New answers tagged

-1

To Set a Trap If you have a grove, camp site or other location that you want to protect. If you expect interlopers and can guess where they would approach (like along a deer trail, a well worn passage or near a doorway) or you can creatively encourage them to follow a certain path. If you can set sentries to watch that path and take advantage of the spell's ...


-3

While the other two current answers here are correct, I believe that they do the OP a disservice by stating that the matter is simple and not complicated. At least for me, the timing of Death Ward vs. massive damage introduces a non-intuitive level of complication. Death Ward will save you but there may be a complicated timing issue You specified that you ...


11

You know what you know. The intent of the sidebar, taken as a whole, is "dunamancy is rare and protected, and it requires DM permission to learn if you aren't a trained dunamancer", but since dunamancer subclasses can use any of these spells as much as they like, this doesn't seem to be for balance reasons. It's just the flavor of the setting. From ...


3

You do not have to be a Chronurgist or Graviturgist to learn Dunamancy spells. Having the spell written down is sufficient. The assertion you make in the question is incorrect, the rest of the paragraph that you quoted explains this quite plainly: However, the Dungeon Master can consider allowing other spellcasting classes opportunities throughout the ...


12

Let invaders see what you want them to see Sure, you could just fill the entire 90-foot square area of the druid grove with solid fog, and just force them to be blind and walk at 1/3 speed while anywhere in the area. But maybe you have something more elaborate in mind. You could create "corridors" of fog-free areas that appear to be a path of least ...


8

It's probably a mistake. You're correct -- difficult terrain is functionally the only effect you're going to get out of this, and is strictly inferior to Solid Fog. But that's actually pretty strange. If the design team wanted the area to just be difficult terrain, there's no need to invoke the entangle spell to get there -- they could have easily just said &...


11

Some additional spell effects are incompatible with fog The final section of the Druid Grove spell description describes how you could have gust of wind or wind wall in a couple locations. Both those spells disperse fog. Placing Grasping Undergrowth in the location of where those wind effects are placed allows maximizing the effectiveness of the grove. Fog ...


-3

The difference being that with the Fog it slows a creature down while the Grasping Undergrowth potentially stops them altogether while also giving them disadvantage on Dexterity Saves AND their Attack rolls. Dont forget that mixing the effects prevents it from being easily dispelled as well. IF you combine it with the Spike growth Spell as well then you have ...


16

Once during each of your turns…you can roll an additional damage die. We can pick the answer out of the quote you provide: In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one ...


5

They've already failed their saving throw, and are now subject to the effect(s) of the spell (the result of the d8.) On a result of [8], the target is declared to have been struck by two rays. Since the effect doesn't call for another saving throw, but just has you roll these two effects, that's all you need to do.


-3

'When you cast a spell' refers to the timing of the use of Careful Spell, but not the forced save Careful Spell says: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. The "when you cast a spell" obviously sets the timing condition for the election of the ...


-1

This appears to be an oversight, but you can base your response on Heightened Spell Earthquake is indeed unusual in that it calls for two saves on the same turn. Sleet Storm is also on the sorcerer list, and it similarly calls for saves against both losing concentration and falling prone at the same time. Unlike Earthquake, these saves don't happen on the ...


3

Yes, if you're a Githzerai or Artificer. The Githzerai race has the Githzerai Psionics ability, which let's you cast the Shield spell without needing components once per day, once you hit level 3. This would allow you to freely cast the spell while weilding a sword and shield. Similarly, an Artificer treats all their spells as though they had Material ...


7

No. The effect of a spell is its spell description. The rules for spells state: Each spell description in Chapter 11 begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect. Only forced saving throws appearing in the spell ...


12

Both castings of sanctuary end. Sanctuary states: If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Since you are casting inflict wounds which goes on to affect an enemy, sanctuary ends for you. Find familiar states: Finally, when you cast a spell with a range of touch, your ...


2

Yes. Unless a spell specifically uses the "ground" as an effect then I can't see why the word "ground" can't be a placeholder for any horizontal surface. For example you could cast whirlwind to clear a table of its tableware, the table surface becomes the "ground" and the point of focus for the caster. Any spell which uses the ...


13

It's up to the DM, but the teleport spell gives some insight. Unfortunately, "familiar with" is given no clear or objective definition in the rules. However, the teleport spell gives some insight, as familiarity plays a role in that spell's success: "Very familiar" is a place you have been very often, a place you have carefully studied, ...


