Chronomancer Wizard’s Rewind vs Counterspell

The Chronomancer archetype gains the ability to reclaim ineffective spells, Rewind.

As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his temporal pool equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.

Usually, this is pretty easy to judge… Failed your check vs. SR? Works. Enemy Saved on a negates spell? Works. Hit your ally who it did affect? Doesn’t work.

However, is it valid to use this ability if an enemy counterspells your attempted spell?

Could a Rogue [Thief] use a Wizard’s Spellbook to cast spells?

So I was wondering since the Rogue Thief has the ability Use Magic Device which states –

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items

Would this ability overcome the class restrictions of a Wizard and allow a Thief Rogue to use it’s Spellbook?

Does UA Psionic Wizard’s Though Form let you ignore non-consumed material components with a cost?

UA Psionic Wizards get a special ability called Thought Form where they become beings of pure energy. Part of that ability is Psionic Spellcasting.

Thought Form

Psionic Spellcasting.

When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.

What does this mean? Functionally, you have an arcane focus as a class feature so material component usually doesn’t matter.

This means you can’t cast spells like Glyph of Warding (200gp dust, consumed) for free. However, can you cast spells that don’t consume the materials like Chromatic Orb (50gp, diamond)?

Otherwise, the “no material component” seems irrelevant as you have your psionic focus already to activate the ability.

What happens to a Wizard’s Transmuter Stone when she dies?

Unfortunately, last monday night our transmuter wizardess met her early (only 160!) demise at the hands (claws) of some elf-hungry trolls.

Her transmuter stone was not on her, because another character borrowed it to get +10 movement and carry an urgent message to the king.

Now, we had to stop the session because there is a time-rift. Either the stone keeps working after her death, or it stops.

If the stone keeps working the runner will press on to the king’s location. But if the stone stopped working, the runner will go back to find the wizardess’ corpse or get in touch with her familiar and then find the corpse. And the runner has enough arcana to know that she died (there is the fact that she could’ve made another stone, but not eight hours had passed).

(…) you can spend 8 hours creating a transmuter’s stone (…) If you create a new transmuter’s stone, the previous one ceases to function.

So, after that not-so-quick exposition, once a transmuter wizard soul departs the body, do the transmuter stone keep working?


Regarding the golden rule, I’m the DM of the game, and I have no idea on how to rule the issue. So I can’t really ask the DM.

Is this proposed change to the Transmutation Wizard’s Master Transmuter class feature balanced for a setting without resurrection? [Version 2]

In my previous iteration of this question, I proposed a replacement for the Master Transmuter option Restore Life. the feedback I received identified that it was too powerful, so I have a new, much simpler proposal. The brief description below outlines the problem; see my other question for a more detailed explanation.


The School of Transmutation wizard archetype has a feature at level 14 called Master Transmuter. It can allow such a wizard to, once per long rest, destroy their transmuter’s stone and do one of a handful of options, one of which is:

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Unfortunately, in my homebrew universe, there is no resurrection magic, so I’m looking into replacing this option with something homebrew that is not related to resurrection, but still at least broadly fits the theme of “Restore Life“.


Still considering greater restoration, I wonder if it would be balanced to simply allow Restore Life to cast it instead of raise dead, a direct trade with no other additions (i.e. not a “super charged” version like I proposed before)?

Restore Life. You cast the greater restoration spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

My reasoning behind believing that this might be balanced, in light of the feedback, is a) it’s a 5th level cleric spell like raise dead, and b) it is not usually available to wizards, same as raise dead.

One the other hand, I’m concerned that this might be a bit weaker than the RAW raise dead version of Restore Life (after all, once you’re dead, greater restoration can’t help at all), so if that is true, I’m also considering waiving the costly material component of the greater restoration spell if cast in this way, since it seems you do need it for the raise dead version. If this is not weaker (or waiving the material component would make this vastly more powerful), then I won’t do that.


So my question is, in a setting where there is no resurrection magic, does my new proposed replacement of the Restore Life option of the Master Transmuter class feature seem balanced?
Ideally contrasting with and without my “waive the material costs” suggestion.

Is this proposed tweak to the Transmutation Wizard’s Master Transmuter class feature balanced for a setting without resurrection?

The School of Transmutation wizard archetype has a feature at level 14 called Master Transmuter. It can allow such a wizard to, once per long rest, destroy their transmuter’s stone and do the following:

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Unfortunately, in my homebrew universe, there is no resurrection magic, so I’m looking into replacing this option with something homebrew that is not related to resurrection, but still at least broadly fits the theme of “Restore Life“.

Unlike in my similar question about replacing resurrection related class features, I do actually have a player who has a transmutation wizard (they are currently “retired”, but the player is strongly considering “unretiring” them in the near future, so this character will almost definitely come back at some point and isn’t far off level 14); this player is also strongly in the camp of “resurrection magic cheapens death”, so they are definitely up for replacing this option of the class feature.


Given that it is called “Restore Life“, I considered replacing it with some kind of healing (say, the heal spell), but then noticed another option that the Master Transmuter feature offers:

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

So healing would look a bit redundant and underwhelming compared to that option.


Finally, I looked towards greater restoration, since a) it’s a 5th level cleric spell like raise dead, and b) Panacea is kind of like a super charged lesser restoration, plus healing. So I have come up with the following (a “super charged greater restoration“):

Restore Life. You end all reductions to all of the target’s ability scores and hit point maximum, and end one effect that imposes the petrified condition on the target.

I’ve not included the greater restoration spell’s removing curses (since I didn’t want overlap with Panacea) or ending charmed effects (because it doesn’t really fit the theme of restoring life). I also haven’t included regaining any hit points because I thought that might be too powerful compared with Panacea if it also healed the target (although I could have it at least restore hit points equal to the reduction of their hit point maximum, if it was reduced at all).


So my question is, in a setting where there is no resurrection magic, does my proposed replacement of the Restore Life option of the Master Transmuter class feature seem balanced, primarily comparing it to the raise dead spell and the Panacea option?

Would the Life Cleric’s Disciple of Life feature work with the Necromancer Wizard’s Grim Harvest feature?

The Life Domain cleric’s Disciple of Life feature (PHB, p. 60) says:

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

The School of Necromancy wizard’s Grim Harvest feature (PHB, p. 118) says:

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Would the Life Cleric’s Disciple of Life feature work with the Necromancer Wizard’s Grim Harvest feature?

For instance, if I’m due to get 8 HP from Grim Harvest for killing a mob with a level 4 Spirit Guardians spell, do I get an extra 6 HP thanks to Disciple of Life?

How does the UA Lore Mastery Wizard’s Alchemical Casting feature interact with the Spell Sniper feat and the Sorcerer’s Distant Spell Metamagic?

This question comes from recent discussion in the question “What is the maximum distance you can cause damage from?”


The Unearthed Arcana Lore Mastery Wizard gets the Alchemical Casting feature which states:

[…] When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting […]

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile […]

I’m wondering how (if at all) this feature works with both the Spell Sniper feat and the Sorcerer’s Distans Spell Metamagic:

When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

Do these allow you to make spell have a range of 4 miles, 2 miles, or still only 1 mile total?


Note that I am already aware that ordinarily the Spell Sniper feat and Distant Spell Metamagic work together, this is supported in the question “Does Spell Sniper and Distant Spell quadruple your range on attack spells?”