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2

Do I know what spell is being cast? Not through the counter spell itself. In general if there is a specific ability to do X D&D 5e specifies it through keywords or description. See Specific beats general on Page 7 of the PHB or Page 4 of the D&D 5e Basic rules. Do I at least know (somehow intuit, based on VSM components) the level of the spell? ...


6

KRyan makes an excellent point- even without the ability to light the resultant substance on fire, the spell is by no means use impaired. On the other hand, actual grease certainly is flammable, and when a word used in rules text does not have a defined game-specific meaning, most people default to the normal meaning of the word. If the substance created by ...


8

The rules as written don’t allow for the possibility, and there’s every reason to think that magically-created grease is not literally the same substance as mundane grease and therefore does not share the properties not listed in the grease spell description. Moreover, grease is one of the best spells for its level in the game, which makes many DMs leery of ...


9

No. There are no downsides at all (again provided the enemy doesn't have Mage Slayer or some other specific feature) to casting in melee if the spell does not have an attack roll. For all intents and purposes it's not an attack. There are several other rules that govern attacks that don't work with spells that don't have attack rolls. For instance, you ...


2

I can see how this would be confusing, especially if you're coming from other editions of D&D. Part of the design of 5e is getting rid of all of the little fiddly situational modifiers, and the new Barkskin is definitely designed to work with the new spirit of the rules. If you look at the D20 version of Barkskin: Barkskin toughens a creature’s ...


1

There's no hard and fast rule, but in lieu of anything else, you could simply choose a random point of interest on that plane as the target, under the assumption that frequently used teleport targets could have a form of resonance that naturally attracts directionless teleportation effects, and then do the 5-500 mile roll from that. Following the point of ...


2

You are absolutely right, an Eldritch Blaster is usually stronger After the 2nd level, when you get Agonizing Blast you can do d10+Cha damage, the same as a Longsword two-handed, if you are Strength primary. You can attack twice with both on level 5. At level 11 Eldritch Blast pulls ahead with 3 attacks, and the Charisma bonus on the Pact Weapon damage on ...


13

I couldn't quite follow your logic, but this is how barkskin works. If your AC is less than 16, it is now 16. If your AC is greater than 16 it is not changed. If your AC was less than 16 before you cast barkskin, so it is currently 16, and then something changes to improve your AC further, then you calculate your AC with the new item ignoring barkskin. If ...


8

No You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. - PHB p. 242 The rub is that it describes it as a melee spell attack, vs. a melee attack. As such its in the same category as Inflict Wounds and other touch spells as a distinct action vs. a regular Attack action. Extra Attack ...


18

Cantrips level with your character, not your class While it never explicitly states this anywhere in basic or the PHB, it only states the level at which the cantrip increases in power. One of the design goals of 5e and one of the things it imported from 4e was that there should never be a time where a magic user is forced to resort to making a weapon attack ...


3

So there are a few things which you are not correctly taking into account. You get a limited number of invocations. So while you can specialize all your invocations into Eldritch blast, you are really missing out on versatility. Same with choosing Armor of Shadows over Light Armor. Eldritch blast is 1d10. (avg 5.5) A summoned longsword is 1d8+dex/str and ...


8

The easiest way to avoid the penalty of the Drow on prime material plane campaigns, is to only play Drow in campaigns which take place indoors, underground, or mostly at night. The second easiest way is to gain advantage. A Drow at 3rd level gains the spell "Faerie Fire" which grants advantage to anyone attacking the victim of the spell. If you are ...


1

There is no specific answer to your question. However this is a important element of the trait's description that need to be considered when deciding how a Drow can overcome this limitation. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to ...


4

Only Indirectly and Vaguely While one or more negative levels are often the result of spells (e.g. energy drain, enervation) and supernatural abilities (e.g. a wight's slam attack's energy drain), negative levels are not, in themselves, magical. The spell detect magic has no direct interaction with the presence or absence of negative levels. But magic ...


0

Yes. Detect Magic should reveal the presence of a negative level, or any other ongoing magical effect. The relevant rule section is the (Su) tag on the Energy Drain ability itself. This tags the ability as Supernatural, which means that the effect is "magical but not spell-like," and that places it firmly in the category of a "magical aura" which Detect ...


3

Just like detect magic can tell you nothing about a wound or an ability damage or drain, it can't tell you about negative levels, because negative levels is not a spell or some sort of magical effect, just the result of something (magical or not) removing something from you. This lack of energy would need a spell specifically searching for it to be ...


