# Tag Info

## New answers tagged spellcasting

3

The suggested way to add a race to NPC is to simply add the racial features from the NPC Stat Blocks section of the Dungeon Masters' Workshop in the DMG, as per the answer to How do you add a race to a race-optional monster? More specifically to this case, adding the Sverfneblin racial features to the Evil Mage stat block in this way doesn't change the ...

7

Yes Spellcasting save DCs for monsters are calculated by: $$8 + \text{Proficiency Bonus} + \text{spellcasting ability modifier}$$ If you are using the higher Intelligence score, it would also increase the spellcasting save DC. As a side note, the Proficiency Bonus of a monster is determined by the Challenge Rating, as detailed in Chapter 12 of the Basic ...

4

The description of Gentle Repose does not say it tells you if target is dead or not. There is no mention of "glow" effect or any feeling or anything like that. Therefore, it will not reveal to you that information. If DM rules that Gentle Repose has a perceivable fluff effect, and the spell is used to determine if target is really dead, this should ...

10

Xanathar's gives a concrete description of the outcome of such a case. If you cast a spell on someone or something that can’t be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target ...

1

You don't get to use a single spell to make a serious challenge for a party of 4 equal-power adventures lose the fight. Monsters get high and increasingly strong saves and legendary resistances. They get bigger (nullifying a number of suck moves that work on smaller targets), and have more veto abilities (like teleports). To beat them with spells that ...

8

You've not been playing wrong What the question quotes is a subsection of the section Concentration that, in part, says, "If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell" (Player's Handbook 170 and emphasis mine). Typically, turn 1's casting of the mage armor spell can't ...

9

Depends on the Save There are very few ways to automatically ensure a target fails a save. There are more options for increasing the likelihood of failure. But you should be aware that there is no counter to Legendary Resistances short of forcing them to be burnt through. Save or die is pretty much non-existent in 5e and Legendary Resistance is there to ...

4

Heighten metamagic If you take 3 levels of sorcerer, you can impose disadvantage on a save by spending 3 sorcery points. You can regain these points for a 3rd level spell slot, so you can use this quite a few times per day. Otto's Irresistible Dance This spell has an effect with no save allowed. The creature can then take an action on their next turn to try ...

32

Avoid "all or nothing" spells, especially against boss type enemies. By "all or nothing", I'm referring to spells, like Disintegrate, that have zero effect on a creature that saves against them. These spells are especially risky against bosses that tend to have high saving throws and/or Magic Resistance, and may have Legendary ...

0

While this doesn't help you specifically (you added that you were a bladesinger after I posted) it is how I solved the issue for my Wizard. Wizard School of Chronurgy magic (EGTW p184) Offers you a few features that help. LV 2 Chronal Shift:...As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, ...

3

Although you've mentioned in your question that you've already picked the Bladesinger subclass, for others looking for answers who do not have that restriction (i.e. the restriction of having already chosen their subclass): Be a School of Divination wizard As a School of Divination wizard, you have access to the Portent class feature (PHB, p. 116): Starting ...

13

This could be a very difficult question, if things were not so lop-sided, but they are. For example, one very simple illustration: compare a sorcerer’s spells known to a wizard’s spells per day. Aside from cantrips, the numbers are extremely similar. For most spell levels, when the sorcerer first accesses that level, they know 1 spell. Likewise, a wizard ...

1

I know it's not based on the D&D 5e rules, but in Forgotten Realms lore, there is at least one mage able to cast spells with his feet, when having his hands tied - Pharaun Mizzrym: Pharaun [...] was skilled in other forms of magic as well; he was even able to cast a spell with his feet. Emphasis mine. The article cites p. 298 of the Richard Lee Byers ...

28

Yes, but there's usually not much benefit Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be ...

60

The limit is 142 times Each ritual adds 10 minutes and most spells take 6 seconds1, there are 60 minutes in an hour, 24 hours in a day so 144 lots of 10 minutes, lose just under 15 minutes for the normal casting time so 142 is the maximum. This is likely to be “as many times as the wizard wants” unless his wants are excessive. Kidding aside; your ...

