The Kraken, according to the monster manual, can "Understand Abyssal, Celestial, Infernal, And Primordial But Can’t Speak, Telepathy 120 Ft." The Kraken also does not have hands. It seems as if the Kraken can barely cast any spells at all. Can these factors be somehow overcome or explained away, ideally whilst staying within the basic 5e rules?
According to the Awakened Spellbook feature of the Order of Scribes school of magic presented in Tasha’s:
When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spell book, which magically alters the spells formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
So, if my Wizard is 7th level and has Phantasmal Killer not prepared, but in my spellbook, and I cast Fireball using a 4th level spell slot, I can deliver a 9d6 Fireball that deals psychic damage as many times as I have 4th level spell slots available?
A wizard dies – but his familiar escapes unharmed. He &/or she (the wizard) is Reincarnated, via the spell. He &/or she gains a new race with new abilities. Basic skills, proficiencies, physical (Str / Dex / Con) and psychological abilities (Int / Wis / Cha) all change as RAW dictates (‘its complicated’).
He &/or she had a familiar previous to death. The familiar survived, as noted, as he &/or she &/or it (possibly spayed?) was off on an errand and did not die.
What happens upon wizard seeking his &/or her familiar?
Does the wizard need to re-cast Find Familiar? If he &/or she does (&/or does not), does this wizard gain the same old shape (fae, celestial, fiend) & style (possibly spayed?) familiar as previous – or is it a brand-spanking-new fresh off the press familiar out of the Outer Planes?
Repeat of Question: Wizard has familiar. Wizard dies YET familiar is okay. Wizard gains a new body. Wizard must re-cast Find Familiar: yes / no? Wizard gets a NEW familiar, yes / no?
I am playing a wizard, and realized that my DM is unlikely to know that they should provide spells for my wizard to copy (also it doesn’t fit the character concept). Has there been any word on a level up system for wizard that has spell counts by level?
What would happen if a wizard summons a familiar (using find familiar) in the Border Ethereal, and then the wizard returns to the Material Plane (interrupting or ending the magical effects of etherealness)?
Would the familiar disappear due to the distance from the caster, since they are now on different planes?
Does the Ethereal Plane overlap with the Material Plane (Border Ethereal) such that distances are preserved and the familiar remains in the Border Ethereal while the caster is in the Material Plane?
The Ethereal Plane
Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. (PHB, p. 301)
Does this make possible the ability of having one’s familiar become an ethereal traveler?
The Staff of Healing has a lot of spells I wouldn’t expect to see a wizard cast – Regenerate, Heal, etc, but I don’t see anything in the rules on staves that precludes a wizard from using it.
Is any staff usable by any caster?
I’m considering a new character for a pirates-themed game of Pathfinder 2e. He was born in an island full of inhabitants with inherent healing magical habilities and in which offensive magic is looked down upon. Naturally, that place became famous for its doctors, and prospered.
My character was, however, gifted with fire magic habilities. So gifted, indeed, that he can’t barely cast anything else without his fire powers manifesting. But he desperately wants to become a doctor… which is a problem, because randomly turning patients on fire is not a very desirable trait.
As a teen, he was going for a walk with his brother when he fell, and broke his leg. Overconfident on his habilities, my character tried to heal it, and the leg exploded. He was deemed unworthy and exiled from the island shortly after.
My character despises offensive magic, despite being really good at it. And desperately wants to redeem himself and return to his island in the future.
How would you implement something like that on pathfinder 2e? My GM is open for any suggestion – including new habilities. I was thinking about a healing hability heavily dependant on the dice and maybe also dependant on wisdom or his level, to mimic him slowly mastering it through the game – lowering (but not nullyfing) the chance of a healing disaster as the game progresses. I would also like if it added a comical factor to the game – a sort of "tension" whenever my character tries to heal somebody, which I think could result in some fun situations for everybody. However, im aware that, if not implemented correctly, it could instead be frustrating.
I’m fairly new to roleplaying games and pathfinder 2e particularly, so I don’t think im able to come with a balanced solution for this. Any ideas?
Ritual casting does not expend a spell slot, I know that. However, the Wizard class feature does not say anything about whether you must prepare the subject spell to cast it as a ritual. On one side, it is anyway “casting” a spell, so you can say “yes, you must prepare.” On the other hand, (although it is just about how wizards cast rituals,) your ritual involves your spellbook, so you can see the ritual ceremony “from the spellbook”, which removes the need to prepare the spell.
My question is: Must I prepare the subject spell in advance to perform it?
This is only about Wizards. Clerics, Druids, Bards have these problems nailed down explicitly. Clerics’ and Druids’ ritual casting requires you to prepare the spell in advance, and Bards’ rituals can only be drawn from what they know.
Can an Arcane Trickster or Eldritch Knight who takes the Magic Initiate (Wizard) feat cast the first level spell they pick with their spell slots, like a Bard who took Magic Initiate (Bard) can? Or the Wizard for that matter?
Both AT and EK uses the wizard spell list, so one could assume so, but can they?
A 20th level Wizard makes a bet with another 20th level Wizard – he has to make his grandson succeed on a difficult mission. Without allowing his grandson (a first level Fighter) or his grandson’s compatriots (a first level Rogue, Bard, and Druid) to realize that the Wizard is secretly aiding them, or doing anything to defeat their foes directly, or helping anyone but his grandson (these are all terms of the bet).
To clarify –
- This Wizard can cast spells on his grandson, only. He can’t Dominate the monsters or Disintegrate locked doors.
- His grandson has to defeat the challenges (the Wizard can’t even weaken them).
- Neither his grandson, or any of his party members, can realize or even suspect that someone is aiding them.
Luckily the grandson and his entire party not only lack Spellcraft but also Knowledge: Arcana. However they don’t lack basic induction – suddenly being able to fly or shoot fireballs is likely to raise their suspicion. A magic sword left leaning casually against a door would certainly count as a fail.
So given this situation, with a level 20 Wizard who is unafraid to spend resources to win this bet with his buddy (xp, magic items, scrolls, favours) what can he do to make his grandson’s party succeed at an adventure that may have CR 5-6 encounters or worse?
For the sake of this example, assume the wizard has access to whatever feats, spells, or wealth he needs to achieve this difficult task – he’s using optimization tricks to rebuild or has his own time-slowed demiplane or whatever, he’s a Tricky Wizard and not just a fireball-slinger.