3

Time Stop as a Delivery System This is a very standard high-optimization tactic. Against a spellcasting enemy with contingent spells or the ability to use Celerity or similar effects to avoid being closed with, using Time Stop to walk up to them and then an Antimagic Field to shut down their ability to escape (as well as all buff spells and spellcasting ...


5

It's Not as Much Fun as It Should Be The range of the 9th-level Sor/Wiz spell time stop [trans] (PH 294) is personal. The 6th-level Sor/Wiz spell anti-magic field [abjur] (PH 200) says that "it prevents the functioning of any magic items or spells within its confines." Emphasis mine. Thus the spell time stop is suppressed until the duration of the spell ...


15

Yes. Any character who is proficient with a particular type of armor can cast spells while wearing that type of armor with no penalty. There are two primary reasons for this. There are better ways for mages to get a decent Armor Class. For example, Draconic Sorcerers get permanent Mage Armor for free at 1st level, which provides 13 + Dexterity Modifier ...


1

The way my group does this is by superimposing lines over the squares to approximate who gets hit. If the line goes over an icon at all, they get hit. Granted this is mostly for online play, but it works on tabletop as well, if you are willing to delay the game to get the exact cone shape overlayed. As long as you use consistent rulings, it won't make much ...


4

You understand the rules correctly. It is neither unbalanced nor a departure from D&D tradition. It is not unabalanced because the there are many ways to increase the AC of a Wizard, from Mage Armor to bracers of defense etc. Armor is expensive, and it requires that the wizard invest in both the armor, and the strength to make use of the armor, as well ...


11

Right now there isn't an official rule. According to Mike Mearls and the Wizards Team that will be an option spelled out in the Dungeon Master's Guide. However this has been an issue for 3.5, Pathfinder, and 4e. You can use this diagram from the Pathfinder SRD to make a ruling on applying a spell's area of effect to a grid until the DMG is released. ...


14

This spell is just like other spells that have come before it - flame blade, mage's sword, spiritual weapon... Spells that have been around since forever, so this isn't really new, and we can easily divine rulings based on those precedents. In fact, flame blade is just about exactly the same in nature (different school, but whatever). Proficiency rules ...


5

Oh yay, another Paizo guessing game. Turns out there are answers to these, but ⅔ are from a random forum post and ⅓ are based on some very strange and nonsensical rules. This is defined in a random forum post by a Paizo developer. They have never, to my knowledge, issued an official errata or even added it to the FAQ, but spell effects that ...


11

Yes and No. You get both sorcerer spells and wizard spells, but you must keep track of them separately. Your sorcerer spells must come from the limited spells you have chosen to learn as a sorcerer, have their save DC set with Charisma, and use your sorcerer spells per day. Your wizard spells must be prepared from a spellbook, have their DC set with ...


21

Fireburst from Complete Arcane is not an overpowered spell. It is not even a good spell. It is so bad that the 3.5 designers decided to change it when the spell was re-printed in the Spell Compendium. There, they increased its radius from 5' to 10', leaving the rest of the spell identical. However, the "improved" Spell Compendium version is also not a good ...


4

RAW ≠ Balanced You appear to be operating under the misconception that 'following the rules' of DnD 3.5e will result in a game where each character is equally powerful. If you have come here with balance concerns about Fireburst, a very inoffensive and thematic blasting spell, your party clearly hasn't discovered the Real Ultimate Power of spells like ...


2

The spell is melee-range. Without Quicken or another effect, the caster will virtually always provoke or have to cast defensively. It seems to me like a decent last-ditch escape spell, casting defensively with the chance to lose the spell in order to clear some space to work. 60 damage max at knife-range costing two limited-use-per-day feats AND a second ...


1

When applying major trappings, I find it's often useful to make comparisons with other powers as well, not just view the original power in isolation. Deflection has the same rank, PP cost and duration as Boost/Lower Trait (and both can be turned into a free action with Adept), but it grants the equivalent of 4 advances (Improved Block and Improved Dodge), ...


1

Is it overpowered? This is always going to be a subjective answer, but considering the following: a) A wizard standing within 5 feet of an enemy, especially at the levels this spell is effective, is already in big trouble. b) He will probably need to cast it defensively or provoke an attack of opportunity. c) It will hit his allies d) It does half damage on ...


5

There are three main differences between Alter Self and Disguise Self, and No, Alter self is not Always Better. It's not even necessarily superior. First and most important difference. Alter Self is a concentration spell that lasts up to an hour, Disguise self lasts for 1 hour without concentration. This means that while casting alter self, you can not ...


