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6

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 ...


4

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 ...


1

Yes, a creature CAN cast Astral Projection from any plane. Note that this spell is different from spells like Blink & Ethereal Jaunt which interact with the Ethereal Plane because only certain planes touch the Ethereal Plane, Material Plane being one of them. However, "all planes are coterminous, to the Astral Plane", therefore, the spell works exactly ...


1

Yes, the demilich can use Astral Projection, even on himself. Infact, from reading the spell you HAVE to go with your intended travellers. Spell Immunity works exactly like Spell Resistance except it can't be overcome. From the Spell Resistance description we can see 2 important caveats: A creature’s spell resistance never interferes with its own spells, ...


1

Yes, you can use astral projection from planes other than the Material Plane. The Manual of the Planes describes how spells that access transitive planes such as the Astral Plane function on other planes in the section "Moving Among Transitive Planes" (starting on page 45). Characters generally must use spells or spell-like abilities to access a ...


11

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.


2

How about Infernal Healing, a first level spell that gives fast healing 1 for a minute and uses devil blood as a component? It's really the most "infernal" first level spell. However, the protection spells are pretty handy, you could just swap for protection from chaos (also opposed to devils) and still get a lot of use from it.


9

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.


7

Don't replace it. You have a shard of an infernal "prince" (title inflation is so... common in hell these days) in you, and it should provide power as it wants. Evil is known for it's subtle seduction as well as its more overt corruption and destruction. "Hey, if you fight these guys," a voice from your soul whispers, "they won't hit you as often. And we ...


7

First let's look at just Mirage Arcane on its own, to get a baseline, and then we'll look at what Illusory Reality adds. An illusory pit is not actually underground! Mirage Arcane only changes the feel and appearance of the terrain, not its actual shape. You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other ...


1

For this example, I will use a wizard character with 5 Conviction and 5 Discipline. The way casting an evocation spell works, is you cast the spell with a number of shifts up to your conviction (5), then try to control (and in the case of attacking something, aim) it with your Discipline (5). Assuming you're successful in controlling all the power, you ...


0

The problem is that there are no clear paths to rule on this. With Illusionary Reality you run into the following The object can’t deal damage or otherwise directly harm anyone. So a pit made real can't damage a target who falls into it. And once the target hits bottom and gets up unscathed they will know there is something is up and they are a target ...


4

The area is a 20' radius spread. The general rules for magic (in the PHB) state: The default shape for a burst effect is a sphere. and A spread spell spreads out like a burst but can turn corners. So the effect here is definitely three dimensional. Now, the spell states: These waving members seem to spring forth from the earth, floor, or ...


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 ...


1

As long as you are on a plane that is touching on the astral plane, the spell should work. There are however very few planes that don't. There is nothing in the rules for planar travel in 3rd edition to indicate that the material plane interacts with other planes in a unique way. In all likelyhood, the spell description simply assumes that you are on the ...


5

On subsequent turns, you can use your action to transform affected creatures into new forms. And The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. "its new form" appears in both places and must have the same meaning so, yes, each time ...


5

In 5e, there is no split between flavor text and rules text. In the description of Gaseous Form, we are told that Liquids are treated as solid surfaces by someone in Gaseous Form. This can be read a few ways. One interesting way to read it is that rain would be treated as a kind of hail stone -- the droplets would bounce off the creature (as if the liquid ...


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. ...


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.


-7

Yes; you can use Metamagic on Hellish Rebuke PHB pg101 : "...you can use only one Metamagic option on a spell when you cast it, unless otherwise noted..." This is saying that when you cast a spell (whether or not it's your turn as the Spellcasting action, or your enemies turn as a Reaction, you are still casting a spell), you may enhance it with one of ...


8

Twinned Spell doesn't work with Hellish Rebuke Well, technically it does, but only if you are somehow damaged by two creatures at once. Like you note, Twinned Spell only requires that the spell you twin targets one creature and doesn't target yourself, and Hellish Rebuke certainly qualifies. However, all of the targets of the Twinned spell need to be ...


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 ...


7

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. - Devil's Sight, Player's Handbook A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. ... No light, magical or otherwise, can illuminate the area, and creatures fully within the area are ...


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 — ...


