, wizards use spell books to refresh their memory. I.e. the spell book keeps spells (as known to the wizard) indefinitely.
Jesus Saves!... Everyone else takes damage.
Also spells in the spellbook.
The rules for ritual casting for the wizard say:
"RITUAL CASTING
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared." (emphasis mine)
So you do need to have the spell in your spellbook to cast it as a ritual.
Click to learn to put cool-looking tooltips in your messages!
Yeah sorry, I did definitely get that wrong. I thought wizards could change spells like most magic casters can. I didn't think it through that far when I was saying it from memory.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
I've messed this up as a player, corrected it, then ended up with so many spellbooks I finally had something to spend money on: copying spells into my spellbook.
edit: older editions actually mapped out how many spells could fit into a spellbook (higher level spells taking more room), but am not sure if 5e has this mechanic
as for the original post, you should talk to the player stating that "rules as written" were not observed. Be sure that both you and the player understand the RAW. Moving forward, if you wish to go RAW, I suggest this character's spellbook and any backup copies are stolen/lost/destroyed. The wizard can then recreate a spellbook using the "replacing the book" subsection of the wizard class description (PHB)
Jesus Saves!... Everyone else takes damage.
There's no indication to how many spells can be stored in a spellbook, no. The item itself says it has a hundred pages, but without knowing how many pages a spell takes (or even if you can fit multiples spells on a single page), we can't conclude anything. Probably for the best, because this seems like a tedious thing to track. If you do find that amusing to track, I believe the rules for older editions was that a spell took one page per spell level.
As for the spellbook of your player, I would probably just let him create his spellbook retroactively. It's no one's fault you got the rule wrong, losing the access to the entire spell list will already sting a bit, and doesn't require further "punishment".
Also, you need to think about him when it comes to loot, scrolls are extra important now ;) (and remember that they have a DC to be successfully copied, as can be seen on their description
Click to learn to put cool-looking tooltips in your messages!
Make sure you’re considering the three aspects of spellcasting for wizards. These are:
1. Spells known - These are the spells in the wizards spellbook. You start with six 1st level spells, and can add two more each level, of any level you have slots for. Spells can also be added from scrolls you find, or learned from other wizards. This costs gold and time.
2. Spells prepared. Each day, you choose the spells from your ‘Spells Known’ that you want to be able to cast that day. The number you can choose is your Intelligence modifier + Character level. You can prepare spells in any combination.
3. Spell slots. You’ll need to refer to the Wizard table to see how many slots you have for each level of spells you can cast. You can then expend these slots to cast your Spells Prepared. You can use higher level slots to cast lower level spells - usually with some greater effect. E.g casting Burning Hands using a 2nd level spell slot adds 1d6 for each slot higher than 1st that you use to cast it.
Spells with the Ritual tag are special. They can be cast as normal using the rules above, or they can be cast as a ritual - which means they don’t use a spell slot - but take 10 minutes to cast. If being cast as a ritual, they only have to be on your Spells Known list - they do not need to be Prepared.
Cantrips as always do not expend slots and do not need to be prepared. Refer to the wizard table to see how many cantrips you have - and when you can add more.
Just a quick clarification - Ritual spells can be cast as a Ritual for an extra 10 minutes on top of their normal cast time. This normally isn't a consideration for 1 Action spells - but some do have longer cast times like Alarm - it's a 1 minute cast which becomes 11 minutes as a Ritual. Find Familiar becomes 1 hour 10 minutes. Etc.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Good clarification - it’s an extra 10 mins. But as you say, that really doesn’t have much of an impact. It’s mainly designed to prevent spells being cast as a ritual in time intensive situations, such as combat.
But still - worth clarifying!
"Just hold them off for 110 rounds while I cast Tiny hut. Then we'll get them." -Wizard, last words.
Honestly I was a little more worried about someone thinking they could Ritual cast Find Familiar in 10 minutes as opposed to using a spell slot to cast it in 1 hour.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
LOL. This is what pocket dimensions and interplanar travel are for.