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4

You can make spell attacks whilst concentrating, so long as those spells don't also require concentration. Casting Magic Missile whilst you're concentrating is fine. From the Basic Rules PDF, page 80 (the section on Concentration begins at the very end of page 79): Normal activity, such as moving and attacking, doesn’t interfere with concentration. The ...


1

If you actually take into account a bunch of considerations, it's an advantage but not an unstoppable one. Distance So, you can target anyone in 60 feet you can see. This is great if you are in the bushes and they're in the open. If you all are in the forest, 60 feet might be harder to get just from foilage alone. You might have to be closer. Although ...


1

If a Druid casts Heat metal from hiding at 60' on a knight and dashes away, then the knight ends up taking 20d8 damage, since it takes 1 min to doff heavy armor. In this basic 1:1 scenario, yes. That seems pretty powerful. But a knight would be rather lost riding into a forest all alone anyway. Having help doffing armor will halve the damage, since ...


9

You're pretty much correct that using Heat Metal on a lone knight wearing plate is game over, but there are some other considerations to remember: Allies The events that you allude to in your question require that you have a lone knight who has no ranged options fighting against a druid in a forest, with plenty of places to hide. Even without Heat Metal, ...


7

If you absolutely feel the need to make a fix here (and to be honest, the situation you present is pretty implausible in actual game play), I'd recommend making the caster stay in range for the duration of the concentration. To be honest, this really isn't a particularly dramatic spell for the fact that it's a 2nd level spell (which means it's at minimum ...


1

Each day, a cleric can prepare one of the spells from her two domains in that slot. The question is, does metamagic change a spell enough that it is no longer the same spell, no longer the spell that is on the domain list? The rules don't say one way out the other. This question usually comes up when asking if a wand could be made of a spell with ...


3

Extended magic circle against evil is a Good domain spell of 4th level or lower. It can be prepared in a 4th level or higher domain slot by a cleric with access to the Good domain. The domain slots only follow special rules regarding which spells can be prepared in them as a whole. They don't follow special rules about what levels those spells can be. ...


5

The giant’s size spell won’t go away or be suppressed by shapechange, since shapechange makes no mention of having that function (spells that do these things are stated to “counter,” “dispel,” and/or “suppress” other spells; shapechange uses none of these keywords). Since the giant’s size spell is still ...


5

There are pre-existing magic items that do this. From the d20 (3.5e) SRD: Ring of Regeneration heals 1 HP per level, per hour. Also regrows severed body parts. Price: 90,000 GP Ring of Rapid Healing gives Fast Healing 3 (heals 3 HP per round). Price: 300,000 GP


9

What you are looking for are spells that grant Fast Healing. Fast Healing X provides X points of HP healing per round for as long as it lasts. Fast Healing 1 heals 1 point per round, 10 hp per minute, and 600 hp per hour. The vigor line of spells give Fast Healing.


14

In Pathfinder there is a spell called Infernal Healing (Inner Sea World Guide) that gives fast healing 1 for one minute. I can't give you any answers about 3.5


14

The vigor spell line in Spell Compendium (and elsewhere, but Spell Compendium is the latest version) is your go-to in 3.5. Lesser vigor, in particular, is a 1st-level spell that is just about the most efficient HP-by-spell-level option in the game, healing 11 HP at CL 1. Therefore, wands of lesser vigor are pretty standard adventuring gear for folks ...


7

Short Answer: No. In the chapter 9 of the player's handbook, there is a section titled "Damage Rolls", which covers the general rules for dealing damage with weapons or spells. Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any m odifiers, and apply the damage to your ...


14

A spell does the damage it says it does. In the case of Burning Hands, it says it does 3d6, so it does 3d6. There are a few exceptions to this: the school of Evocation for Wizards allows you to add your spellcasting modifier to the damage of evocation spells, and certain Cleric domains allow you to add your spellcasting modifier to the damage dealt by ...


4

A spell says if limits to its casting exist A creature can cast flame strike and ice storm indoors as easily as he can cast fireball and cone of cold. You can compare this to call lighting, which says specifically This spell functions indoors or underground but not underwater. The areas make the spells different The difference between the ice storm ...


12

Your familiar is now “holding the charge” for the touch spell. This is an ordinary option for the caster of a touch-range spell, just transfered to the familiar. The rules for it are here: Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of ...


18

From page 196 of the PHB: CRITICAL HITS When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add then together. Then add any relevant modifiers as normal. Note that this only refers to the attack - it doesn't say weapon attack, or anything else that ...