1

Darkness creates "a heavily obscured area." In an unofficial clarification on Twitter, Jeremy Crawford addressed the distinction between that and Shadows of Moil Shadow of Moil heavily obscures you, full stop. The spell also dims the light around you. The fact that you're heavily obscured is a result of the flame-like shadows surrounding you, not ...


4

Nothing more, unless there are ethereal beings in the cloud According to the DMG, the Material plane could be seen from the Ethereal plane: From the Border Ethereal, a traveler can see into whatever plane it overlaps The Ethereal plane does not duplicate things from the Material plane. Instead, you can see one plane being on another plane. You can always ...


2

If you can't see in the Material Plane, you can't see into the Ethereal Plane either Truesight (such as that granted by True Seeing) gives you the ability to see into the Ethereal Plane, but your point of view is still located in the Material Plane. This means that any (non-illusory) opaque object or effect in the Material Plane blocks your vision as it ...


15

The way I interpret true seeing is that if you can see an area, then you can see any ethereal creatures or objects in that area (among other things). If you're in a fog cloud, or wearing a blindfold, or have a bag over your head, you can't see at all, so your true seeing is functionally blocked as well. As far as walls go, we're told that material objects ...


2

Other answers have touched on the the ... logistical difficulty ... of a ghost casting Obtain Familiar - that ghosts can't cast spells and don't gain class features (etc.) of their hosts. However, let's look at the question from the other angle: what happens if creature A is inhabiting the body of creature B and casts Obtain Familiar while doing so? Maybe A ...


7

Sure. The spell tidal wave says: You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The spell makes no assumptions about being cast in the air, on the ground or even in the sea itself. The section of the rules on targets makes clear that targeted areas ...


1

Wall of Fire is opaque, so it blocks line of sight, but nothing there allows it to block line of effect (things can pass through it and attack through it; it does not provide total cover, see A Clear Path to the Target and Areas of Effect in spellcasting rules). An area-of-effect spell like Fireball cast on one side can therefore reach those on the other ...


8

Primal Savagery targets two creatures. Primal Savagery has a range of self, so you are one target, and it targets another creature, for a total of two targets. Since War Caster stipulates that the spell must target only one creature, Primal Savagery is ineligible. Primal Savagery isn’t better than other War Caster eligible cantrips, so just let it work. ...


0

Now with Druids having Healing word, as well as Cure light wounds, Good Berry should have some downside to eating multiples in a single sitting. When looking at a spell you should use the intent of the spell and apply discretion to it - this is definitely the case with good berry, and the phrase in the description "Provides enough nourishment to ...


0

It is an interesting low level control combination. In addition to the initial effects, as a DM I would probably compound the difficulty - assuming the pursuer made the web check but failed the grease check, momentum would have them falling and likely sliding further into the web. I would probably have required a second Web save in that instance for ...


21

In most cases, Fog Cloud is better than Darkness Fog Cloud is a very good spell, but there are some instances I will bring up why it isn't 'the best' compared to Darkness. Not every casting class gets Fog Cloud. Only Druid, Ranger, Sorcerer, Wizard, actually get access to Fog Cloud on their casting spell list. (It is a Domain spell for Tempest Domain ...


-2

DM discretion, but taken literally, the text explicitly says "The simulacrum lacks the ability to learn". That doesn't mean it can't follow orders, but it does imply it doesn't doesn't learn anything. A bit like a computer, perhaps. Under this interpretation, you could tell a simalcrum "go to that building, look in the window, then come back ...


12

Yes, the spell speak with animals does allow you to speak with animals, including a seagull. It doesn’t have any specific interaction with wild empathy or Handle Animal, but each of those can be used to make the seagull more friendly towards you and more inclined to help you. Exactly what it takes to get a seagull’s attention and willingness to honestly ...


9

Of course all characters that fail their save against the web are stuck in it. Once a character saves against the web, how hard is it to leave the area? A web is a 20-foot cube, and a grease is a 10-foot square, so we might get a situation like this: . . . . . . . . . . w w w w . . . . w G G w . . . . w G @ w . . . . w w w w . . . . . . . . . . so the ...


3

Yes, the healing applies to both creatures. Tether essence makes no creature type distinctions. Further, it makes no distinctions about the source of the healing. It only states: If hit points are restored to one of them, the same number of hit points are restored to the other one. So if we have a human and an undead linked by tether essence, any hitpoints ...


