
Dustin Ashe |

Does it read anywhere that a cleric needs to worship just one particular deity?
The reason I ask is that I have a player who decided to become a cleric and then picked the charlatan background. Then she chose the personality trait that reads "I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment."
I don't think that particular personality trait was written with clerics in mind. But we're rolling with it.

Kalshane |
Prepared spells (for those casters who prepare spells, rather than those who have spells known) always go up every level for full casters (clerics, druids, wizards) and every other level for half-casters (paladins.)
The number of slots per day, on the other hand, depends on the chart, and yes, there are levels where the numbers of slots doesn't increase.
Spells prepared/known are separate from your daily spell slots.

bookrat |

Stunned Condition: I read the short mention of it in the Players Handbook condition summary but can someone direct me to how someone can be stunned? Can a monster do this? A particular type of attack? I need to read more about it but cannot find any references to it.
Monk's Stunning Strike, PHB page 79
Power Word Stun, PHB page 267
May be other spells.
Monster Manual:
Vrock's Stunning Screach, page 64
Mind Flayer has an ability to stun, page 222
There's probably a few others, but those two monsters I know for sure.

EileenProphetofIstus |

On page 58 of the Players Guide it reads:
"Channel Divinity
At 2nd level you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain.
On page 59 of the Players Handbook it reads as follows:
"Channel Divinity:
Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool."
I am assuming that the character selects one skill or tool and that particular ability always remains tied to their Channel Divinity power rather than being able to pick a different skill or tool each time you use Channel Divinity. Is this how you interpret the ruling?

EileenProphetofIstus |

Ok another question: In 3.5 D&D the various tomes that granted an ability score enhancement ranged from +1 to +5, depending upon the book found. Sometime ago, the party adventured through the Lost Caverns of Tsojcanth and found the six books (one for each ability score) which improved ability scores. Each of these books granted a +1 to the relevant ability score. The books were divided up amongst the party, read and everyone received their applicable bonus to their ability score. Life was good, everyone was happy.
Now we took the same characters and translated them over to 5th edition. In this version of the game, each book grants a +2 bonus to the relevant ability score.
If you were the DM and were handling the transformation from 3.5 to 5th edition would you....
1. Keep the +1 ability score modifier as defined by the 3.5 rules. This keeps the character the same but no longer matches how the magic item in 5th edition reads, as that grants a +2 ability score improvement.
2. Increase the character's stat to match the +2 ability score enhancement allowed as per 5th edition rules.
Please give me your reasoning for your answer.

Steve Geddes |
1 person marked this as a favorite. |

I'd give the +2 since that's what my players would prefer.
Personally, I'm indifferent (I've always felt that PC progression is something of an illusion anyway, given the DM sets the challenges the party faces. Ideally it will feel like a world with an objective existence, but it is generally written with the PC abilities in mind).
+2 has the benefit of definitely granting the recipient an advantage. Often a +1 is effectively meaningless.

Juda de Kerioth |
the thing is pretty easy;
you can take the +1 to all six abilities OR take +1 to 2 abilities, 1 feat and one proficiency with one skill.
At levels 4th, 8th and so, you gain +1 point to 2 stats, wich means that you can increase two diferent stat of your choice. and if you want, you can change those stat points for extra feat instead of increasing your stats.
i encourage you to read the rules first before starting to convert your 11th lvl cleric from 3.5 to 5the. the rules are so simple that you just cant have so many questions as you do now.
in 5th there are no skill points, nor ranks or things alike. you have your proficiency bonus (a very generic measure to "balance" the game) so, you start with +2 proficiency bonus, wich means that every d20 roll you made, with a Skill, save or weapon wich you are proficient with, you can add that +2 to the roll at lower levels.

EileenProphetofIstus |

the thing is pretty easy;
you can take the +1 to all six abilities OR take +1 to 2 abilities, 1 feat and one proficiency with one skill.At levels 4th, 8th and so, you gain +1 point to 2 stats, wich means that you can increase two diferent stat of your choice. and if you want, you can change those stat points for extra feat instead of increasing your stats.
i encourage you to read the rules first before starting to convert your 11th lvl cleric from 3.5 to 5the. the rules are so simple that you just cant have so many questions as you do now.
in 5th there are no skill points, nor ranks or things alike. you have your proficiency bonus (a very generic measure to "balance" the game) so, you start with +2 proficiency bonus, wich means that every d20 roll you made, with a Skill, save or weapon wich you are proficient with, you can add that +2 to the roll at lower levels.
Wow nicely worded...I've actually read the rules and been playing for awhile. It was more of a poll that a rule question. I was curious what other DMS would do. I appreciate the reasoning behind your post but not the insult so much.

