New answers tagged

4

I may be off, but here are my two cents: RAW states (my emphasis): You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in ...


1

The answer is in the text for Sleep: Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Ascending order means lowest to highest.


1

This is a similar situation to an issue that I had with a black dragon wyrmling. There is a way to force an alignment change and it would take a simple Geas spell, although I am unsure about the moral justification for it. Forcing someone to be someone they are not is just as evil as anything they are doing. Anyway Nitsua60 explained this method or rather ...


1

Yes Because as long as the effect has a duration and is magical, it will stop working inside an antimagic zone. And once you walk out of it (or the zone walks away) the magical effects return. Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect ...


5

Yes. Nothing in the Blink spell description prevents you from using a reaction that you have. However, there are some common reactions that no longer apply or may be less useful when you're on the ethereal plane. For example, when on the ethereal plane you can't attack someone on the material plane. "You can only affect and be affected by other ...


8

Ask your DM. If you are the DM: Make a Ruling. The rules explicitly point out that other situations may arise where a Concentration check needs to be made, based on the GM's assessment of a situation in the game. In the description of Concentration (Basic Rules p. 79-80 ), the following comes after the three triggers for concentration to end: being ...


-6

There are three methods mentioned in the rules to interrupt a spell with a duration of concentration: Casting another spell requiring concentration Taking damage Dying/becoming incapacitated Outside of these three methods, there are no ways to interrupt concentration.


17

Nowhere in Blink's description, or the description of the Ethereal plane on page 48 of the DMG, does it say anything about limiting your use of reactions in any way. So yes, you would still be able to use your reaction while on the Ethereal plane. You can't, however, use your reaction to make an opportunity attack against anyone on the plane you originated ...


1

There are many many ways to heal in Pathfinder Troll Styptic: Not a spell but an alchemical item though still very similar to infernal healing, the problem is that it is a painful cure that can nauseate. Very handy to have around for whenever magic (even potions) are not an option (see woundweal) ...


12

There are three ways to forcibly change something's alignment on the books. But none of them really work out well for you.... Forced attunement. Arguably the least dangerous option, if you can somehow force the dragon to attune a magical item you might change its alignment. Perhaps a Geas? If your DM sees that working, and you have any of The Book of Vile ...


-5

No, you really can't change essential nature. Alignment indicates tendencies, not absolutes. You can train the wyvern to do good, but it's nature will always steer it to thinking selfishly for itself. Any training and listening will not be loyalty based, but based on fear of consequences and tangible rewards for loyalty.


3

Summon Monster V can summon a bralani azata which can cast cure serious wounds 2x/day. I'm sure there are more examples of creatures you can summon to cast healing spells for you. There's also limited wish and wish itself, which can duplicate cleric spells for you. You could use magic items such as a gloves of first aid or a ring of spell storing. Each ...


10

The perception rules give sample DCs. It is reasonable to equate "hearing someone speak in a strong voice" to "hear the details of a conversation" at DC 0. The DC increases by 1 for every 10 feet away, and a further +2 for the festivities (unfavorable conditions). So if you try to dominate a guard who is patrolling 100 feet away from the nearest other ...


0

"Infernal Healing" does that. I'm not sure about the more peculiar requirements though. There is also a greater version available at level 4. Both spells come from Paizo's Gods and Magic rulebook.


2

Sadly the rules are, if not silent, very quiet on this issue. In 3.5e this was handled by the Extraplanar subtype that creatures acquired when they traveled between planes and the rule that any creature that was not Extraplanar defaulted to being a native of the material plane. 5e is a brave new world though so we can't just use those rules. Native, or ...


-3

native adjective associated with the place or circumstances of a person's birth. "he's a native New Yorker" of the indigenous inhabitants of a place. "a ceremonial native dance from Fiji" (of a quality) belonging to a person's character from birth; innate. "some last vestige of native wit prompted Guy to say nothing" The common ...


12

All the Warcaster feat does is negates the need to have one hand free to cast the Somatic component of spells, so long as your hands are occupied by either weapons and/or a shield. It doesn't allow you to cast spells through a weapon. Inflict Wounds allows you to make a melee spell attack not a melee weapon attack. As such, unless otherwise stated in the ...


4

While there is no "touch attack" in 5e D&D, let's walk through how Inflict Wounds works. Inflict Wounds has both Verbal and Somatic components. Somatic components require: A free use of at least one hand to perform these gestures. (p. 203 PHB). The simplest thing to do in the usual case is to drop or sheathe the mace and cast Inflict Wounds, per ...