18

I make the cut where conventional learning stops and extraordinary abilities start. Any ruling is up to the DM, and this DM thinks it would be absurd if "learning" would extend to the inability of perception and recognition of colours, places where the simulacrum might walk where it has not seen, or the inability to follow commands because no one ...


5

No None of the things mentioned such as remembering people's names, remembering previous events, or learning tactics are attached to any skill check or ability. If you talked to someone, that person doesn't need to make a roll to remember you, as long as it was recently. Also, it can't be possible that the Simulacrum can't remember current information. If ...


1

The vortex can be between 5 and 30 feet wide The largest area of water the nereid can control is 30 feet wide, so this is the maximum size of vortex they can create. Note that the description of the whirlpool effect specifies that the top of the vortex can be "up to 50 feet wide at the top", which means the caster may choose to make the top of the ...


6

The aura will not be projected out of the gem, because Imprisonment spell text quite explicitly says nothing else can pass through This is a rule specific to being imprisoned in this particular way, so it takes precedence over hollyphant generally projecting its aura while alive. Here is a rules link and here is a QA about this rule. This QA discusses if ...


-1

Hummm... rune knight lvl 3 feral might... you become large. Huge at lvl 18. So with enlarge spell boom.


11

Yes, (at least RAI) it extends beyond those specific things. If it were limited to the things listed in the second part ("so it never increases its level or other abilities, nor can it regain expended spell slots"), they likely would not have included the first part ("The simulacrum lacks the ability to learn or become more powerful"). As ...


16

The operative word in the text is "so." This rule could be rephrased "The simulacrum lacks the ability to learn or become more powerful, therefore it never increases its level or other abilities, nor can it regain expended spell slots." The "so" indicates that the independent clause should be understood based on the context ...


18

It's really up to the DM In d&d 5e the rules say what they mean. A lot of us get into trouble when we start guessing at what the intent is. In this case there is a clearly defined definition The simulacrum lacks the ability to learn or become more powerful.... It seems clear that the intent is to prevent the Simulacrum from gaining abilities. The ...


-3

The simulacrum is a copy of the target at the time the spell was cast It will not improve (its tactics or languages) beyond what its original knew. It cannot get any abilities. I take that to include skills/proficiencies. Your GM could allow new information to be remembered but not used in new ways.


0

It depends on how the spell actually works, on which there is not a consensus Wall of Fire is poorly written and can be interpreted to mean that creatures on both sides of it take damage. However, everyone⚔ agrees that there is a side on which creatures are damaged, and a side on which they are not. At best, one can say that the spell can be interpreted to ...


3

Your body is dead Even though it’s still moving around. You killed your (humanoid) body - so it’s dead. The (undead) body is not yours.


10

The Target Still Has a Reaction and Bonus Action All creature can take an Action, Bonus Action, and Reaction each round. The Irresistible Dance spells does nothing to restrict the usage of the target's Bonus Action or Reaction. So the target of the spell could still casts a Quickened spell using their Bonus Action or make an Attack of Opportunity as a ...


5

Yes, "anything" means "any object or creature" just as it does in the rest of the Player's Handbook. The invisibility spell targets anything the target is wearing or carrying for as long as it is on the target’s person. The question many people ask is whether "anything" includes creatures. Based on the obvious interpretation of ...


2

Utterly undefined. Delaying effects is rare; I can’t actually think of any others beyond Mad Foam Rager that work so open-endedly. A crusader’s steely resolve delays damage by a round, but only damage, not entire effects. A few effects, such as a knight’s loyal beyond death and a frenzied berserker’s deathless frenzy, can delay death, but that is a very ...


5

Yes. Polymorph any object can give legs to a mermaid or turn a corpse full of daggers (an inanimate object) into a living treant; arming the otherwise armless is peanuts by comparison.


4

By default, polymorph spells cannot be used to mimic the appearance of a specific creature, as per the rules for transmutation (polymorph) spells: Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that ...


12

It's not overpowered, this is just its niche. First, keep spell level in mind. Animate Objects is a 5th-level spell. Comparing it directly to counterspell, dispel magic, or fireball, all 3rd-level spells, is already a lopsided comparison (and the specific spells make it worse, but I'll cover that later). Spells are also extremely situational. Even looking ...


-1

The spell should be cast, with lethargy happening but not interrupting it. The lethargy is explicitly defined as not allowing the player to move or take actions until after their next turn. Actions are explicitly defined in the PHB to the extent that we know an attack action and an attack are different things (e.g. Multiattack modifies the amount of attacks ...


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