Werecorpse |

My thought process is that getting +2 in 5e is quite a big deal but probably no bigger than getting +1 in 3.5 and 5e is all about "meaningful bonuses" so I would lean towards +2.
But I would more likely go with "if it was meant to be an awesome bonus make it awesome".
If you are playing converted ad&d adventure style where getting those books was meant to be a thing of total awesome (cos you couldn't train up stats) I would make the bonus +2 AND allow the effected stat to be trained to 22.

Werecorpse |

Personally, I'm indifferent (I've always felt that PC progression is something of an illusion anyway, given the DM sets the challenges the party faces. Ideally it will feel like a world with an objective existence, but it is generally written with the PC abilities in mind).
.
Bite your tongue.
Move along players, nothing to see here.
.
.
.
.
Whether it's an illusion or not it's a big deal for the players. Huge.

Steve Geddes |

Yeah, that's why I'd make it plus two - because it's a big deal to my players to see that they're better now than they were at level one.
FWIW, it's not a big deal to me as a player. I'm quite comfortable playing a game with minimal mechanical progression. (My favorite being 0E/1E - in those games going up a level is quite often nothing more than gaining a few hit points).

Werecorpse |
1 person marked this as a favorite. |

You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.

SmiloDan RPG Superstar 2012 Top 32 |

5th ED is different from 3.x & PF in that most class advancement abilities are actual new and exciting things you can do. Numerical bonuses are relatively rare, so that makes them special.
So, I would make those books do their 5th Edition thing: +2 to an ability score AND raise the possible maximum by 2 (22 in most cases).

Steve Geddes |

You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.
You're probably right (I have a very tiny sample size, so don't really have a feel for what's common).
I think I stick by my original suggestion though - make these kinds of calls based on what your players enjoy, rather than some hi falutin' theory about game design. (So +2 for no reason other than "the players will like it better that way").

Bluenose |
You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.
Outside of D&D/derivatives of D&D and cRPGs, I don't think many RPGs have improvement to the extent of being 'interesting', in that player's terms. What you get in most is improvement that's relatively much smaller and often much less tangible in terms of character power.

SmiloDan RPG Superstar 2012 Top 32 |

Werecorpse wrote:Outside of D&D/derivatives of D&D and cRPGs, I don't think many RPGs have improvement to the extent of being 'interesting', in that player's terms. What you get in most is improvement that's relatively much smaller and often much less tangible in terms of character power.You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.
That might be why D&D and its derivatives (Pathfinder) are the most successful TT RPGs. There is PC growth and advancement, so there is a feeling of accomplishment when leveling up. There are also tangible rewards for completing story goals, which is nice.
My D&D group played a Werewolf campaign for a while, but it kind of petered out because we never ever leveled up. The story goals got bigger, but we didn't get any better at doing anything, so we eventually kept failing.

Bluenose |
Bluenose wrote:Werecorpse wrote:Outside of D&D/derivatives of D&D and cRPGs, I don't think many RPGs have improvement to the extent of being 'interesting', in that player's terms. What you get in most is improvement that's relatively much smaller and often much less tangible in terms of character power.You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.
That might be why D&D and its derivatives (Pathfinder) are the most successful TT RPGs. There is PC growth and advancement, so there is a feeling of accomplishment when leveling up. There are also tangible rewards for completing story goals, which is nice.
My D&D group played a Werewolf campaign for a while, but it kind of petered out because we never ever leveled up. The story goals got bigger, but we didn't get any better at doing anything, so we eventually kept failing.
It's hardly a surprise, there are plenty of people coming to tabletop games who are already familiar with computer RPGs and giving them things they're already familiar with and expect - and which have been shown to be effective at keeping people playing in the MMO world - is hardly a bad thing. With WotC designing 3e and later editions with that in mind it's hardly a surprise that D&D - the 'gateway drug' of tabletop RPGs - has become increasingly MMO-like with each edition.
Where other tabletop RPGs differ, and where a lot of GMs familiar with D&D struggle to adapt, is that there simply isn't the same degree of advancement. A GM thinking that the characters' have 'levelled up' a few times and expects that to mean the sort of growth you'd get in D&D (or, as above, an MMO) is likely to overestimate the increase in capabilities involved and misjudge the difficulty of a challenge.

