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36

Yes, in Fifth Edition magic missiles hit their target(s) unerringly. Magic Missile, in all its iterations in all different editions except for Fourth Edition pre-Essentials errata, always hits its mark as long as something isn't preventing it (such as the spell Shield, which explicitly calls the spell out as being blocked, or force resistance or other ...


35

All it takes is one or two people checking the actual money they have behind the counter after the PCs leave for things to start going wrong — the merchant will still believe that they PCs paid, but the lack of money still has to be explained, and the natural explanation is that the PCs stole back the money while the merchant wasn't looking. In the eyes of a ...


31

The description of Burning Hands states that it 'sets fire to flammable objects'. At its maximum, it is a 15-foot wide cone. So the answer here is that it might be able to set fire to a wooden building, but wouldn't necessarily burn it down, unless the fire was ignored for a reasonable length of time. Remember, too, that even in medieval times there were ...


23

This is merely giving an unwilling creature a chance to not be affected by a spell. It does not do anything special by default. However, for some creatures, it may end up providing disadvantage. Many creatures who are native to dark areas do have disadvantage when they are in bright light. It may also help if you are trying to remain hidden. If you are in ...


21

Yes. There is an old saying in D&D "Magic Missile Never Misses." The idea, basically, is that it's a small amount of damage (per missile) that always hits it's target. The tipoff here is that it does not mention an attack roll or saving throw. There are other spells that do this though they are few (Power word Kill is one off the top of my head). ...


20

Depends where you aim it. Contrary to what you might think, wooden walls (especially ones used for building things) are not super flammable. Non-treated wood has a flash point of 300 C, which is about 80 degrees hotter than what it takes to ignite paper. This means that it takes a very long, or very hot fire in order to make wood light on fire. Think of ...


14

Yes! Attack rolls for spells are attack rolls, per the page you cite, so they can critical.


12

No. The cantrips you know are a fixed property of your character. Spellcasting classes all contain statements phrased as 'You know x cantrips' (where x is an integer). This implies that you know no more or less than x number of cantrips. There are a number of ways to learn extra cantrips, these use statements phrased as 'You learn the [name of cantrip] ...


11

Either way, I would assume a glowing object would at least give my allies a bonus to see the enemy and make it near impossible for the enemy to hide while holding or wearing a "bright light." This is exactly it. You can see the target - even if you're in the dark. This is why Drow in groups with non-Drow tend to open with Faerie Fire (which is a ...


10

I'm unaware of a spell that does this. Please don't let that stop you. This is one of those things that 4e just really has no interest in codifying. That doesn't make it impossible, it simply means that the explanation is intended to be narrative, and not mechanical. So you both want to take a night off from DMing, someone else is going to step in and you ...


10

(D) Means Dismissible It means the spell's dismissible. If the duration line ends with "(D)," you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a ...


10

It's just a temporary inconvenience, except in a singular case. Basically, all that a familiar's death means is that you'll have to recast Find Familiar at your earliest convenience (so it means the loss of a spell slot for a day if you have a time pressure and can't take 10 minutes to cast it). The spell/ritual does cost 10gp, but that's a pretty trivial ...


9

1. He Hits Rules Compendium (p. 64) has it covered, emphasis mine: Even when hit by spells (including touch spells) or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source—except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons. ...


9

There is nothing special about these spells that prevents you from applying the Silent Spell feat, by casting them with a higher spell slot, or the equivalent of such. They still require concentration and the appropriate action to cast, however.


9

No, you can't prepare Cantrips. I'll refer to the Basic Rules v0.2. Cantrips are by definition non-prepared. You just know them. They're not "memorised" either, they're prepared — that's a common misnomer that appeared somewhere in D&D's history. You can read about what that means here, though the narrative logic might be different in 5e. ...


9

Gate requires that you know the name of the entity you're summoning. So the answer is both simple and hard: only summon demons you know are keen on making bargains; don't summon ones known to be difficult or violent; if you don't know which kind is attached to the name you've dug up in your research, don't summon it. But why, you ask, would any demon or ...


9

Actually, I think I found the answer by re-reading the spells (say, Shillelagh): "The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls" Notice it doesn't say Wisdom (as in previous editions, where spells referenced the ...


9

There are not precise mechanics for this, so take the action that best enhances the narrative. Looking at scale on the map of Greenest, 300' is actually a pretty large area relative to the size of the town. Also, the adventure recommends rolling for a random encounter for every 100' travelled in town. Looking at the encounter probabilities, it seems almost ...


9

The maximum number of spells a character can cast in a round is 3. You can only take 1 reaction per round, although some monsters have an ability that allows them to ignore this restriction. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. This means that you can cast a bonus action spell and a ...


9

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. Detect Magic detects the presence of magical objects, magical creatures, and anything ...


7

If your goal is to use Planar Binding I would attempt to use Imprisonment to put the demon to sleep and then cast Planar Binding. Then dispel it when you want to talk to the demon. If your goal is to just to talk to the demon then use Forcecage. Note that Forcecage is not a good choice if want to planar bind as it block spells from both directions. I think ...


7

“Greenest in Flames” provides a random encounter table for parties who travel in the open (or who fail at stealth). If the players take action that specifically draws attention to them, like cast thunderwave, I would make an additional roll on the encounter table. If they persist in drawing attention to themselves, I might even make the random encounter ...


7

If you want a written ruling on your question, you can go to the description of Spell Slots (PHB p 201): Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements [...] can cast spells in such a way. So in your example, spells cast using the ...


6

There are some factors that play into this spell not really doing much to the construction types of typical small inns. The use of gypsum plaster to coat walls (both interior and exterior) was commonplace even in antiquity (going back to far before the Roman era), and thick plaster coats behave similarly to sheetrock (drywall) in resisting fire, at least ...


6

Since there is no RAW requirement, think about what a construct is: material + magic. Also, a construct is quite literally crafted. By the reasoning a construct can be crafted, treat it as a magic item. From d20srd.org Magic Item Basics: Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues ...


6

Only on the initial attack (with the proper restriction that you're in melee range). You cannot crit if there is no attack roll, so subsequent damage from witch bolt which has neither save nor attack is not affected by the power. And no, the additional damage on witch's bolt is not affected if the original attack was a critical.


6

Your above quote is actually a slight misquote, but it lead me astray in answering this question. The correct text reads: The spell must have a casting time of 1 action and must target only that creature. A casting time of 1 action is a property of the spell and not the casting, so from an initial reading it would appear that the question of how many ...


6

The limits are as follows: You can change your height by 1 foot up or down. You can change your weight (be thin or fat) Must be same body type (ie if you're 4 limbed biped, target must be as well) Things don't hold up to close scrutiny. After that the extent of the illusion is up to you, you'll probably have to work with your GM some to work out how ...


6

There is no game-mechanic definition of "bears" as the word is used in the spell description. It is going to be up to you and your group how to interpret the spell wording, and loose wording of spell descriptions does seem to be a common device in 5E - I suspect it is deliberate policy to support "play as you like". This does open the door to allowing many ...


5

It only damages unattended items. Not worn gear. From the Shatter spell description text in the 5e PHB: A non-magical object that isn't being worn or carried also takes the damage if it's in the spell area. 5th Edition doesn't have formal item HP rules, but I'd make a ruling that the item gets a save and breaks if it is failed. Item save modifier ...



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