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Remember that a round is everyone having had a turn. Remember that sometimes you act on someone else's turn. (using a reaction) Remember that sometimes you are moved during someone else's turn involuntarily So... ... when it enters the spell’s area for the first time on a turn or starts its turn there. This has several subcomponents interacting in ...


3

From PHB p.189 The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. Dealing with the last part first, "starts its turn there" is self explanatory - when the round rolls round to that person's turn, if they are standing in ...


9

A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. This 4d4 damage is per time affected (and per creature), not once for the spell. You do not roll once when casting the spell and then deal the same damage to the affected creature each time the spell deals damage; you roll once ...


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You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. (PHB 222) That means it only takes damage on its turn, either when it starts there, or if it moves into the ...


13

Mage hand doesn't make a hand, therefore there is nothing to effect. Reread the spell description. It's just telekinesis on one object. If your game plays that there's a "special effect" of a hand that appears, that's fine, but has no bearing on the spell effect, which has no such thing.


10

Since "mage hand" isn't described as a construct of any sort or having any hit points, I'd assume nothing happens. Heck, part of the appeal of Mage Hand is that it nets you fine manipulation at range with little risk to yourself.



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