thejeff |
SmiloDan wrote:Bluenose wrote:Werecorpse wrote:Outside of D&D/derivatives of D&D and cRPGs, I don't think many RPGs have improvement to the extent of being 'interesting', in that player's terms. What you get in most is improvement that's relatively much smaller and often much less tangible in terms of character power.You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.
That might be why D&D and its derivatives (Pathfinder) are the most successful TT RPGs. There is PC growth and advancement, so there is a feeling of accomplishment when leveling up. There are also tangible rewards for completing story goals, which is nice.
My D&D group played a Werewolf campaign for a while, but it kind of petered out because we never ever leveled up. The story goals got bigger, but we didn't get any better at doing anything, so we eventually kept failing.
It's hardly a surprise, there are plenty of people coming to tabletop games who are already familiar with computer RPGs and giving them things they're already familiar with and expect - and which have been shown to be effective at keeping people playing in the MMO world - is hardly a bad thing. With WotC designing 3e and later editions with that in mind it's hardly a surprise that D&D - the 'gateway drug' of tabletop RPGs - has become increasingly MMO-like with each edition.
Where other tabletop RPGs differ, and where a lot of GMs familiar with D&D struggle to adapt, is that there simply isn't the same degree of advancement. A GM thinking that the characters' have 'levelled up' a few times and expects that to mean the sort of growth you'd get in D&D (or, as above, an MMO)...
OTOH, the kind of levelling mechanic used in MMOs and other CRPGs came out of tabletop RPGs, specifically D&D, where it was already effective as a multiplier.
Many non-D&D RPGs do have a slower power curve, but I've never actually seen that confuse a GM, though most of the GMs I've played with have at least played a wide variety of games. There's usually some metric in the system for what kind of opposition is appropriate. If there isn't, there should be. It's a valuable tool.I'm somewhat baffled by SmiloDan's comment about not getting better at doing anything in Werewolf. I haven't played WW in years, but IIRC it did have an advancement mechanism. Not "levels", but a more gradual way of buying up stats and abilities.

Bluenose |
I've been in a couple of games (and have heard anecdotally of a couple more) where a GM or group wanted to try a different game to the D&D they were used to. Lacking experience with creating adventures for those games they tried to use adventures/adventure paths they were used to. And it was very obvious, at least from my perspective, that they simply hadn't taken account of the different degree of power involved. The beginning characters were relatively stronger than the D&D equivalents, but the rate at which they gained abilities was far too slow to complete the later adventures. It wasn't until the campaign crashed in a TPK that the GMs involved even realised the issue. The player and GM expectations, formed by D&D and computer games, weren't in alignment with the games they were playing (Savage Worlds and GURPS) and the D&D adventures were simply not designed to be playable with a game that didn't show such exponential power increases.

thejeff |
I've been in a couple of games (and have heard anecdotally of a couple more) where a GM or group wanted to try a different game to the D&D they were used to. Lacking experience with creating adventures for those games they tried to use adventures/adventure paths they were used to. And it was very obvious, at least from my perspective, that they simply hadn't taken account of the different degree of power involved. The beginning characters were relatively stronger than the D&D equivalents, but the rate at which they gained abilities was far too slow to complete the later adventures. It wasn't until the campaign crashed in a TPK that the GMs involved even realised the issue. The player and GM expectations, formed by D&D and computer games, weren't in alignment with the games they were playing (Savage Worlds and GURPS) and the D&D adventures were simply not designed to be playable with a game that didn't show such exponential power increases.
Trying to convert modules (and especially APs) directly over would definitely cause problems. Enough that it would seem blatantly obvious and I'd never even think to try it - beyond stealing ideas or bits and pieces.
Of course it may help that my early experiences with other game systems were also different genres, Call of Cthulhu and Champions particularly. Drastically different power levels and expectations.