30

You're using the spell incorrectly. Note that the condition that causes the spell to damage a creature is when the creature enters the beam. It takes movement on the part of the creature (including forced movement) to do that. It does not cause damage when the beam just passes over a creature. As you note, that would be super powerful for a 2nd level ...


7

From page 194 of the Player's Handbook: 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. From page 196 of the Player's Handbook: When you score a critical hit, you get to roll extra dice for the attack's damage ...


2

There is no Trap the Soul spell for D&D 5e (yet). It was either deliberately dropped from the book during production or accidentally cut out during editing, but left in the PHB lists.


1

I might be wrong as these rules have a history of being unclear, but I was under the impression that the difference lied mostly between physical (fireball) and mana spell (mana ball). I understood it that physical area spells could be targeted pretty much anywhere in your line of sight, and since they are actually physical in manifestation, they would hit ...


1

The question mentions using Roll20 to run the game, so I feel it's worth pointing out the tools that have become available since the question was posted. The May 2014 update, "Data Delve" introduced community-developed character sheets for Roll20. Users can submit sheets for any system to a GitHub repository; submissions which are approved are available to ...


2

When casting a spell it moves with the world you are on, so why not a ship, or a wagon? I believe that magic in game has some sort of physical properties with it. If you were to cast wall of fire on the ship, the wall would move with the ship because it is attached (and burning) on the ship. Light, and Darkness have magical properties that allow it to be ...


2

This is muddled in the text and therefore up to the DM, since matters of metaphysics are in the realm of the DM's world-building and -management responsibilities. The spell doesn't say that it can be cast on an object, but that's a reasonable ruling for the DM to make, based on the way the light and darkness spells reference each other and drawing analogies ...


3

If the DM rules that an unseen servant follows the rules for creatures with Constitution as a nonability, an unseen servant can run indefinitely An unseen servant isn't assigned Dexterity, Constitution, Intelligence, Wisdom, or Charisma scores, therefore it's not, by the Monster Manual's definition, a creature. But if it's creature enough for the DM to ...


4

No. Unless the DM has ruled otherwise, the spell write only copies spells. Write (Evocation) Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 hour/level Saving Throw: Special Area of Effect: One magical spell inscription Explanation/Description: By means of this spell a magic-user might be able to inscribe a ...


0

As mxyzplk mentioned, yes, your formula for calculating saves is correct, and no, it does not directly factor in your character or class level, but it does count the spell level of the spell. That is a class-level-dependent value, and it matters. Note that your highest-level spells should be mostly keeping up with enemy saves. This will fall short somewhat ...


0

This is more of a correction to the asker's question than an answer, but it seemed relevant so I'm going to mention it in a separate answer since comments are neither permanent nor sortable. Fireball is not a spell that can be used with Twin Spell. Jeremy Crawford, the official "gospel" when it comes to 5e rules according to Wizards of the Coast, has said ...


6

Balance So firstly, you need to understand that you're effectively stealing a class feature. Wizards get the least class features of any class, because their access to a wide variety of spells makes up for it. With that said, balance-wise, this is not going to be an issue. Necromancy spells come in 3 broad categories: Offensive, resurrection, and minions. ...


-3

Heighten Spell and Persistent Spell are pretty good together vs higher saves, although your actions per encounter will take a hit unless you spring for a Metamagic Rod.


4

I don't think you'll find a definitive answer unless they clarify in the errata, but my impression is this: Anyone in your line of site can be a target, the focus of the spell; if they are not in your line of site, they cannot be the target of the spell. If you throw a fireball at a guy standing outside a wage-slave's cubicle, chewing him out, then the ...


10

Adding necromancy spells isn't overpowered in and of itself. If I were you or your DM, I'd write a new terrain type for Land druids or perhaps even make entirely new paradigm for the class. Considering that you are inexperienced, however, I think the easiest thing and the one for the least potential to break your game is to make a new circle for Land ...


4

As already mentioned, there is no RAW option to take it fast, that would be suitable in combat. If you wish to houserule, I would go with my (perhaps limited) personal experience. Below i assume 6 secounds - full round. Chain shirt and full chain-mail can be taken off fast. You just need to pull it high and then "bow" deeply, letting it slide over your ...


13

RAW there really is only one option to quickly take off armor: have someone help you. Getting Into and Out of Armor The time it takes to don or doff armor depends on the armor’s category. Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit o f armor. Doff. This is ...