3

If you break concentration it becomes hostile and might attack you From the invisible stalker entry under Directed Hunter, "...forced to serve until the magic that binds it expires". The magic that binds it is Conjure Elemental and when you lose concentration that magic expires. Then we go to Conjure Elemental which says, "...you lose control of the ...


9

The PCs are testing the rumor—so make a choice! Your campaign is a custom one, so while purify food and drink maybe should apply only to food and drink that's consumable by a creature of the race casting the spell or by the god that grants the spell or something, that doesn't mean the campaign's pixies aren't actually food for everybody. In other words, ...


-2

Another thing to note is if you are attacking an enemy who is prone. Melee attacks have advantage vs. prone, but ranged attacks have disadvantage vs. prone. This came up in my last game - ranger had knocked a hobgoblin prone, and my warlock was able to attack from 30' with Thorn Whip with advantage.


11

5e defers a great deal to DM's discretion. So the real answer is to discuss it with your players, lay out your concerns for abuse, and decide on an answer as a group. That said, there's no good reason not be liberal in your definition of food, especially considering that your PCs do plan on eating it and aren't doing this for some other purpose, like ...


3

Detect magic has a passive mode and an active mode. Passive mode: Yes/no there is magic within 30 feet Once you cast the spell (and keep concentrating on it) you passively become a magic detector. While in passive mode if there is magic within 30 feet of you (not blocked by 1 foot of stone, yada yada) then you begin to beep and so know it is. Note that ...


3

Detect magic has two effects, an active one and a passive one. The passive effect allows you to sense magic forces. If you sense them, you can then use the active effect: "use your action to see a faint aura around any visible creature or object in the area that bears magic." The active effect would give you the location of the item, if there were multiple ...


7

The spells from the Player's Handbook that target a single creature and trigger a Dexterity saving throw are: Acid Splash, as long as the caster doesn't choose to target 2 creatures. Chain Lightning, if there are no other targets within 30 feet of you. Disintegrate Hellish Rebuke Otiluke's Resilient Sphere Sacred Flame And from the Elemental Evil ...


0

I don't believe so. The Life subschool of Necromancy offers some healing abilities but not specifically the "Cure" spells. The Necromancy school overall focuses more on abilities affecting undead anyway. I know the White Mage Arcanist archetype can, however. If this is a pre-character-building question, the White Mage may be something to look at. If ...


0

Nope. After looking into adding spells to caster lists extensively when building a pathfinder character, I found a few methods to do so, but none that worked at level 1 other than Mystic Past Life. To my knowledge, which is extensive if not absolute, there is no way to add spells to a list as a first level wizard beyond that ability. There may be a way to ...


7

Crawford's November 2015 tweet addresses this. http://www.sageadvice.eu/2015/11/01/can-permanent-magical-effects-be-dispelled/ A permanent magical effect can be dispelled unless the spell explicitly clarifies that it cannot be. True Polymorph fits into this category, which means that it can be dispelled. This seems to imply that it's an ongoing magical ...


20

Did you call it right? Sure! It's your job to bend the rules or those you don't agree with to make it fun and enjoyable and reward clever tactics. Did you do precisely what the written rules dictate? No. Here is why: Divine Sense Until the end of your next turn, you know the location of any.....not behind total cover. You know the type of being ...


-2

I'm not familiar with anything like that third edition. In Pathfinder, I think there was a character class built around the concept (some people lump Pathfinder in with third edition D&D; I don't know whether you count that). There was a "Past Lives" spell in AD&D 2e, but it just let you peek at the last few minutes of a corpse's life. I'm not aware ...


1

RAW doesn't allow you to make a direct Object→Object Polymorph, but you could achieve it with an indirect one. If somehow you are able to cast 2 True Polymorph spells (2 casters or 2 different days) you can do it in 2 steps: pumpkin→creature→carriage, since Object→Creature can be permanent, and nothing prevents you from Polymorphing a Polymorphed traget. I ...


0

Yes, Divine Sense would counter Mirror Image for the paladin only. He can't even pass on the information to others as he would have to rely on sight to pass the information on. As far as the paladin is concerned, he could pinpoint it with "It's the one that sounds like chalk on a blackboard." or "It's the one that smells of a summer night after a brief ...