hiiamtom |
I'm pretty sure most games have levels of play. Like BRP/RuneQuest is a tiny bit of XP at a time, but when you get an ability score above 100% your ability in that skill is considered "master" and like 200% is considered "demi-god" so there are standards to apply the level of game you want to systems like that.
The other immediate example I know is the FFG Star Wars games were 150XP past character creation is considered the power of a Jedi Knight while a Jedi Master would have 1000XP beyond character creation.

thejeff |
I'm pretty sure most games have levels of play. Like BRP/RuneQuest is a tiny bit of XP at a time, but when you get an ability score above 100% your ability in that skill is considered "master" and like 200% is considered "demi-god" so there are standards to apply the level of game you want to systems like that.
The other immediate example I know is the FFG Star Wars games were 150XP past character creation is considered the power of a Jedi Knight while a Jedi Master would have 1000XP beyond character creation.
Plenty of games don't have anything nearly that explicit as far as "levels" go. You can usually make a pretty good guess to relative power level based directly on whatever they're using for xp.
CoC uses BRP, but I've never seen the master/demigod thing in it. OTOH, power levels in CoC are pretty static - your skills can get better, but a starspawn still kills 1d6 party members per round.
Edit: I think Champions does have terms for starting power levels, though I don't recall what they are. At least in the superhero genre, not necessarily Hero in general. But a 250pt character with 150pts of experience tends to come out very differently than a starting 400pt character. Street level heroes get more powerful, but don't turn into cosmic heroes.

SmiloDan RPG Superstar 2012 Top 32 |

Bluenose wrote:...SmiloDan wrote:Bluenose wrote:Werecorpse wrote:Outside of D&D/derivatives of D&D and cRPGs, I don't think many RPGs have improvement to the extent of being 'interesting', in that player's terms. What you get in most is improvement that's relatively much smaller and often much less tangible in terms of character power.You're a bit unusual I suspect. The improvement through getting stuff, skills or stats or level raising is a big deal in RPGs and crpgs IME.
I once had a player complain that he didn't get any "interesting" magic items. When I asked what he meant he said "like a +4 shield".
Players they love their bigger numbers, and having a stat that goes to 22 is like having an amplifier that goes to 11.
That might be why D&D and its derivatives (Pathfinder) are the most successful TT RPGs. There is PC growth and advancement, so there is a feeling of accomplishment when leveling up. There are also tangible rewards for completing story goals, which is nice.
My D&D group played a Werewolf campaign for a while, but it kind of petered out because we never ever leveled up. The story goals got bigger, but we didn't get any better at doing anything, so we eventually kept failing.
It's hardly a surprise, there are plenty of people coming to tabletop games who are already familiar with computer RPGs and giving them things they're already familiar with and expect - and which have been shown to be effective at keeping people playing in the MMO world - is hardly a bad thing. With WotC designing 3e and later editions with that in mind it's hardly a surprise that D&D - the 'gateway drug' of tabletop RPGs - has become increasingly MMO-like with each edition.
Where other tabletop RPGs differ, and where a lot of GMs familiar with D&D struggle to adapt, is that there simply isn't the same degree of advancement. A GM thinking that the characters' have 'levelled up' a few times and expects that to mean the sort of growth you'd get in D&D
There is an advancement system in WW, but in addition to XP, you also needed to increase Honor, Wisdom, and Glory (I think), and we were just terrible at it. It fluctuated so much.
The Storyteller was great, but he just didn't take into account how nuts we were. I played the warrior-breed, but my day job was an EMT/Firefighter, so the first time I "popped Crinos," I tried to do CPR to an NPC as a 9 foot tall wolfman instead of berserking at the Black Spirals.
It just went down hill from there. It was a very "realistic" campaign (well, as realistic as a campaign set in Las Vegas can be), so we often didn't act like adventurers, but as real people with really weird problems.
It was fun, but with the lack of character growth, it eventually got a little frustrating. My firefighter eventually got killed by a corrupted PC or two, so my replacement was a wolf-who-could-turn-human that was raised by "Sigmund & Freud" as a show animal, so he had a very skewed view on what acting like a normal human was.
Let's just say purple sequins and white thigh-high snake skin boots were involved.

