dnd 5e – Can a wizard copy a spell into his spellbook that is not high enough to cast him?

Can a wizard in 5e D & D spot a spell and copy it into his spellbook, which is not high enough to cast him? If they found the book of a dead archmage or stole that of their own master before fleeing into the night, could a 5th-level magician copy the 9th-level spells into their own? Obviously he does not have the spells slots to make it work, but it's not easy to stick to the book for years. a whole career waiting to receive those vaunted magic slots.

All I find is a money request and a time requirement; It does not even seem like every spellbook has a limited amount of space. I would like to think no, since these advanced spells are currently beyond his knowledge, but I do not know if there is an official answer. Would he be able to find out what these higher spells are? Could he copy her into his book with the money and time?

It seems like in the Water Deep: Dragon Robbery Adventures, YOU MAY find the book of a certain archmage, steal it, copy it and finally pass it on to an interested party without prejudice; Basically, it is already valuable to get twice that value. Thank you so much!

dnd 5e – Can you move the Hunter's Mark spell the same time the affected creature dies?

The Hunter brand The description of the spell is:

You select a creature that you can see within range, and mystically mark it as your quarry. Until the end of the spell, if you hit it with a weapon attack, you will inflict additional damage to the target 1W6, and you will benefit from any verification of wisdom (perception) or wisdom (survival) you make to find it , If the target drops to 0 hit points before the end of this spell, you can use a bonus action on a later turn to mark a new creature.

Specifically, the quoted sentence "a subsequent round of yours" means "a subsequent round after the one you initially cast the spell on". If the creature you have tagged dies, you can target a new creature each turn, as long as you concentrate on casting the spell.

The reason why "in a next round of yours" is to make it clear that you can not cast the spell to kill a creature with your weapon attack as an action and then move it to a new target in the same turn.

However, this is pretty much superfluous as you will only have one bonus action per turn anyway. Once you cast the spell, you will no longer have a bonus action that will allow you to move it to a new target until you still get another round. I suppose the designers just wanted to make it clear that the bonus action you use to cast the spell can not be the same as moving the mark to a new creature.

dnd 5e – When do items take damage when in the spa water option of the control water spell?

The Check water The spell lets you create a whirlpool that contains the description below:

[…] When an object enters the vortex for the first time each round, the object suffers 2W8 club damage. This damage occurs every turn he stays in the vortex.

I understand that an object will be damaged every turn it enters the vortex, even if it does so several times in a single turn. But when exactly is "every round"; When does the recurring damage come for stay in the vortex actually happen; When does an object in a hot tub actually suffer 2W8 stick damage?

Note that these items would be damaged if instead they said "every turn" several Times per round. I doubt that some of the unusual phrases here are due to the fact that objects do not even have their own phrases, so they could not have used the phrases they normally use for creatures.

dnd 5e – Spell Feedback: Death themed spells for a Bladesinger

The first impression of these spells as a whole is that they are a good start and fit the theme you are interested in. That is, I think there are a few points worth mentioning. Let's go over every single spell in detail.

Death Walker

This is basically a situation triggered version of misty stepThis is a second level spell. But yours is a reaction instead of a bonus action and brings a surge of damage. It is also similar to the sixth level of the monk Way of Shadow Shadowstep How is it a limited teleport?

In terms of strength, I think this spell is fine if you lean slightly to the more powerful side for a first-level spell. But given the limitations, it would probably be too weak on the second level.

A possible useful exploit would be if someone was able to pour revive If you took this spell, an instant teleport to the side of a fallen ally could be useful, but no game interruption.

Let the dying go

This spell is a bit overwhelmed, especially during upcasting. The damage percentage is okay, as damage from the same source can not be stacked, and it's pretty cool to trigger extra damage each time someone dies nearby. The broken part is the unfocused, unlimited continuous healing.

With this spell, you could hit a bunch of enemies and cast spells fireball centered on yourself, assuming you kill at least a few of them what you want to win Hitpoints of it. This is clearly an overpowering combination.

The next saying I could find is Vampiric touch A third level spell that only takes 1 minute to complete and requires concentration. I would consider rewriting this saying with this as a starting point, at least with the reduced duration.

Disturbing magic

This is a nice saying, but it requires a little work. I think it would be reasonably balanced with a few improvements.

  • First, I think you need to save against the effects of the spell. A melee attack is much easier than destroying a powerful enemy. If you make an attack roll and do not save until the end of your turn, this effect is almost automatically successful and extremely effective.

    By preventing spells until the end of their turn, they can not cast a spell over what your party is doing, or what is probably their best skill for a full turn. A single roll of this effect gives your group 2 rounds to attack the enemy with no chance of it bouncing back.

  • Second, simplify the mechanics. Currently, this spell triggers multiple throws per turn. an attack roll, a concentration test for the spell effect, a concentration check for the damage taken, and then the spell at the end of your turn. A single Save per turn and clearer effects would be an improvement.

  • Third, it's a bit too weak to call this melee Disperse magic, I suppose the car hit was a compromise, but I think it's too complex and would only give it an area instead. 30, 60 or even 120ft to match Disperse magic would be fine.

  • Finally, add a duration. You have failed to specify a duration, but I would suggest that 1 minute would be balanced, though it is unlikely that the spell will ever last the entire duration.

