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3

Unless otherwise stated, a spell lasts for it's duration. The only rule that covers general spell duration is a small section on page 203 of the PHB. 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 effects last until the spells are dispelled ...


21

You can prepare Dispel Magic to instantly dispel whatever spell a spellcaster casts. However, this will not "counter" their spell, rather, it will dispel it as soon as they cast it. So any spell with a duration of Instantaneous will be unaffected. This will only end the ongoing effects of spells which create ongoing effects. This is not at all the same as ...


3

Power2ool a custom item, power, and monster card generator for 4e works perfectly for this Since the playtest I've been using Power2ool to create 4e style power cards for spells as well as item cards for loot and monster cards while GMing 5th edition. I basically recreated everything in the starter set using power2ool while running it for a group of ...


5

The only official product of this type is the spellbook cards from Gale Force 9. I just got mine (literally yesterday), and they seem pretty good. Some of the more complicated spells have an incomplete summary and a reference to the PHB, and I have heard complaints about them online. Anything else you might be able to find that includes the full text of ...


-1

http://www.d20pfsrd.com/mythic/mythic-feats/mythic-spell-lore-mythic To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. http://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/lore Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into ...


1

First, I'd like to say that this kind of oversight and poor editing is common in the Mythic rules, and it's likely that whoever wrote the Mythic Spellcasting rules wasn't thinking about retraining spells when they wrote the feat and power. Thus, any ruling you make on this will likely be supported by at least one interpretation of the rules text. That ...


9

No, you can't use a mirror to target Sacred Flame in this way. Note that this isn't about line of sight; the relevant section is on page 204 of the PHB, in the Targets section of the Spellcasting chapter: A Clear Path to the Target To target something, you must have a clear path to it, so it can't be behind total cover. The rules for total cover ...


12

The standard monsters that I could find in the Monster Manual with the ability to cast dispel magic are: Death Knight (pg. 47) Glabrezu (pg. 58) Drider with the spellcasting variant (pg. 120) Drow Priestess (pg. 129) Lich (pg. 202) Mummy Lord (pg. 229) Pixie (pg. 253) Androsphinx (pg. 281) Gynosphinx (pg. 282) Mezzoloth (pg. 313) Nycaloth (pg. 314) ...


9

No. Wizards has not licensed a German translation of D&D 5e. D&D 5e also does not have an open license, so any instance of the text of all the spells appearing on a Web site would be illegal, in any language.


-3

You target the first target only. All the others are determined randomly. If there are less than four total targets, then you already know who gets hit, if there are more then you need to work it out. I work it out based on who is closest to the first. Role if he gets hit, go to next closest and do the same. Repeat until all bolts are spent, even if you ...


12

Mage armor, like virtually every buff spell, has a duration. It lasts for its duration, or until dispelled. Mage armor doesn't end because its target became unconscious. It continues to apply even WHILE they are unconscious. An unconscious, prone, mage armored target is still four AC points harder to hit than the same target would be if not mage armored. ...


3

As for whether there's anything in the PHB to support your players plea for "more"; well no, there really isn't. As AgentPaper states, spells work exactly as they say in their description, so mechanically Minor Illusion doesn't really do much, and it's up to the DM to decide what happens beyond that. Granting advantage on an attack roll or a certain ability ...


9

You can only take 1 action per turn. PHB, page 189: On your turn, you can move a distance up to your speed and take one action. The "Attack" action and the "Cast a Spell" action are both actions, listed on page 192. So if you take the Attack action, you can't also cast a spell that requires 1 action to cast (such as firebolt). The Fighter's Extra ...


2

If you take an attack action you may only make up to as many attacks as granted by extra attacks. So at level 20 you may make up to 4 attacks. You cannot use one of those to cast a spell. As a fighter you can use ACTION SURGE to make a 2nd action, which would then allow you to make your attacks and cast a spell. This can only be done once per short/long ...


5

The spell does exactly as it says; anything further is at your (the DM's) discretion. If you go strictly by what's written in the handbook, the spell has no mechanical effect whatsoever. It's purely your prerogative as to what effects it has, based on whatever criteria you want. The most that the rules say about distractions and hiding is this excerpt from ...


6

There are two factors at play here. Line of sight and Clear path to target (what previous editions called Line of Effect). Line of sight is only required for the first target. It's not specified as required for the secondary targets so you should not require it. From "Targeting" on page 204 of the PHB: To target something, you must have a clear path to ...


