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  2. If you're a Cleric, the number of spells is wisdom modifier + Cleric level, or if you're a Wizard, it's intelligence modifier + Wizard level. You can only prepare a spell if you have a spell slot of its level. Casting: Now, for the rest of the day, consider yourself to be like the Sorcerer of prior editions. The spells you have prepared are the ...

  3. \$\begingroup\$ These spells aren't missing. They give access to spells that resurrect characters, yes. But so would "Charm Person"ing a high level cleric. Or using "Mage Hand" to shoplift a Scroll of Raise Dead. There are an immense number of ways that one spell can be used to give you access to another spell. Where do you draw the line?

  4. The spells slots you have available to use are those on the Multiclass Caster table, and you can use them for any known and prepared spells of appropriate level. Cleric spells must be prepared each day and can only be prepared according to your Cleric level. Likewise, Bard spells known are according to your Bard level.

  5. In the case of Resurrection (traditionally Cleric only spell), there might be a steep discount for faithful followers or to tempt non-followers in to the church. The same could apply to any (traditionally) Cleric only spell. For Wish, the first part is pretty straightforward. Replicate any 8th level spell or lower, use equation for 9th level price.

  6. The difference is between Wizard spells and non-Wizard spells. Even if the game allowed you to copy a non-Wizard spell into your spellbook, we have in Preparing and Casting Spells, page 30: You prepare the list of wizard spells that are available for you to cast.

  7. The domain spells do not count against your number of prepared spells per day; they are extra, and always prepared (PHB, p. 58): Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You still cast them as normal, spending a spell slot.

  8. Plane Shift: 7th level Conjuration spell, minimum 13th level caster (Cleric, Druid, Sorcerer, Warlock, Wizard) p. 266 Unlimited range. Up to 9 (You + 8) willing creatures. Allows travel to different planes. Gate: 9th level Conjuration spell, minimum 17th level caster (Cleric, Sorcerer, Wizard) p. 244 Unlimited range.

  9. How to deal lightning damage with a tempest domain cleric?

    rpg.stackexchange.com/questions/181036/how-to-deal-lightning-damage-with-a...

    To capture this story concept, you could build a new paladin spell list with spells meant to protect their masters, drawn from the sorcerer or wizard lists. Suddenly, the paladin feels like a different class. This shouldn’t make your Tempest Cleric feel like anything other than a Tempest cleric.

  10. Since Cleric spells are Wisdom-based and Wizard spells are Intelligence-based, more DMs may be inclined to follow the more expensive rules, assuming they allow PCs to craft spell scrolls at all. Per Copying a Spell into the Book of the 53 PHB (page 114), emphasis mine,

  11. The spells start on Page 57. To keep it manageable I would develop a phrase for each of the school of magic with a spot where you fill in the spell name. Then develop variations over time. For example Cure Wounds is a evocation spell so you say for all evocation spells "I call upon the Light to (spell name)". I call upon the Light to Cure Wounds.