With these changes, the spell would look something like this:

Disturbing magic

Level 3: Forgive, 1 Action

Duration: 1 minute

Range: 120ft

You are sending out a wave of psychic dissonance to a creature that you can see within easy reach. The target must perform an intelligence rescue. In the case of a failed save, target 2W8 suffers mental damage, its concentration (if concentrated) is disrupted and it can not cast spells for the duration. If successfully saved, the target suffers half of the damage and is otherwise untouched. You can repeat this action at the end of each turn. If successful, the spell ends.

This version is still not perfect and probably needs more balance optimizations to get it right, but it's a lot easier while achieving the same effects.

One last word

A note that can apply to any of these spells and your entire topic in general. Spells and abilities that benefit from death, especially those like Let the dying go can quickly turn the tide of battles and lead to death spirals. When used by a PC this is not terrible and may even be desirable at times, but if a DM intends to use spells like this against the players, they should be careful with TPKs.

Watch out for these spells, which play down a few bouts during your play test, and make adjustments if necessary. Even individually balanced spells can get out of hand when a player cleverly combines them.

dnd 5e – Can a player with the Ethereal spell travel to Feywild?

I've read and read the Planar Travel section (p.301 in the PHB),

essential Enables adventurers to enter the Etheric Plane and travel from there to any of the planes that touch them – the Showfell, the Feywild, or the Elemental Plains.

This is pretty clear that the aetheriness spell can be used for planar travel. The saying is:

When the spell ends, you immediately return to the level from where you came from where you are.

I would continue with the description in the spell when the spell ends, but I was curious as to whether there are portals in the etheric plane that could lead to any of those levels, much like the astral plane.

dnd 3.5e – What power / spell / skill will let you know if you violate a vow / rule of your god as a free act?

I build a D & D 3.5e clergyman in the monastery with a vow of poverty and the vow of peace. In the last two weeks, I've come across a character ability (an ability, a talent, a spell, an alternate class function, a domain skill, or something else) that had the following wording:

as a free act, you can consult your intuition and know if something is in tune with your God's will (or make a vow, I'm not sure what the benefit is)

I explicitly recall that this was a free action that allowed you to check the status of a contemplated action. But I spent 3 hours searching through the book of sublime deeds, the player's manual, and Google, and can not find it.

Character Creation – What 3.5e power / spell / ability does you know if you are breaking a vow / the rules of your god as a free action?

I build a D & D 3.5e clergyman in the monastery with a vow of poverty and the vow of peace. In the last two weeks, I've come across a character ability (an ability, a talent, a spell, an alternate class function, a domain skill, or something else) that had the following wording:

as a free act, you can consult your intuition and know if something is in tune with your God's will (or make a vow, I'm not sure what the benefit is)

I explicitly recall that this was a free action that allowed you to check the status of a contemplated action. But I spent 3 hours searching through the book of sublime deeds, the player's manual, and Google, and can not find it.

pathfinder 2e – Does the casting of a spell trigger a casual attack?

The triggering of a spell does not trigger attacks of opportunity.

A spell is not in itself a manipulation action (it does not have the manipulation function), it is not by nature a ranged attack, it is not a movement action (it does not have the movement function) and therefore does not provoke attacks of opportunity itself.

But components can change that

Components add the following properties to the Spell Activity:

  • Material (manipulate)
  • Somatic (manipulate)
  • Verbal (concentrate)
  • Focus (manipulate)

If a spell requires one or more of the material, somatic, or focus components, the spell activity gains the tampering feature. If you receive the tampering feature, Attack of Opportunity is triggered. Note that this means that spells that require only no or only verbal components do not fulfill the trigger.

All information is taken from the section on spells, CRB 302, which contains a subsection with more information on the requirements of spell components.

Also note that a hit during spell activity will not cause you to lose or even save the spell. However, Attack of Opportunity interrupts the action (and forces you to lose the spell) if it hits critically. Other similar mechanics may or may not have similar clauses – Ranger's Disrupt Prey interrupts the action on a critical hit like Attack of Opportunity, but Lesser Death's Lurking Death reaction interrupts the action if it strikes.

dnd 5e – Can I permanently banish a devil with the exile spell from one level of hell to another?

The Nine Hells are indeed considered one level. It is even possible to travel between the different levels of the hells without planar travel / magic (see these questions and answers).

In the DMG, Chapter 2: Creating a Multiverse, subtitles "Outer Planes," pp. 64-66, the nine hells are described. The description strongly implies how it is described:

The Nine Hells have nine layers. (…) To reach the deepest level of the Nine Hells, one has to go through all eight layers above it. The quickest way to do this is the river Styx, which falls deeper and deeper flows from one layer to the next.

However, if we look at the Optional Rule: The Omnipresent Evil, it says:

The evil penetrates the Nine Hells, and the visitors of this plane feel its influence. Taken at the end of every long break this planeA visitor who is not evil must make a litter that saves DC 10 wisdom. Failure to rescue will change the creature's alignment to legitimate evil. The change becomes permanent if the creature does not leave The plane within 1W4 days. Otherwise, the creature's orientation will return to normal after one day another plane than the Nine Hells.

The Nine Hells are referred to as a plane, a singular, not a collection of planes. This last part is particularly clear: "an airplane except the Nine hells. "From this, we can safely conclude that the Nine Hells are a nine-layer plane, not nine planes or connected half-planes or the like.

So yes, casting exile On a devil in the Nine Hells, the Devil would be banished to a harmless peninsula, not to another plane (that is, to another layer of the Nine Hells).