-5

I've only played 2nd edition AD&D so I don't know if the rules have gone bonkers since then. But the underlying assumption is that the target of your healing spell doesn't object to being healed and doesn't try to avoid it. Otherwise, an unarmored attack roll would be required just like the opposite of cure light wounds (cause light wounds). Any DM worth ...


11

Spells do exactly what they say. Nothing more, nothing less. There are a few different kind of spells, but I'm going to explain 3 basic ones and that should cover the bulk of them: The first and most prevalent kind are the healing spells you mention. These, and most other buffing spells actually do not require an attack roll or saving throw, they simply ...


3

The spell description describes the effect and mechanics of the spell. For cure wounds, for example, it states: A creature you touch regains a number of hit points equal to [..]. This spell has no effect on undead or constructs. It does not mention any saving throw or attack roll. Therefore, by rules as written, it is automatically successful ...


0

I think probably yes, other wise you would be able to see through it from the outside. However, it is magic and it's really the DM's call.


0

When I first read the spell description, I also was surprised about the: « [...] nonmagical light can't illuminate it. » At the same time they say that magical light created by a cantrip or a spell of level 1 or 2 will be dispelled, which I would interpret as: « Any light entering the darkness area is destroyed. »¹ That, in effect, means anything ...


8

From the Player's Basic Rules, page 76: If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. So in this situation you can choose to have 5 temporary hit points or 10 - it's up to you. Armor of Agathys specifies that its effect of damaging creatures that attack you happens ...


9

No, darkness doesn't cast a shadow. At least, it doesn't without a particular DM making it a table rule — which would be a totally reasonable ruling to make. To tackle the question though, we must consider the default baseline from which such rulings would be made, avoiding assuming rulings that give us a result from circular reasoning. Darkness not ...


8

Yes. Dispel Magic ends ongoing spells. Magic Circle Against Evil is an ongoing spell with no particular protections against dispelling. Therefore, it can be ended with Dispel Magic. As for the targeting, MSAE targets a specific creature with a range of touch, and thereafter emanates from that targeted creature. Therefore that creature is what you would ...


6

Agent Paper is correct in the fact there is no official answer. The present array of ability enhancing spells had their immediate origin in Dungeon & Dragon 3.0 with the spells Bull's Strength, Cat's Grace, etc. A range of 2nd level spells for enhancing a character's abilities temporarily. And the Wizard possessed all of them along with a selected few ...


15

There is no official answer on this specifically that I'm aware of, however it's likely a part of WotC's attempts to cut down on the Wizard's versatility. In earlier editions, especially 3.5, the Wizard had access to just about any kind of spell you could think of. This played a large part in making the "Batman Wizard" who was able to deal with just about ...


-1

From what I understand, unless such as in the 3.5e example where the cantrip or spell specifially says the cantrip or spell can be executed in conjunction with an attack, that itself IS an attack or action. In fact, even if you read the 3.5e version of the cantrip you posted, it says you do a melee touch attack to do the fire damage, it does NOT mention ...


2

As per d20 SRD You also gain the type of the new form in place of your own. So, in order to retain evil subtype your new form must have it, though you won't die of high taint since Tainted Sorcerer doesn't apply the taint as a penalty to Con score. Infernal Transformation does modify your type, but if you modify it again with a Shapechange, your ...


1

The differences between this and the D20 "Tiny Hut" are informative: http://www.d20srd.org/srd/spells/tinyHut.htm The D20 version explicitly states "However, if you remove yourself from the hut, the spell ends." - 5E's wording is far less clear, but I would interpret it to mean the same thing: being able to see the evolution of the spell description in this ...


32

Yes (Likely). According to 5e designer and official rules expert Jeremy Crawford, "When temporary hit points absorb damage for you, you're still taking damage, just not to your real hit points." On 25 August 2014, Crawford was asked about a similar situation over twitter by @Mathew_Reuther: @JeremyECrawford If my Temporary Hit Points are 10 and I take ...


5

RAW only answer. There is a RAI answer provided by sadaqah. No, concentration checks trigger on taking damage, but temporary hit points are a buffer against damage. Page 198 if the PHB: Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury Losing temporary hit points does ...


9

Yes you are correct A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. This paragraph solely focuses on what happens when the spell is cast including when it ends. The dome ends after 8 hours or when you leave it. Nine creatures of ...


6

The rules are silent on this issue, but it's reasonable for a DM to rule that Creatures in a mansion when it's dispelled appear on the Material Plane at the mansion's entrance and they're probably angry, confused, or both. Were it nearly anything but this, clever PCs would cast the spell; designate naked, unconscious enemies as able to enter the mansion; ...