hiiamtom |
Plenty of games don't have anything nearly that explicit as far as "levels" go. You can usually make a pretty good guess to relative power level based directly on whatever they're using for xp.
CoC uses BRP, but I've never seen the master/demigod thing in it. OTOH, power levels in CoC are pretty static - your skills can get better, but a starspawn still kills 1d6 party members per round.
Edit: I think Champions does have terms for starting power levels, though I don't recall what they are. At least in the superhero genre, not necessarily Hero in general. But a 250pt character with 150pts of experience tends to come out very differently than a starting 400pt character. Street level heroes get more powerful, but don't turn into cosmic heroes.
CoC isn't BRP, it's BRP based. I'm referencing the much, much more capable player characters in RuneQuest or BRP itself that still fight dragons and demons and giants and such.
For example, in RuneQuest 6 with 100% skill value in Binding of spirits can control a death spirit that can rip the soul from the body of the victim with a 90% success rate, force a predatory spirit into a creature giving it massive buffs and puts in under their control, can shapeshift a human into a giant, animate the dead, or summon nearly unstoppable elementals (even by pathfinder standards).
Boost that to 200% and you can fight armies on your own in a system that is pretty lethal. You're now turning into dragons, or summoning tidal wave sized elementals that can just move through typical enemies and kill them, etc. You will be fueling this with magic item though, unless you bolster your magic point pool with other allies' magic.
In terms of combat a characters with 200% combat impose a -100% skill penalty to combat on everything that faces it and lands critical hits on a roll of 20 or lower. It would be like a fighter who gives a penalty to AC and saves of everyone fighting them equal to their BAB, and landing a critical hit on every roll of 15-20.
That's what they mean when they reference the power levels. Getting above 100% in a combat style means you are one of if not the best fighter in the state or country, getting above 200% in Brawn is Herculean strength.

EileenProphetofIstus |

Wizard Spells: I haven't had to deal with it until now. I have read it over and over and looked online and it comes across as so convoluted. I am creating an 11th level wizard. Is the whole spell process done the same as it is for clerics (with the exception of clerics knowing the entire spell list and wizards knowing only the ones in their spell book?
Cantrips: At 1st level he starts with 3 cantrips and acquires new ones as he progresses, at level 11 he has 5 cantrips. When I cast these cantrips it does not utilize any spell slots to do so, I can cast them over and over all day if I want. I could cast each one countless times in a day, no limit to how many times....Correct?
At 11th level, I have the following spell slots:
1st: 4
2nd: 3
3rd: 3
4th: 3
5th: 2
6th: 1
Spells I can Prepare: The wizard has an Int of 18 so that's +4, plus his level of 11 so that's 15 spells I can prepare out of any of the spells I have in my spell book. So I could prepare fifteen 6th level spells if I wanted, or fifteen 1st level, or fifteen 3rd, etc. or mix it up such as five 1st, five 2nd, and five 6th level. The Spell slots have absolutely nothing to do with the number of spells I can prepare. Correct?
Spells I can cast: This is where spell slots come into play. I have fifteen spells prepared, and each time I cast a spell I mark off one a spell slot equal or higher than the spell I cast. Same as Clerics. Correct?
If this is all correct then obviously I understand it, but wow, they wrote it terrible.

![]() |

Wizard Spells: I haven't had to deal with it until now. I have read it over and over and looked online and it comes across as so convoluted. I am creating an 11th level wizard. Is the whole spell process done the same as it is for clerics (with the exception of clerics knowing the entire spell list and wizards knowing only the ones in their spell book?
Basically, yeah.
Cantrips: At 1st level he starts with 3 cantrips and acquires new ones as he progresses, at level 11 he has 5 cantrips. When I cast these cantrips it does not utilize any spell slots to do so, I can cast them over and over all day if I want. I could cast each one countless times in a day, no limit to how many times....Correct?
Yep. Regardless of how you come to know a cantrip (from a class, a race, a feat, whatever), once you know it, you can cast it as much as you want forever.
At 11th level, I have the following spell slots:
1st: 4
2nd: 3
3rd: 3
4th: 3
5th: 2
6th: 1
Sounds right, but I don't have my book to check.
Spells I can Prepare: The wizard has an Int of 18 so that's +4, plus his level of 11 so that's 15 spells I can prepare out of any of the spells I have in my spell book. So I could prepare fifteen 6th level spells if I wanted, or fifteen 1st level, or fifteen 3rd, etc. or mix it up such as five 1st, five 2nd, and five 6th level. The Spell slots have absolutely nothing to do with the number of spells I can prepare. Correct?
Correct.
Spells I can cast: This is where spell slots come into play. I have fifteen spells prepared, and each time I cast a spell I mark off one a spell slot equal or higher than the spell I cast. Same as Clerics. Correct?
Correct.
If this is all correct then obviously I understand it, but wow, they wrote it terrible.
Really? I found it pretty straightforward and intuitive.

