If a cleric takes the Ritual Caster feat and picks the wizard list, are they able to scribe rituals that are on both classes’ spell lists?

I am playing a cleric. I would like to take the Ritual Caster feat at level 4 to access some wizard spells for utility.

Can my cleric spend the material cost to add rituals shared by both classes (like Detect Magic, Detect Poison, Identify, Gentle Repose, etc.) to the ritual book? Or do I need to find a wizard based written source?

Chaining Dissonant Whispers via War Caster feat

Dissonant Whispers states:

The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The War Caster Feat states:

When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

If the creature failing the Wisdom saving throw from Dissonant Whispers moves past another character provoking an opportunity attack, and that character also has the War Caster feat; then they also cast Dissonant Whispers as an opportunity attack using the War Caster feat (and the creature also fails the Wisdom saving throw) what happens? Since the creature is already using their reaction to move does it have no effect or do they then move their speed minus the distance already moved from the previous Dissonant Whispers?

Is it possible to create an “archer caster”

I was wondering if it’s possible de create an archer with the ability to infuse his arrows with magic element to make different type of arrow (fire arrow, electric arrow,…) And use them for combat for additional effect. Pretty much like in Zelda games, with all the different lootable arrows but with magic.

Right now I play 13th age with some friend and I would like to know if this kind of gameplay is possible for a future campain.

Thanks ! 😀

Does the spell Alter Self potentially change the effective hit dice of the caster for the purpose of targeted spells?

In this question, one of the answers claims that using Alter Self might effectively reduce the caster’s hit dice to match the form chosen, thus making a higher-hd creature/character vulnerable to effects with hit dice limitations.

Does Alter Self have that potential effect?

What happens if a caster is surprised while casting a spell with a long casting time?

Casting a spell with a long casting time requires the caster to use their action each turn casting the spell:

you must spend your action each turn casting the spell

However, what would happen if while casting a long casting time spell (out of combat), a caster is suddenly attacked and is surprised?

Being surprised, the caster won’t be able to use his action during his turn to continue casting the spell so is the spell forcefully lost? If it is lost, is the caster still considered to be concentrating on it up until his turn comes up?

This matters in particular for Pock who is a lvl 12 War Magic Wizard who is ritual casting a tiny hut when his party get’s ambushed. He would like to mantain the spell being cast as long as possible (or at least until he can actually take an action) to benefit from Durable Magic.

How do caster level prerequisites for item creation work for multiclassed characters?

In order to qualify for certain item creation feats you have to have a certain caster level. For example:

Forge Ring [Item Creation]

Prerequisite:

Caster level 12th.

Benefit

You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

How does this work with multi class characters with caster levels from different sources?

For example a 12th level wizard would be able to take Forge Ring , but what about a wizard 9/sorcerer 3?