8

The Shillelagh spell description, in relevant part: For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. (PHB, p. 275) As written, the spell applies to all melee attacks with the affected weapon. It is not limited to ...


19

Bane has no bearing on a Critical Hit. From page 194 of the PHB: If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter. Since a Critical Hit is determined by the roll of a natural 20, and not by the end result adding up to ...


0

p 192 of the PH say When you take your action on your turn, you can take one of the actions presented here ... So, you take ready (a spell or anything else), the trigger does not occur and your turn rolls around again. At that point you choose a new action, which may be the same ready action you took last turn. Rinse and repeat. If you want to spend ...


9

Until the end of the round. The Ready action specifies in its description that you can only hold your action until later in the round. (PHB, p. 193) The notes about concentration and the breaking thereof are additional to this limit, not a replacement thereof — it specifies that the normal Ready-Reaction timing stays the same when it says you cast [the ...


-2

It certainly appears to be concentration duration from the rules you quoted and nothing I can find in the Basic Rules contradicts that. Of course, that concentration is precluding him from taking other actions, so he will "waste" the spell if he does anything else but wait for his set trigger. TL;DR: Until concentration is lost or abandoned, or the ...


3

Yes, with a caveat: Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage. For Arrow Eruptions: You create exact ...


2

There's no reason it couldn't reasonably resemble a living entity, but without any form of motion in the illusion it would be easy to see through (likely to give advantage to those trying to tell), as it doesn't breath, it doesn't shift around at all, it doesn't do any of the small and subtle things that we almost take for granted about living creatures. It ...


8

Given that Silent Image is a first-level spell, I wouldn't think you could do anything with the Minor Illusion cantrip that would duplicate the effect of the higher-level spell. Silent Image specifically lists "creature" as an option of what to produce: You create the image of an object, a creature, or some other visible phenomenon that is no larger ...


17

The text you've quoted is the D&D 3.5 version of Produce Flame, not the D&D 5e version. In D&D 5e, produce flame does not grant a melee touch attack, but instead allows the caster to throw the flames as a ranged spell attack. Even if it did involve a melee attack it would be granting a new kind of attack option, not a bonus to damage of an ...


4

Guidance for mapping areas of effect defined by continuous lines onto discrete grid squares or hexes is provided on page 251 of the DMG in the section on using miniatures in combat. It's short and sweet: follow the rules for laying out the shape of the area "as normal" to find what targets are under/within the shape; for circular areas, at least half of the ...


0

The cleric must decide which application of a reversible spell will be used prior to learning it; i.e., it is not possible to have one spell that can be used both ways. Spell reversing is (character-wise) a questionable act depending on the Cleric's alignment. The use of spells which promote weal must be shunned by evil clerics in many cases. Likewise, ...


6

Several months after the initial answers on RPG.SE, OP's question was answered by 5e designer Jeremy Crawford in a tweet exchange on November 21-23, 2014. @Sword_of_Spirit asked: @JeremyECrawford Holy symbol engraved shield counts as material component, but does holding the shield replace somatic component also? Crawford replied: @Sword_of_Spirit ...


4

According PHB 173, ability check, saving throw and attack are threatened different: Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. So, the Hex Spell only cause disadvantage in ability checks (PHB 251). Also, choose one ability when you cast the ...


6

Disadvantage from the Hex spell1 applies only to ability checks. The Player's Basic Rules and Player's Handbook differentiate ability checks from saving throws and attack rolls from ability checks in Chapter 7: Using Ability Scores. Specifically, The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ...


2

Yes and No. The Player's Handbook (Revised) cites the DM as the ultimate arbiter. Specifically, at the end of "The Combat Sequence" section in Chapter 9: The above sequence is not immutable. Indeed, some monsters violate the standard sequence, and some situations demand the application of common sense. In these cases the DM's word is final. [Emphasis ...


9

A spiritual weapon (created by the spell of the same name) uses your bonus action for movement and attacking. It does not have its own actions, bonus actions or reactions. The Spiritual Weapon spell has a casting time of 1 bonus action and range of 60 feet. Breaking down the spell description: You create a floating, spectral weapon within range ... ...


-1

There is a way to cast a spell, and still keep the spell slot, though I'm not sure it will be allowed into your campaign. It comes from the Kingdoms of Kalamar campaign settings "Core Rulebook 4," a 2nd party, but officially liscensed contributor content. There is a feat: Miser with Magic [Metamagic] Your character draws upon the minimum amount of ...



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