-1

I usually try to think of what words weren't used to describe the effect. If supernatural abilities are "suppressed" then they're not "dispelled" so when you walk into the field, you temporarily lose your shapechange/invisibility/etc. When you step out, it's no longer suppressed and pops back on. If the intent were for the ability to remain locked in ...


8

Yes The description of mirror image specifies that: A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. I would say that this also holds for divine sense. Furthermore, the goal of divine sense is to allow a paladin to detect ...


20

No Divine sense says: As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. And Mirror Image says: Three illusory duplicates of yourself appear in your space. Until the spell ends, ...


2

From my understanding of the Rules as Written, once you lost control over a Zombie (or Skeleton) that you raised from the dead using Animate Dead, casting the spell again does not give you control again. As mentioned by Dale M., killing the zombie/skeleton gives you a new pile of raw material that you can re-raise. Probably the easiest way to deal with the ...


15

Animate Dead says: Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Zombies are creatures and are neither "a pile of bones or a corpse" so they are not a valid target for the spell. Once you have killed the Zombie, it is once again a corpse and can be animated, or even resurrected.


7

The text on page 203 is referring to a spell cast as a bonus action. If you cast a spell as a bonus action you cannot cast another spell that turn even if you have remaining actions. Except certain cantrips, of course. Continuing to manipulate an existing spell effect with a bonus action isn't addressed at all and I would rule isn't covered by the One Spell ...


22

Controlling a spell is not casting it On the first turn, you are right, you can cast Spiritual Weapon (as a bonus action) and a Cantrip (as an action) but not any other spell. On the subsequent turns you can cast any spell as an action and then use your bonus action to control an already existing spell. In fact, you can have both active and control one of ...


6

In subsequent turns, the other spell is not being cast; it is being concentrated on. You are using your bonus action to do whatever it is the spell says you can do; you are not casting a 1 Bonus Action spell. Therefore, you are free to cast another spell with your action or even use the bonus action to cast a bonus action spell and your action to cast a ...


12

You can do this, but you will need to expend multiple uses of Channel Divinity. Channel Divinity: Destructive Wrath (PHB, P. 62; emphases mine) When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Note that this use of Channel Divinity is for a damage roll, not for a spell. It can be ...


-4

Yes it should do max damage. Per PHB PG. 289 Witch bolt is lightening damage. Per PBH PG. 62 channel divinity: destructive wrath when you roll lightening or thunder damage, you can use your channel divinity to deal Maximum damage instead of rolling. I do not see this being limited to cleric sourced lightening in any way. Sorcerer twinned ...


6

Let's start with the Phb definition of a bonus action. Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. Phb, pg 189 So you can only use a bonus action when something says that is a bonus action. Let's have a look at the bonus action description under casting time: A spell ...


17

It appears the player has garbled the rules on Bonus Action casting time spells (PHB p.203): Bonus Action A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except ...


4

I believe you are misreading what the rules say about casting spells with a bonus action. From the SRD: A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip ...


8

No. You can only cast a spell as a bonus action if the casting time in the spell description says "1 bonus action." Eldritch blast does not. If you cast a bonus action spell, the only other spell you can cast that turn is a cantrip. So, if he casts Hex, he can still cast Eldritch Blast that same turn, but not another leveled spell. This is the rule to which ...


45

You were quoted the rules incorrectly. First, Eldritch Blast has a casting time of 1 action (PHB p.237). You've only got one action on your turn, so you can only cast Eldritch Blast once. ("Off the shelf," that is. There are features, like the Sorceror's Quickened Spell, that might change this.) It is possible for a caster to cast multiple spells in one ...


3

Certain worlds might have organizations for just this type of thing. In Forgotten Realms, for example, the Red Wizards of Thay sell Scrolls, just like they do other minor consumable magic items. I would say up to level 3. Of course, in that world the Red Wizards are morally questionable. Most adventurous will not ask questions however because the discounts ...


5

On subsequent rounds the spell only does 1d12 damage, independently from the spell slot used. After level 11, even cantrips are better. They also don't require concentration. Restraining spells usually need concentration too, so it is very hard to keep the target in range. The range itself is so low that most monsters could easily use their move to get to ...


2

It's a situational pick. In perfect situations where your target is in vision and has no cover for its full duration, its a good way of dealing consistent 1D12 damage each turn. Note that using a higher spell slot only increases the damage on the initial hit (the one that is determined with your attack roll). There are probably better spells for the higher ...



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