3

How about the creative use of a Prosthetic Limb or natural appendages? MoonMoon, my poor druid who got his hand chopped off in Tomb of Horrors, has recently obtained a prosthetic hand (Wayfinder's Guide to Eberron) to be able to wield a shield and his staff simultaneously. If you really want your character to remain handless, you could work with your DM to ...

21

Ask your DM I know it looks like a catch all answer, but this time there are very important reasons to do this. There are hardly any rules for characters without hands Your DM may not feel OK with additional workload caused by a character rules don't expect to appear at the game table. What about checks like climb? Swim? Using wand or manipulating material ...

14

A third-level sorceror can use the metamagic ability "subtle spell" to cast a spell without any verbal or somatic components. This consumes sorcery points which could have been used for other things instead, so it's not without cost. I'm not aware of any other ways to remove somatic components from spells. Incidentally, the best class for a ...

-1

Use a harmonica; it doesn't need hands. I had a swordsman bard who did just that. Do keep in mind that if your DM is really stingy they might not allow it, but in the PHB 144 it says Several of the most Common types of Musical Instruments are shown on the table as examples implying that others can exist, so bring that up if the DM asks

21

Each description specifies targeting a second creature. Each feature description is specific to state that we may “target a second creature”. The first three ordinal numbers in English are first, second, and third; not first, second, and second. So if we target a third creature, we are contradicting both spell descriptions which specify we may only target a ...

-10

RAW: Yes If a spell has a single target, then even after the effects of Twinned Spell or Split Enchantment, the spell itself has a single target. Neither feature modifies the spell.

2

The attack rules state that attack rolls as part of spells are attacks too: "Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure." If your use a spell that requires an attack roll while hidden, you give away your location: "If you are hidden—both ...

5

Attacking while hidden reveals you 1.) As you quoted, the PHB clarifies what will cause you to no longer be hidden. On page 195, it states (bold added): If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses. This rule does not distinguish between various types of attacks (e.g. melee, ...

6

The casting time for spells with no casting time listed is one second. This in mentioned on Basic Set 4e page 236, first sentence under Time Required. An exception would be if the spell is of a type that has special rules for how they're cast (such as Blocking spells which are usually cast instantly as an active defense).

6

Draconic presence says: as if you were casting a concentration spell, which means draconic presence is treated as if you were casting a concentration spell. Therefore, all rules that apply to concentration spells apply to draconic presence. So you would drop concentration on a concentration spell if you used draconic presence. To put it another way, it is ...

1

The greater silver sword has psionic ability as attunement prerequisite While reading a bit more about psionics, I stumbled about the magic item greater silver sword, which "requires attunement by a creature that has psionic ability" (MToF p. 89). I also performed searches on dndbeyond with the terms "psionic" and "psionics" to ...

6

No, it makes spellcasters more powerful, relatively speaking It's true spells that last 1 minute are now horrible, but there are lots of other spells. Additionally, some spells acquire new abilities, principally the ability to detect how many creatures are in an area (one assumes the entire world does not run on a global initiative or else all but the ...

7

Multiclass Sorcerer So far as I know there are no magic items that do what you want. Spell sniper does not apply as you found yourself. Multiclassing sorcerer seems the only option from sourcebooks. At sorcerer level 3, you get the metamagic feature for which you can choose the distant spell which will double your range. Multiclassing prerequisites should ...

82

Yes and No. But mostly Yes. It makes spellcasters worse, by making some spells worse. In particular, the spells you mentioned, i.e., spells that rely on a Duration. Notably, however, other spells are completely unaffected - Eldritch Blast, Fireball, or anything else with Duration: Instantaneous. Furthermore, not only spellcasters get screwed. The Barbarian ...

28

Spell durations assume 6 seconds per round. First, the Player's Handbook says concerning turns and rounds: A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. One important thing to note here is that turns and rounds are both 6 seconds long. The idea is that all the turns happen concurrently in ...

Top 50 recent answers are included