dnd 5e – Are the spells learned from the “Touched” feats considered class spells when cast using spell slots?

The Fey Touched and Shadow Touched feats published in Tasha’s Cauldron of Everything each grant the use of two spells. Among other things, they say:

  1. You learn the (spells).
  2. You can cast each of these spells without expending a spell slot (once per long rest).
  3. You can also cast these spells using spell slots you have of the appropriate level.

The spellcasting ability for these spells is specific to the feat, so it may or may not be the same as the ability of a class that grants spell slots.

Casting classes all have their own quirks regulating their spellcasting features, but these shouldn’t be relevant to how the Touched feats’ spells are cast in #2 because that casting isn’t using a spellcasting feature. This is clear because even non-casting classes can cast the spells in this way, so only the generic spellcasting rules apply there.

(This is related to why racial feat spells can’t be cast with a focus, as discussed at If a spellcaster’s racial trait grants a spell that requires material components, can they use their class’ focus to cast that spell?)

However, things get more complicated when the feats’ spells are cast as described in #3, because the spell slots referenced there do come from a class spellcasting feature. In that case, does the caster simply use the spell slot as “fuel” and otherwise cast the spell exactly as it had been cast for #2? Or is this inherently different, with the caster actually using their class spellcasting feature and therefore having to follow all of its specific rules?

Furthermore, is the answer different depending on whether the specific Touched feat spell being cast is on the caster’s class’ spell list or not?

Potentially Related:

Does Magic Initiate allow the chosen spell to effectively be “always prepared” if the spell is on their spell list?

What makes a spell being cast considered to be a {class} spell?

Are spells learned from feats considered to be associated with your class?

dnd 5e – Can the Command spell be used to force someone to drink poison?

It’s up to the DM.

The important bit here in the command spell description is:

The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

If the affected creature discerns that the command is harmful to it, the spell fails. But how the creature interprets the command is up to the DM.

Command does not charm the target.

This is a reason this plan may not work. Command does not charm the target – they still understand you to be a foe. It seems reasonable that they would be suspicious of the liquid you offer to drink and may determine that it is directly harmful.

Because of this, I would rule that it wouldn’t work, but it would not be unreasonable to rule that it does work. Ask the DM.

After all, the spell description itself says it’s up to the DM:

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

dnd 5e – What counts as a sorcerer spell for the purposes of wild magic surge?

Wild Magic Surge:

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

What fulfills the requirements of a “sorcerer spell of 1st level or higher”?

A few options that I can think of for defining a “sorcerer spell”

Any spell that you’ve learned from Sorcerer and that you’re casting through the Spellcasting feature.

This is my idea of the default answer. A sorcerer spell is a spell you’ve learned as a sorcerer and are casting as a sorcerer.

Any spell that you’ve learned from Sorcerer

This is also reasonable. But it opens the door to casting spells through magic items, such as Cape of the Mountebank, triggering wild magic surges.

Any spell on the Sorcerer spell list.

Still reasonable. This would mean that learning the spell Hold Person through Bard’s learned spells and casting it could trigger a wild magic surge, as it’s a spell that’s both on the Bard’s spell list and the Sorcerer’s.

dnd 5e – Can a chain of simulacra casting a spell make it permanent?

This is a weird question.
It has been established that a caster could cast Simulacrum on themselves to make a simulacra, then the simulacra can cast Simulacrum on the caster to make a second simulacra of the caster, and son on. Let’s call this a chain of simulacra.

Certain spells can be made permanent by casting them on the same place daily or weekly for a set period of time, such as a month or year. These spells include Mordenkainen’s Private sanctum, druid grove, forbiddance, guards and wards, temple of the gods and mighty fortress.

I am not certain of the wording on these, but could a chain of simulacra make any of these permanent?

dnd 5e – Does triggering an effect of a spell count as casting a spell?

Casting a spell uses the ‘Cast a Spell’ action.

From the section ‘Actions in Combat’:

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise.

Cast a Spell
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

You are casting a spell only when you take the Cast a Spell action. The actions described in those particular spell descriptions are not the Cast a Spell action, rather they are “an action you gained form a special feature”.

Counterspell does not work here.

Counterspell‘s trigger says:

which you take when you see a creature within 60 feet of you casting a spell.

Since the actions mentioned in these spell descriptions are not “casting a spell”, counterspell cannot be used.

Mage Slayer does not work here.

Similar reasoning as counterspell. The first point of Mage Slayer says:

When a creature within 5 feet of you casts a spell

dnd 5e – Can an Armorer Artificer wearing Guardian-model Arcane Armor cast a somatic spell without holding tools or having the Warcaster feat?

