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29

Undefined The closest we get to a description is: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. which tells us nothing about the appearance of this protective magical force. Ask your DM for a ruling. Feel free to argue that it would be cooler if it were/were not visible, or ...


24

Friends is good for problems that can't be solved by killing people. For example, if you need to get through a gate, and the guard knows the password, killing him won't get you that password. Casting Friends on him, persuading him to tell you the password, and then killing him is a much better plan. "But you could just force him to tell you the password!" ...


23

Casting Spells as part of a Wild Surge does not use a spell slot I have to admit this answer is light on "proof" but I don't believe the Wild Surge is intended to require the sorcerer to burn a spell slot, and in any game I run I would not have it do so. Reason #1: it's a "surge" The Wild Surge class feature states: your spellcasting can unleash ...


20

Your assumption is correct. Unlike, for example, Spiritual Weapon, Mage Hand doesn't say anything about a free use on the turn you cast it, so it requires your action to cast it followed by your action on a subsequent turn to use it. Minor caveat: An Arcane Trickster can control a Mage Hand with a bonus action, so they could create with their action then ...


20

Trivial answer: no, because you cannot center antimagic field on a pebble Antimagic field can only be emanated from the caster him- or herself. You cannot cast it on other creatures or objects, the way you can with, e.g., light. Thus, the sequence you describe cannot take place. Arcane archers1 and master abjurers2 can stick antimagic field onto other ...


18

No, they're not the same. The wizard's fine inks are cheaper! the material components you expended as you experiment with the spell to master it, as well as fine inks you need to record it The 50 gp the wizard spends covers piles of duplicate material components, and also some good-quality ink. Even cheap material components add up when you're using ...


17

Yes, the user must maintain concentration. The DMG says this about items that cast spells (on page 141): The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration.


15

The spell states that Creatures that can't be charmed are immune to this spell So, for purposes of immunity, the spell is considered to be a charm-type spell. I would argue that, since this applies for immunity, it applies for resistance as well. So, Elves should get advantage on their saves.


15

RAW - No, Otto's Irresistable Dance is not a Charm spell It does not say that the target will be "charmed", and the condition it imposes is significantly different than the description of the "Charmed" condition. OID: A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and ...


14

The published rules don't go into this level of detail. As far as I see it there are two basic ways to rule this. The pragmatic approach Fine inks are rare, and rare inks are fine. They cost about the same, so they are the same. The flavourful approach For example: A wizard's fine inks are the sort you could use to write an invitation to a society ball. ...


14

Temporary hit points never stack. If you get another source of THP, you either keep your current THP or take the new THP, usually taking whichever is higher. (PHB 198)


13

Player's Handbook p.203 Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. QED From your example, Heat Metal says: Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. There is no range or LoS limit on this - they can run but ...


13

Mirror Image says: Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Ensnaring Strike says: ... or be restrained by the magical vines until the spell ends. Restrained says: • A restrained creature’s speed becomes 0, and it can’t benefit from ...


12

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 ...


9

The target quite definitely remembers who its allies are. For contrast, the Feeblemind spell reduces Intelligence to 1, and explicitly states that they still remember who their friends are and will fight to defend them. In general, animals tend to know who their friends are, sometimes more reliably than humans. As for what it means for a beast with Int 2 to ...


9

In the case of Hex PHB page 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. There are three ...


9

There is no explicit equivalence. However, the identical cost and function suggests that it's all the same sort of office supplies being used. Game mechanically, the ink is essentially just flavoring for the cost of adding spells to a book. In most cases the wizard could have just given the warlock 50 gp instead. There's no economic impact to the game in ...


9

Spells don't take on a higher level until you cast them using a higher level spell slot. As ccooke has already quoted, from page 201 of the PHB: When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. You are not casting the spell when you pick it for your Arcanum so ...


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 ...


8

Yes. As you said, there is nothing in the description to prevent it, and it's not concentration. The only limit to the number of alarms you can have is time. As it's a ritual spell, slots aren't even a concern for a wizard, so it's really a matter of how many 11 minute periods you have to play with.


8

Yes. PHB 114: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. No mention that it has to be in a wizard book, just that it is a wizard spell. Similar text exists for the Ritual Caster feat. The Warlock's ...


8

A spell is arcane or divine according to which spell list it is on. Flare is on the Druid spell list, so for a Druid it is divine. (It's also on the Sorcerer spell list, so for a Sorcerer it's arcane.) All spells normally require the listed components in order to cast, regardless of whether it is arcane or divine. The evidence is that the description of ...


7

No A 5th-level runesmith knows the secret of inscribing a permanent rune of a single chosen spell into his flesh. Also, Permanent Rune does not mean you continuously benefit from the spell’s effect, it just means you can cast the spell twice per day as a spell-like ability. Not awful by any means, but not particularly exciting.


7

RAW As waxeagle's answer states, it appears that since "you cast" the spell using the item, you can use any of your character's abilities that can be used "when you cast a spell". DMG P. 141 lays out the rules for items that allow the user to cast spells from them: Some magic items allow the user to cast a spell from the item. The spell is cast at ...


7

This is left completely to DM discretion. The rules do not define when or if a creature in the fiction knows whether or not a save was succeeded. As such, it is up to the DM to determine whether a creature knows when it's relevant. Normally it's pretty obvious whether or not a spell worked, but when it's not (say a mind control spell where the creature ...


6

The DC for a saving throw against a spell is 10 + the spell level + the caster's casting stat modifier + any other bonuses, such as the spell focus feat . This is stated in the class descriptions of each class that can cast spells. Flaming Sphere is no exception and I can't see why you'd think it would be. For example, if the spell was cast by a Wizard with ...


6

From the PFSRD entry on Magic, Under Aiming A Spell: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area. and later, under Line of Effect You must ...


6

Trappings and Powers With the core rules as written, you choose your Trapping at the same time you choose your Power and there is no way of changing it after that point. If you wish to have a different Trapping for a Power you already have, then you need to get that Power again. As far as I can see, there is nothing that explicitly states this to be the ...


6

I think your interpretation is correct RAW. However, in practice my group allows use of the effect on the same turn as cast. We found that clever uses of the spell in combat are most often useful for ad-hoc quick solutions to problems (e.g. get a healing potion to someone otherwise out of reach at a critical moment, grab something that was dropped in the ...


6

As written, the witch archetype beast-bonded's supernatural ability twin souls kills a possessed foe The spell magic jar has a series of clauses that make missteps extremely dangerous, both for the possessor and the possessed. The beast-bonded witch's supernatural ability twin souls changes everything with three parenthetical words. It says that ...if ...



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