Kalshane |
Yeah, wizard ritual casting is really nice. I'd be hard-pressed to waste a preparation slot on something like Unseen Servant, but taking 10 minutes to cast it when you're getting ready to setup camp for the night is a negligible cost. I'm seeing spells like that and Alarm used a lot more in 5E than in previous editions.

P.H. Dungeon |

You can't prepare spells of a higher level in a lower level spell slot, so no you can't prepare 15 6th level spells. You prepare spells in their appropriate level slots, but you can cast lower level spells using higher level slots to give it a more powerful effect.
For example, if you took counterspell, dispel magic and fireball to fill your 3rd level spell slots, you are free to spend all three 3rd level slots on fireball spells. You could later use a forth level spell slot to cast a dispel magic, or you could use a fifth level spell slot for a fireball spell, which would inflict more damage than a fireball cast using a third level spell slot.
The spells you memorize are the spells available for the wizard to cast that day, but you get to decide how you end up using your spell slots. This differs from 3e where you had to assign a specific spell to each spell slot. But under no circumstances can you cast a higher level spell with a lower level slot (ie you could never cast a 2nd level spell using a 1st level spell slot). You can do the reverse though.
EileenProphetofIstus wrote:Wizard Spells: I haven't had to deal with it until now. I have read it over and over and looked online and it comes across as so convoluted. I am creating an 11th level wizard. Is the whole spell process done the same as it is for clerics (with the exception of clerics knowing the entire spell list and wizards knowing only the ones in their spell book?Basically, yeah.
Quote:Cantrips: At 1st level he starts with 3 cantrips and acquires new ones as he progresses, at level 11 he has 5 cantrips. When I cast these cantrips it does not utilize any spell slots to do so, I can cast them over and over all day if I want. I could cast each one countless times in a day, no limit to how many times....Correct?Yep. Regardless of how you come to know a cantrip (from a class, a race, a feat, whatever), once you know it, you can cast it as much as you want forever.
Quote:At 11th level, I have the following spell slots:
1st: 4
2nd: 3
3rd: 3
4th: 3
5th: 2
6th: 1Sounds right, but I don't have my book to check.
Quote:Spells I can Prepare: The wizard has an Int of 18 so that's +4, plus his level of 11 so that's 15 spells I can prepare out of any of the spells I have in my spell book. So I could prepare fifteen 6th level spells if I wanted, or fifteen 1st level, or fifteen 3rd, etc. or mix it up such as five 1st, five 2nd, and five 6th level. The Spell slots have absolutely nothing to do with the number of spells I can prepare. Correct?Correct.
Quote:Spells I can cast: This is where spell slots come into play. I have fifteen spells prepared, and each time I cast a spell I mark off one a spell slot equal or higher than the spell I cast. Same as Clerics. Correct?Correct.
Quote:If this is all correct then obviously I understand it, but wow, they wrote it terrible.Really? I found it pretty straightforward and intuitive.

![]() |

You can't prepare spells of a higher level in a lower level spell slot, so no you can't prepare 15 6th level spells. You prepare spells in their appropriate level slots, but you can cast lower level spells using higher level slots to give it a more powerful effect.
You don't prepare spells into slots at all in 5E. Spell slots and spell preparations are independent of each other.