3

Defender Wins It is not normally possible that the two effects would begin to occupy the same region of space simultaneously, and this turns out to be important. Aroden's Spellbane is an emanation, which means "[the spell] functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell". If, ...


-1

I understand that SpellbaneA would have a crescent-moon shape around SpellbaneB in which MM would be stopped, and SpellbaneB would be spherical and stop fireball (and other spellbanes) as usual.


-1

My understanding, which unfortunately I can't draw any more RAW support for than the spell description, is that no spells would be banned in the overlapping area, as each spellbane cancels the other, making a normal-magic zone between the banned-spell zones. A third caster could cast magic missile, fireball or even spellbane in the overlapping area. If ...


23

There is currently no equivalent spell in 5e. The Stone Shape spell allows you to, well, shape stone, but only a 5-foot cube at a time. (So I suppose this is an option, just a very slow one.) The Disintegrate spell can disintegrate stone, but only a 10-foot cube at a time. The Move Earth spell allows you to alter terrain in up to 40-foot cubes, but only ...


16

Yes Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. (Player's Handbook p204) In the case of Greater Invisibility, the caster is specified as an additional target to clarify that the caster is a valid target even when the ...


5

No. The cloud of Darkness would immediately snuff out the Light as soon as it was created. Note that the spell's text doesn't mention any restrictions or requirements involving which area effect, the Darkness or the Light, is created first. All that they need to do is overlap one another. If they overlap, even slightly, the Darkness instantly dispels the ...


-1

It depends on how and why the spell fails. The caster is assumed to have a complete understanding of the spell, so he immediately knows the subject of the spell violates those rules or how the spell might be disrupted. Most cases, he'll assume something along they lines of wrong type, etc (like Charm Animal on a aberration). In some cases a Spellcraft or ...


5

The rules are silent on this. In practice, I've seen it both ways, depending on whether the group takes a more gamist/metagamey approach or a more simulationist approach. "Open rules" games just have the GM tell you "that fails" if it's invalid on its face (only concealing the reason if it plays into the challenge, like "Charm Person fails... I wonder what ...


-3

The description of the question could lend itself to the spell functioning as intended with the 5 - 500 miles from the intended target. However if the adventure played assumes for story purposes that the adventures have no idea where they are, then lean toward "the spell doesn't function as normal for some unknown reason" while the rest of the spells work ...


10

You cannot shift to the plane that you are on. If you look at the spell description, it's pretty clear about this: You move yourself or some other creature to another plane of existence or alternate dimension. Emphasis mine. The exact same text exists in both 3.5 and Pathfinder. In order to use plane shift, you have to be transporting yourself to a ...


-2

In the old D&D editions, it's mentioned somewhere you need an enchanted charcoal to cast a FireBall. If you use that component previously made, you cannot cast another fireball because you are out of enchanted charcoals. Consider that wizards, just like any other being, have a limited amount of magical energy inside them and they can divide that ...


0

Wild shape itself is listed as a supernatural ability and Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic. While casting spells in wild shape using natural spell, the same mechanics of normal spell casting apply, and an opposing caster may ...


1

First, make the assumption that they take off the obvious aberrations/creatures that are too inhuman (and a human wouldn't be able to breed with easily). This leaves you with: bugbears, halflings, dwarves, aranea, the hags, ogre, centaurs, locathah, pixies. Now public opinion (we're ruled by a what???) and paladin vows (thou shalt not have slaves) come into ...


6

The straightforward approach, using Polymorph. Siring an heir Step 1: The new princess-in-law comes to live with the prince in whatever castle/fort/manor/etc he resides in. This should be moderately luxiurious, to house two members of nobility, and importantly must not contain any members of the princess's own race unless they are completely above ...


0

Your security monitor-like mirror item that also allows teleportation actually does exist, and a single such item could allow the kinds of monitoring you're looking for in a small town, if the mayor somehow found one (they are expensive). The item is the mirror of mental prowess. Additional mirrors would allow this technique to scale somewhat, but as soon ...


3

I'm not 100% sure how legit this link is by Otogi, but http://www.giantitp.com/forums/showthread.php?100736-3-5-List-of-Half-Breeds has a list of all the half breeds. The link also tells you what book this information would be in as well so all of it can possibly be confirmed. It appears you can do Dwarf, Ogre, Beholder, and unless I'm mistaken Kender ...



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