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26

D&D 5e just isn't this simulationist The question can't be answered by the published D&D rules, as the game is not meant to simulate such interactions in any way 'realistically'. The intent of Gaseous Form is to give various advantages of movement and protection to the user, and though there are limitations it is not meant to be accidentally deadly. ...


23

No. An arcane focus is made specifically to be an arcane focus. DMs can houserule this differently, but by default an item must be explicitly constructed to be an arcane focus (PHB, p. 151; emphasis mine): An arcane focus is a special item — an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item — ...


19

It is imbalanced, but not because of Spell Compendium The imbalances you note are very real. They have often been noted, commented upon, and even codified in the 3.5 tier list. Clerics and druids, along with archivists and wizards,1 simply are the most powerful classes in the game because they have access to all of these spells and can change them every ...


19

The answer lies in the text you've quoted: If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. So when you move the Hex, the spell hasn't ended. It's still an ongoing spell, meaning that you don't need to recast it and the duration doesn't change - all you're ...


18

Sleep ignores undead creatures as well as creatures immune to being charmed Quotes from Sleep, PHB p.276: Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Undead and creatures immune to being charmed aren't affected by this spell Sleep states ...


18

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. Given the positioning of the second sentence, I believe it is safe to assume that it is providing an exception to the transformation ending by either of the two ...


18

I was unable to find any reference beyond the RAW description of the spell, but I think it's reasonable to assume it can be cast on a wall. My reasons are as follows: RAW Explanations: Underfoot is hardly a precise description. Given a creature's location, this could be a ceiling or a wall - so this restriction does not stop you. The fact that the spell ...


16

Nope. There are a few extremely powerful spells, many powerful spells, and very few situation-dependent spells that matter enough. Often you won't know you need those spells until it's too late to prepare them, in any case. There are no spells in spell compendium that change any of that in any way. Additionally, there are few overpowered spells there, ...


16

Yes, the familiar can grant advantage with the Help action, and its presence adjacent to an enemy can allow sneak attacks. Bear in mind, though, that most familiars have extremely low health and AC, and will likely die in a single hit, requiring 10g and at least 1 hour to resummon.


16

That's the interpretation that makes sense, yes. Since there is no demarcation between fluff and crunch in spells, the whole spell effect is rules. The effect says that it lessens the effect of the triggering damage; when you wonder "how?", the effect supplies the answer: you have resistance. D&D 5e is somewhat resistant to fine-grained timing ...


16

I don't know why you think there's only one fourth level spell. Here is the complete bloodrager spell list on d20PFSRD, I count somewhere around 48 4th level spells. Oh, I see - you are just looking at the list of net-new bloodrager spells in the back of the book. Go to the actual bloodrager class description on p.22 of the ACG. It includes both those new ...


15

The description of Dispel Magic is as follows: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. ...


14

Mike Mearls rules Wall of Force does block spells, including lines of effect Quoting Mike Mearls on Twitter: Aug 28Jim Miller ‏@pokereleran@mikemearls Is there a line of effect in D&D and does Wall of Force block it? Mike Mearls – ‏@mikemearls@pokereleran in general, a barrier that stops physical objects stops spells In terms of this being a ...


14

If the Warlock is inside, NO. If they are outside, Maybe. The real key here is the wording on Hunger of Hadar. The spell breaks itself down into being inside the sphere, and being on the outside looking in. We'll use that same breakdown as well. (emphasis mine) A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with ...


13

Third party ancient 3.0 splatbooks notwithsanding, that PrC as you've reported it does not fulfill all necessary prerequisites for the feat Epic Spellcasting: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR ...


13

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. Divine Domain only gives you more ...


12

You have cast the spell; you lose the slot. The way readying a spell works is that you cast the spell, and then on a trigger you let it go. Picture an old school Dragon Ball Z battle with the characters charging their powers and then letting them go. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction ...


12

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.


11

No. They're completely different rules for two rather different games. None of the Powers from D&D 4th edition are part of D&D 3.5e, and those that happen to have similar names to 3.5e spells work completely differently, and reference rules that don't exist in 3.5e. If you want a spell reference for 3.5e, you're better off cutting and pasting out of ...


11

The spell wall of water is strict in its dimensions The 4th-level Sor/Wiz spell wall of water [conj] (Spell Compendium 235) is shapeable, which means the caster can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional ...


11

Yes, you would know 3 Wizard cantrips and 3 Cleric cantrips. The Cleric class says: At level 1, you know three cantrips of your choice from the cleric spell list. And the Wizard class says: At 1st level, you know three cantrips of your choice from the wizard spell list. Finally, in the multiclassing section, we have: You determine what spells ...


11

You are correct. A target brought to 0 hit points by this spell is turned to ash and automatically considered dead. And yes, the Revivify and Raise Dead spells would be useless, as the target's body is now thousands of ash particles. Remember that a lot of the spells in D&D 5E are big on their effects. Now, there are ways around this. True Resurrection ...


11

They just know that you say you're casting a spell on them, by default. If you are casting a different spell, they could determine that with Intelligence/Arcana. If you are lying about where you're going, you'd probably need to Charisma/Deception them because they might get a Wisdom/Insight check to determine your treachery. (They might get this for you ...


10

I'd like to point out that Guidance has a duration of "Concentration, up to 1 minute". If you look at the first level cleric spells, the following also require concentration: Bane Bless Detect Evil and Good Detect Poison and Disease Protection from Evil and Good Shield of Faith Generally speaking, most buff/de-buff spells require concentration. Since ...


10

The Gaseous Form spell says that an affected creature treats liquids as a solid surface, but rain isn't a surface. Looking at the fluid dynamics of the question, I would imagine that raindrops would pass right through the target of the spell, and the gaseous creature would coalesce in their wake. From a role-playing perspective, it would probably tickle.


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.


9

Excerpt from Detect Magic For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Except from Sorcerer description Magic is a part of ...


9

Yes. The wording on meta magic is "when you cast" and the wording on the wild mage table is "you cast." Since you are casting a spell, and have access to meta magic, you can definitely us meta magic such as careful spell on the spells you cast via the wild magic table. Additionally, there is nothing in the Wild Magic sorcerer writeup that indicates that ...


9

Wish is specifically designed for you to be able to cast lower-level spells without the material components The description of the Wish spell, on PHB 288 makes this clear: The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell including costly components. All three ...


8

No, but it does seem like you're asking the wrong question. Making changes before you know how to assess those changes worth is asking for trouble. You're running a gestalt game, combining house rules with pathfinder and 3.5 and you haven't actually sat down at a session yet. If this was a pure duskblade, there would be no problem adding some extra spells ...



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