thejeff |
I don't have the PHB in front of me, but from the Basic PDF:You can't prepare spells of a higher level in a lower level spell slot, so no you can't prepare 15 6th level spells. You prepare spells in their appropriate level slots, but you can cast lower level spells using higher level slots to give it a more powerful effect.
For example, if you took counterspell, dispel magic and fireball to fill your 3rd level spell slots, you are free to spend all three 3rd level slots on fireball spells. You could later use a forth level spell slot to cast a dispel magic, or you could use a fifth level spell slot for a fireball spell, which would inflict more damage than a fireball cast using a third level spell slot.
The spells you memorize are the spells available for the wizard to cast that day, but you get to decide how you end up using your spell slots. This differs from 3e where you had to assign a specific spell to each spell slot. But under no circumstances can you cast a higher level spell with a lower level slot (ie you could never cast a 2nd level spell using a 1st level spell slot). You can do the reverse though.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifir + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook.
Which spells you can prepare is not directly linked to spell slots, other than that you can't prepare spells of a higher level than your highest spell slot.
You prepare spells. Then you use slots to cast them. Separate things.He could prepare 15 6th level spells. It would probably be foolish to do so, since he only has one 6th level slot and could thus only cast one of them and be unable to use any of his lower level slots.

EileenProphetofIstus |

P.H. Dungeon: You can't prepare spells of a higher level in a lower level spell slot, so no you can't prepare 15 6th level spells. You prepare spells in their appropriate level slots, but you can cast lower level spells using higher level slots to give it a more powerful effect.
Me: To me this makes sense...but please keep reading...
P.H. Dungeon: For example, if you took counterspell, dispel magic and fireball to fill your 3rd level spell slots, you are free to spend all three 3rd level slots on fireball spells. You could later use a forth level spell slot to cast a dispel magic, or you could use a fifth level spell slot for a fireball spell, which would inflict more damage than a fireball cast using a third level spell slot.
Me: I understand and agree with this.
P.H. Dungeon: The spells you memorize are the spells available for the wizard to cast that day, but you get to decide how you end up using your spell slots. This differs from 3e where you had to assign a specific spell to each spell slot. But under no circumstances can you cast a higher level spell with a lower level slot (ie you could never cast a 2nd level spell using a 1st level spell slot). You can do the reverse though.
ME: I don't believe I said anything about casting higher level spells using lower spell slots. I was referring to how many spells of a level you can prepare. Please continue reading...
I understand the capacity to use a higher level spell slots to cast a lower level spell. But here is the issue in regards to what spell levels you can prepare.
PH pg. 114 reads: You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spell book equal to your INT. modifier + wizard level.
The spells must be a level for which you have spell slots.
(Meaning, the player selects which spells his or her character prepares and may prepare a total number of spells equal to their INT. modifier + wizard level, but no more. For an 11th level wizard with an Int.18 (+4) that will be a total of fifteen spells. At 11th level, a character has sixteen spells slots.
(This makes sense and is how I would think the rule is suppose to be.)
The boldface sentence makes it sound like you prepare the level of spells that you have slots available. At 11th level that would be: four 1st, three 2nd, three 3rd, three 4th, two 5th, and one 6th level spell. Not any other type of combination, such as fifteen 1st level spells or ten 3th level spells and five 6th level spells or any other combination that would equal fifteen spells of levels your capable of casting.
Here's the next paragraph in the PH.
For example, if you're a 3rd level wizard, you have four 1st-level and two 2nd level spell slots. With an INT. of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spell book.
This makes it sound like as long as you have six spells that are levels one or two, it doesn't matter how many are first level and how many are second level.
To me the boldface statements read differently, hence the issue.
In regards to speaking of how I think the way the rules SHOULD be, the spells you prepare should be the same as you have spell slots. Thus if you have three 3rd level slots you can only prepare three 3rd level spells. You can't prepare four of them nor can you prepare two of them, it must be three of them. You may if you wish, cast an extra 3rd level spell from the three prepared by using a 4th level or higher spell slot.

Terquem |
what keeps bugging me about 5e is that I love the spell slot mechanic - I think it really works well with my idea of how magic works on my campaign world
Then there are Monks, with their Ki points - and it drives me nuts
Why can't monks have prepared abilities (similar to a wizards prepared spells - by level) and then have "ki Slots" allotted to them that they can use to manifest their abilities
So today, for example, you, as a monk, prepare something like Stunning fist, snatch arrows, and air walk, and then during the course of the day you end up only needing stunning fist over and over again so you end up using all your slots for that ability, while tomorrow you might not need stunning fist at all and end up using your slots for pass without trace...
(by the way, I worked up an almost complete set of house rules for Monks using Ki Slots for my on line game Palace of the vampire Queen, the 5e version, when the player playing the Monk character up and vanished on me, *sigh*)