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61

That depends on your definition of "illogical." While I've personally never been a fan of Vancian magic due to cognitive dissonance ("It's like only being able to use the quadratic formula once on a test!"), there are in-fiction explanations for it. Spell Preparation What's important to understand is that the spells are not simply memorized, recalled, and ...


52

So, this question has both a specific example, and a general question. I address both the specific case (the first two headings) and the general case (the rest of the answer). Unfortunately, the answer to the general case is there is no answer that applies generally. There is no one-size-fits-all, this-is-what-a-GM-should-always-do-for-every-situation answer ...


47

First of all: Welcome to DMing! It can be super fun and rewarding, and I hope you enjoy it. One of the things that most DMs learn when they're playing a game that works like 5e is that you don't always have to follow the rules. If it would improve your game, you can totally rewrite or ignore parts of the rules. This is usually referred to as Rule 0, and ...


34

From my experience, your number 3 is key: Availability to PCs. If something is supposed to be mythical, it gets scientific automatically. Once players know the mechanics behind it, their brain will do calculations in their head. Thats not even a conscious process. People cannot "un-know" things. Example: D&D, the party encounters some random guy, he ...


31

When I DM and a player does something like this, I celebrate it. Creative application of character skills is awesome to watch, and if it's something I haven't thought of, it means it's another tool for the more intelligent NPCs to use later (or for ones who've heard about the PCs using it). Characters who fight by dropping whales on things are probably ...


30

No, not generally. Spellcasting in D&D or Pathfinder is a routine process -- you select the spell, and then cast it. The character is presumed to be so proficient at this process that there is no chance of failure under normal circumstances. However, there are some special cases where there is a chance of failure. Two of them require the caster to ...


28

All Summon spells fall under the Conjuration school, which imposes additional restrictions. Specifically: A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of ...


28

No*. Considering concentration, and limiting casters to one concentration spell at a time is considered a core balancing mechanic by 5e's designers. I don't believe they've published anything that allows for the casting of two concentration spells at a time. If concentration is interrupted, the spell dissipates and cannot be resumed. At this time there ...


28

While the rules seem fairly clear that this should not be possible, consider slightly changing the order of execution to simulate the requested effect without messing up the game: "Sure, you can try to summon the sword inside him. If you make the attack roll we'll say the weapon materializes already buried in his body and if you don't beat the attack roll, ...


28

Once it has come into effect, an antimagic field can't be dispelled using dispel magic, per its own rules. Those rules don't apply to counterspelling though, as counterspells aren't targetting an existing field, they're preventing the spell from ever coming into effect. So, when used as a counterspell, dispel magic can counter antimagic field. The field ...


27

I think the most likely explanation of the phenomenon is that fantasy is normally in a medieval setting, and when we think "medieval", we think of kings, not of theocrats or magocrats. In other words, what limits clerics and wizards is our imagination. If you're looking for in-game explanations, I can think of three Tradition: If the people are used to ...


27

It’s not absolutely clear, but I’d say disjunction doesn’t work on (non-epic) golems. Ultimately this is a GM’s call (I’ll explain exactly why later): there is precedent for golems not being affected by disjunction at all, but there is also a counter-argument for them being affected. I’ll go through the factors one by one, because I didn’t reach this ...


27

No, not according to the Rules as Written. As noted in the Player's Basic Rules: Cantrips—simple but powerful spells that characters can cast almost by rote—are level 0. The idea behind a cantrip is that it is so simple that you can cast it essentially without thinking about it. In this sense, casting a cantrip is like walking: you don't really think ...


27

No. A spell ends when you lose concentration: Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. Phb 203, emphasis mine. So if you lose concentration the spell ends, no conditional time given. And we can also see what breaks concentration on the same page: You ...


26

Pre-4E D&D's magic system, ignoring sorcerers, is best explained by a visualization of spells as "knots" of mana. For wizards, these knots are made using the spellbook page as a form; the spell literally can't be shaped without its assistance. The shape of the knot determines its function. Further, a wizard can only hold a few at first, but as they ...


26

With the release of the Elemental Evil Player's Companion, there is now a spell that does exactly what you're looking for. Transmute Rock is a 5th level spell available to Wizards and Druids, one of the uses of which is to turn a 40-foot cube of stone into mud. The Stone Shape spell allows you to, well, shape stone, but only a 5-foot cube at a time. (So I ...


25

Looking at the cleric as a bundle of resources for a moment: Both wells and clerics generate water. A well accesses underground aquifers* and can generate larger and smaller volumes of water depending on local circumstances. Furthermore, most liquid intended for human consumption is vaguely alcoholic as a purifying measure. A human will consume 3-4 liters ...


24

1930 Air Transport: Not much civil aviation. but rapidly growing; the 1932 DC3 will revolutionize air travel. Military aviation branching into three fields: Bombers, Transports, and Fighters; scout planes also used. Airships (Zeppelins, mostly) provide commercial long distance air travel. ...


24

I was in exactly the same boat as you a year ago: introduced to Fate with Diaspora, loved it, and then wanted to capture than in a fantasy setting. This is where I went with it: Dresden Files RPG has a comprehensive, flavourful, flexible, and very Fate-like magic system that easily translates to a fantasy setting. For an incredibly-good explanation of its ...


24

Sorcery points are not restricted in which spells they can affect. Considering that in addition, Spell Slots are universal, it doesn't appear to be game-breaking since multi-classing also limits the ability to get more sorcery points.


23

Most everybody else is focusing on the cleric creating water; I'll focus on the military tactics then. Especially since I played not too long ago in a 3.5 campaign that heavily used -- in my opinion -- rather clever and realistic tactics that made use of spell casters. Basically, it all boils down to one simple principle: Think of offensive mages as siege ...


23

Yes, it can be done! But you need assistance. Use the spell Glyph of Warding: Glyph of Warding You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or area. ... When the glyph is triggered, the stored spell is cast. If the spell has a target, it ...


23

Spells that require concentration end when you die. Aside from that, a spell has to specify that it ends when you die for this to be the case. First up, we have the base duration rules: A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their ...


22

First of all let me just say that there's no right or wrong in here, neither a "good-GM-should-do-this-or-that" kind of answer. It is pretty much group and situation specific. What I can do, though, is to give a few examples of ways to "cope" with this situation or a similar one that I've seen in the past. The 10,000 staffs I participated in a game once, a ...


20

According to "Introduction: Current Cross-References" (GURPS Thaumatology, p. 5), the book is designed to stand alone and doesn't need GURPS Magic. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. If you are using the spell-magic rules from the Basic Set, then GURPS ...


20

Yes, you can summon a Spiritual Weapon inside an enemy's body. It doesn't have a target, so the usual rules about having a clear path don't apply here. You summon the weapon anywhere within 60 feet of yourself. However, summoning a Spiritual Weapon inside someone won't affect them in any way. Spiritual Weapon does damage when you make a melee spell attack ...


20

Here's what detect magic itself says: Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. So as long as the summoning spell lasts, the elemental (or the pool in which it hides) will appear to have conjuration magic in it. If the elemental had originated here, or walked through the portal, ...


20

NO Page 203 of PHB Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t ...



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