The Guardian model described in the Arcane Armor feature of the Armorer Artificer includes “Thunder Gauntlets”:

Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it…

If the Artificer holds tools for a material component of a spell, the description above doesn’t apply. However, if the armor itself is used as the focus (assuming it’s an Infused Item), the Artificer is effectively holding a weapon in each hand.

To deal with this, must the Artificer have taken the Warcaster feat (to allow performing the somatic component of a spell while holding a weapon)? Or can the Thunder Gauntlets be considered “sheathed” when not attacking with them?

(Note: All Artificer spellcasting requires a material component, so performing a somatic-only spell is not an concern.)

dnd 5e – Can you change a recently deceased familiar’s form when recasting the Find Familiar spell?

One of my players is playing a wizard who knows the find familiar spell. Last session, they had to deal with some hags. While they were scouting a manor, one of the hags attacked his familiar and killed it.

I have a problem with this part of the wording of the find familiar spell:

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

Can its form be changed when the spell is cast again? Or does he have to cast the spell once to get the familiar back, and then cast it again to change its shape?

I am quite unsure about the wording of the spell, because to me, it seems like when you recast this spell you get the same familiar as you had previously.

dnd 3.5e – Where does it say that a warlock can stack empower and maximize spell like abilities in single round without effecting caster level?

Complete Arcane, page 81. I’d give some more details to show that the Warlock is allowed to do this, but the description of Maximize Spell-Like Ability does the work for me – it uses the Warlock as an example:

For example, a 10th-level warlock’s maximized eldritch blast deals 36 points of damage three times per day.

and it also covers Empowering:

An empowered maximized spell-like ability gains the benefit of each feat separately (getting the maximum result plus one-half the normally rolled result).

As for why this doesn’t affect caster level. It doesn’t because it doesn’t say that it does.

dnd 5e – Can the Detect Magic spell detect prepared spells or spellcasters?

The Sage Advice Compendium addresses a related question:

Is the breath weapon of a dragon magical?

If you cast antimagic field, don armor of invulnerability, or use another feature of the game that protects against magical or non-magical effects, you might ask yourself, “Will this protect me against a dragon’s breath?” The breath weapon of a typical dragon isn’t considered magical, so antimagic field won’t help you but armor of invulnerability will.

You might be thinking, “Dragons seem pretty magical to me.” And yes, they are extraordinary! Their description even says they’re magical. But our game makes a distinction between two types of magic:

  • the background magic that is part of the D&D multiverse’s physics and
    the physiology of many D&D creatures
  • the concentrated magical energy that is contained in a magic item or
    channeled to create a spell or other focused magical effect

In D&D, the first type of magic is part of nature. It is no more dispellable than the wind. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to that second type. Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:

  • Is it a magic item?
  • Is it a spell? Or does it let you create the effects of a spell that’s
    mentioned in its description?
  • Is it a spell attack?
  • Is it fueled by the use of spell slots?
  • Does its description say it’s magical?

If your answer to any of those questions is yes, the feature is magical.

Let’s look at a white dragon’s Cold Breath and ask ourselves those questions. First, Cold Breath isn’t a magic item. Second, its description mentions no spell. Third, it’s not a spell attack. Fourth, the word “magical” appears nowhere in its description. Our conclusion: Cold Breath is not considered a magical game effect, even though we know that dragons are amazing, supernatural beings.

Detect magic, like other game mechanics, operates by this same logic with regard to what is considered magical. The spellcasting abilities of creatures (innate or otherwise) are considered “the background magic that is part of (…) the physiology of many D&D creatures”. Detect magic is designed to detect magical effects, not the background magic that suffuses creatures or the universe.

Chris Perkins confirms this sort of interpretation here:

Can detect magic detect magic potential of spellcasters even if they’re not actively casting a spell?

It’s not a wizard detector, if that’s what you mean.

Given that the question he’s responding to asks about spellcasters in general, it seems clear that his response is not specific to wizards – he’s suggesting that the spell doesn’t automatically detect spellcasters simply due to their magical abilities.

dnd 5e – How does Detect Magic spell see a Warlock’s use of Devil’s Sight invocation?

I assume Eldritch Invocations are detected as magic, because they are magic:

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

And Detect Magic spell detects magic like this:

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

What does Detect Magic reveal about a visible warlock with Devil’s Sight?

I guess there are two cases: the warlock actually “seeing normally in darkness” with the invocation benefit active, and the warlock being in bright light and invocation not doing anything. Let’s leave the murky details of Devil’s sight interaction with dim light and the warlock having or not having darkvision out of scope.