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Penalties on the Dice Pool On the base of your example (11 dice pool), since Phantasmal Weapons is an Instant spell, the standard Potency is 1. To increase it, you must take dice penalties based on the target Potency (page 118 of the M:tAw Rulebook), imposing a -2 penalty on your casting pool for each point of Potency you want to have for your spell. Still ...


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Maybe... As Artur Biesiadowski mentioned in a comment, it is questionable whether an elemental could be considered an object or surface for the Meld Into Stone spell to work. Elementals are usually referred to as creatures, but some are not considered very much different from the element they're made of. Consider this section from the Monster Manual (page 7,...


11

This has been asked & answered before, albeit not with the specific consideration of a magic-user using a spell attack. So please read the linked question, and I'll add information more applicable to your special case. Yes, the monster gets an opportunity attack; as with any character attempting a similar kind of advance -> act -> retreat. As for ...


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If you leave a hostile creature's reach during your move, you provoke an opportunity attack… —PH page 191 If your target's reach is only 5 ft, then yes moving away will provoke an opportunity attack. Usually. For example, the cantrip shocking grasp robs its target of its reaction, so it can't make opportunity attacks. But that's the exception, not the ...


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In later D&D editions, the term eldritch is associated with the warlock class, whose signature class feature is eldritch blast. The warlock was introduced in 3.5e’s Complete Arcane, and was a core class in both 4e and 5e. All three of these warlocks tended to revolve around the use of eldritch blast, and as a result, feats and items specifically tailored ...


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There is none in lore — they're just different English words that are near synonyms.* Which one is used seems to depends on the spin that the writer wants (naturally), according to their normal English definitions: arcane means mysterious or rarely known, eldritch means strange or sinister. Its tempting when faced with an unfamiliar word or two to assume ...


5

First, keep in mind that these descriptions are intentionally kept vague and generic in the rules, to keep them compatible with a variety of interpretations and/or settings. Official settings sometimes go into more detail (e.g. Forgotten Realms has the weave), but also sometimes don’t (e.g. Eberron doesn’t really detail the mystical mechanics of magic much ...


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Divine and Arcane Divine and arcane magic are functionally the same. There are very few effects that affect one but not the other (for example, Divine Denial, or Elder Evils). For the purposes of most campaigns, arcane and divine magic only differ in what classes grant which. Blade magic, Pact magic, Truenames, Incarnum Blade magic is not real magic - it'...


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The godling uses her class level for her effective cleric level. This part is talking about his Eldritch Godling class levels, not his total character level. No, he gains all the spells from that domain as if he was a cleric of his Eldritch Godling level. Meaning that if he is a fighter 4/wizard 3/rogue 5/eldritch godling 3, he counts as a cleric 3 for ...


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Have you looked at Street Grimoire? It has a lot of content about magic in the academic life, which i wont paste it all here but will quote only the most relevant paragraph (pg 16): Universities present the most consistent career path for magicians, but they create a problem because magicians often end up with the same flavor as their university, ...


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Considering Spell Lists in Particular In the places where the divine and arcane spell lists don't overlap, one can usually find a functional equivalent in the other classes' spells, somebody's class feature, or maybe a piece of equipment. So, in many cases, resources aren't exactly lost, but they do become a lot less convenient. Nature-Centric Powers: This ...


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I think in the small scale, at the party level, you won't miss much. Most play groups are considerably smaller than the number of character classes available, especially considering the sub-classes. The game is balanced enough that a subset of the classes without divine spellcasters should work just fine. Mostly though, you will lose the spells which keep ...


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It should be noted that in the 5th edition of D&D magic has changed. Divine magic does not mean their power comes from Gods, which is really weird when you think of it. Paladins do not derive their power from the Gods at all in 5th edition. Their divine spell casting is from their devotion to their oath. Their blind and complete devotion to that oath. ...


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It's not about what you lose, it's about how you lose it. 5th Edition provides a lot of ways to get things that you want from character builds; healing is one of these things that you've already mentioned, and most features from the divine classes can be produced in some way by another character, or at the very least replaced with a passable substitute. ...


3

No You can't simply revert the rule. There is nothing stating, that you could reduce the time, therefore you can't.


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In general, yes, however, the specifics of the spell matter. In D&D 5e there are 13 damage types (PHB p.196): Acid Bludgeoning Cold Fire Force Lightning Necrotic Piercing Poison Psychic Radiant Slashing Thunder The default is that a creature takes normal damage when exposed to any one of these damage types. However, a creature may instead be immune (...


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Yes. When a monster has resistance to "mundane weapons", the statblock will usually specify "Resistance to non-magical bludgeoning, piercing and slashing." This means that the monster has resistance to any non-magical sources of those damage types, such as slashing from a sword or bludgeoning from a club. Spells such as magic missile and witch bolt are ...



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