3

Your shield isn't a holy symbol and you can't gesture with it in spellcasting Your specific problem — the holy symbol on a shield — is the sticking point, and I'll focus on that. No, a shield doesn't count as a focus for replacing material components. Consequently, it does not benefit from the exception allowing the focus to occupy the same hand with which ...


5

To answer the title question: Yes. Alter Self is a much more powerful disguise effect, allowing you to reconfigure your disguise as often as needed during the duration and not allowing an automatic save when you get interacted with physically because your transformation is real, not an illusion. Your body actually physically changes to match your desired ...


16

Generally better? Yes. Strictly better? No. As Scott mentions in his answer, Disguise Self can not only alter your appearance (via illusion), but your clothing as well. It's important to note the inverse of this: Alter Self does not specify that it modifies your clothing or equipment. This means that, depending on how severe your alterations are, you ...


2

You still need a hand free for the somatic component, but it’s not usually a problem. Here are the general rules for somatic and material components (BD&D p. 79): If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. A character can use a component pouch or a spellcasting focus ...


5

I would say the ability to create the illusion of clothing, armour, weapons and other belongings is a very good reason to keep disguise self around. Uniforms and rank designations can gain you access to things that changing hair color won't. If you wear the livery of the local guards, you will almost certainly be accepted as a guard and permitted into the ...


9

Only If Using Haste from Dungeons and Dragons, 3rd Edition The Player's Handbook (2000) for Dungeons and Dragons, 3rd Edition has on page 212-3 the spell haste, which reads Haste Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Target: 1 creature Duration: 1 round/level Saving Throw: Fortitude negates ...


7

No. Casting a spell is usually a standard action, though some are cast as Move, Swift, or Immediate instead. The effect of Haste reads "When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding." It states specifically that it only has an effect when making a full attack action, and the effect it has is that ...


3

No: from the on-line SRD nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. This was the case from OD&D through to at least early 3.5e, with the exception of D&D 3e. If I can venture an opinion, because of the way Vancian magic works this is a little like ...


6

If you were using the elemental trappings from Savage Worlds, there would be two trappings that would boost a Trait: Darkness–Stealth: For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise. Electricity–Jazz: Beneficial powers “jazz” the target. ...


2

Does the rule stating that you can use the same hand for material and somatic spell components extend to objects which replace the need for material components such as foci? No, RAW, there is nothing which says that Foci can be held in the hand used for somatic gestures. If I were an arcane class that obtained a shield proficiency, could I have a ...


3

Can a Cleric/Paladin use a hand carrying a Holy Symbol Shield to perform somatic components? Based on the information you have quoted, yes. As the shield is a holy symbol, holy symbols act as a focus, the focus substitutes for the material component, and a hand holding a focus can perform somatic components. I'm not exactly sure what your second question ...


10

Yes, this is true. Wizards get every spell a level sooner, except for level 0 and level 1 spells. See the spells per day tables on the Sorcerers & Wizards page. Wizards and sorcerers learn from the same spell list, but wizards learn each new spell level 1 class level earlier. So except for first level spells (which both classes gain at level 1), a ...


3

Destructive Smite has been renamed into Destructive Wave as far as I can tell. This post should have the answer you are looking for. I cannot speak for reliability.


2

"Trap the Soul was folded into the 9th-level Imprisonment, pretty much, as one of Imprisonment's forms is trapping someone in a tiny gem." From this thread. No idea on how concrete it is.


3

Destructive Smite is most likely renamed to Destructive Wave, as it is also a 5th level spell, and has the same spell description as the spell Destructive Smite which was in the Alpha playtest.


4

Yes, the Mage can have enough power to actually see quite a lot, with some setbacks that can make it not worth the effort. 1) You need to spend as much time in present to watch through it. She views events in real time (it takes one turn of current time to review one turn of past time) as if through a camera placed amidst the scene, but ...


0

Paradox Anytime a Mage casts a spell there's a chance for Paradox, no matter how small. With a Gnosis of 3, let's say - sure, the first time he casts a Covert spell, it's a base of 2 dice. Granted, it can be considered a rote so that brings the roll to one, and with a foci that first roll is free of Paradox. However... The second time he rolls he risks ...


3

If the zombie used to be a resurrectable creature in life, it is resurrected as that creature. The relevant quote from the description of the undead type is: Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures ...


15

The Rules Are Contradictory The 7th-level Clr spell resurrection [conj] (PH 272-3) and the 9th-level Clr spell true resurrection [conj] (PH 296) say that You can [bring back from the dead] someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. (emphasis mine), but the spells inherit the entry ...



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