2

Ultimately, this is a descision by the designers simply because it feels more "realistic". When a druid stays in one place, his animal companions can all have their own nests and burrows near the druids home and wander around nearby most of the time to get their own food and so on. A druid who travels would have to care for all those animals traveling with ...


14

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 ...


3

The presumption that the permanence changes the duration is incorrect. It says "the transformation becomes permanent." The change is permanent after an hour. It's not the duration becoming indefinite, or the concentration requirement being removed. It literally says the effect—the transformation—is permanent.


-3

The spell has 3 independent ending conditions. 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. Duration ends Target drops to 0 hit points Target dies As stated in the spell by concentrating for 1 hour the spell ...


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 ...


1

120 feet (probably) D&D 5e has two different kinds of range. Weapon range (expressed as short range/maximum range - PHB 147), and spell range (expressed as a single value - PHB 202-203 and in spell descriptions). A thrown stone, as an improvised weapon (PHB 147-148) has the weapon range of 20/60. A Magic Stone, as per the spell's description has a ...


8

As nothing special is indicated for hurling the bullet with a sling, the normal rules for sling range apply: 30/120.


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 ...


0

The maximum spells you can cast in a round is 3. Generally it's going to actually be only 2 on your turn, since reactions are usually outside of your turn. On page 159 of PHB: You can only take one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. Quicken Spell, Action Surge, or a spell that ...


6

If the fragmentary stone can solidly support it, yes. If not, no. Add some tolerances so that the wall doesn't fold like a cheap deck chair when any force beyond its own weight is applied to it, and that should holistically cover all uses that are reasonably fit within the spell description's use of "solidly supported."


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 ...


3

Believe it or not, the D&D fifth edition designers must have read this very question, because 5e goes as far as explicitly defining its thickness and behavior when splitting an occupied square (PHB p. 285): ... In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the ...


4

There are three potential interpretations in play here: One interpretation is that visual concealment is necessary for total cover, leaving targets on the other side of a wall of force, or a mundane transparency such as a floor-to-ceiling windowpane for that matter, fully targetable by spells and spell effects, or even mundane attacks (albeit with no ...


1

Nothing being able to pass through the wall makes it count as total cover, and that makes targets on the other side of it invalid spell targets. From "Targets" in the PHB's Spellcasting chapter, page 204: To target something, you must have a clear path to it, so it can't be behind total cover.


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 ...


-2

I suppose it'd only be medically and magically valid if and only if you punched your way into someone's digestive tract, and purified the food in them.


-2

This works on pretty much anything, alive or dead. Being a werewolf is not necessary. The spell targets "1 cu. ft./level of contaminated food and water" which means as long as your target contains some water or you supply some you can target anything that is 'food'. A classic, but terrible, GM solution to players using this on edible substances (like ...


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 ...


6

No. Multi-classing rules for spells are described in detail on page 164 and 165 of the Player's Handbook. The paragraph on page 164 that begins with the bolded text "Spell Slots." tells you how to calculate what "Lvl." you should use for the purposes of consulting the table on page 165. The table, in turn, determines how many spell slots you have.


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 ...


1

Imarvin has a spell database in csv format. It's been a while, but I used it for a similar spread sheet. You'll need to sort by sourcebook, class and level, then just copy what you want into a new file, or delete what you don't want, but shouldn't take but a couple of minutes.


6

No, Command isn't a charm and wouldn't trigger Fey Ancestry. Spells themselves aren't classified as charms under any technical game term. They are categorized by the eight schools of magic found on page 203 of the PHB. Fey Ancestry and (almost) anything that mentions being Charmed is referring to the charmed condition found on page 290 of the PHB. As ...


0

By RAW, no. There are spells that explicitely state "charm" in their title and text, like Charm Person. Command, although from the school of enchantment, does not. So the Fey ancestry, protecting from being charmed, not from being hit by spells of the enchantment school, does not protect against Command.


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 ...


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 ...


0

In the dresden game I run with some friends we have a player who designed an enchanted item to attack the mental stress track. The main use is a spirit evocation described as psychic "hammer" thrown against he enemies. It does little more than tire people out and at worst might knock out someone, if in a quick and dirty fashion. He brought up that sleep ...



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