dnd 3.5e – Is a concentration check required for each of my following spells if I buff myself with Mage Armor

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 interrupt turn 2’s casting of the magic missile spell.

That is, when a wizard finishes casting the mage armor spell, the wizard is, indeed, affected by the mage armor spell, but on the wizard’s next turn that same now-ongoing and already-been-cast mage armor spell doesn’t interrupt the wizard’s casting of another spell. Getting a new spell on him in the middle of casting the magic missile spell would be a concern because then that’s an interruption, but no interruption is typically caused by the spells that are already present on the caster.

For instance, if the mage armor spell were cast on the wizard at the same time as the wizard was casting a magic missile spell then a Concentration skill check (DC = the mage armor spell’s saving throw DC) would be required. (Doing this typically requires the caster of the mage armor spell to ready an action.)

The Concentration subsection Spells is telling casters that it’s not only weapon damage and the environment that can interrupt casting spells but also that spells can interrupt the casting spells, too.

dungeons and dragons – In Forgotten Realms lore, can gods use spells above 9th level?

According to the AD&D book, Secrets of the Magister, 10th level spells are still possible

In the Forbidden Magic section of the Magisterial Magic chapter of the AD&D book * Secrets of the Magister* (published in 2000):

After the Folly of Karsus (…) , the newly ascended Mystra stripped mortals of the ability to handle specific 10th level spells.

(…)

History incorrectly records this as changing humans to make the use of such magic beyond their grasp, or changing the nature of magic to make spells of greater than 9th level unintelligible to humans, because that is what the goddess wanted mortals to believe(…).

It is possible, in the realms today, to research True Dweomers, and even new 9th level spells to achieve specific, severely limited ends that resemble parts of what a 10th level spell could achieve. (…)

(…)

The information related in this section is largely secret, but the points about the possibility of researching powerful magic, and the restrictions on the casting of found 10th level spells, will be slowly and partially shared (through visions shared by Mystra) to any player character who prays to Azuth, Mystra, Oghma, or Savras for answers on this topic – or by high ranking clergy of Azuth, Mystra or Savras who are directly asked about such things by any mage (such is Mystra’s commandment).

There are pretty severe restrictions on mortals attempting to cast found 10th level spells which I’m not going to reproduce here, but those restrictions apply only to those specific banned forms of the spells that existed at the time of the ban.

Since it is possible for mages “today” to research (and cast) True Dweomers, it follows that it is possible for gods to do the same.

It is unclear of whether or not Mystra would be able to place restrictions on the magics other gods can effect.


Note: it is unclear whose voice this book is written in (many of the books written have an in universe voice as the writer), it was written by Ed Greenwood (creator of the Forgotten Realms). As such, unless directly contradicted by a later source, I believe this to be the authoritative lore on 10th level spells as they pertain to the Forgotten Realms.

dnd 5e – How can my Bladesinger Wizard ensure that their spells cannot be avoided?

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 reinforce that.

Strength & Dexterity Saves

Failure on either of these saves can be guaranteed by imposing any of the following conditions on the target: Paralyzed, Petrified, & Stunned.

Of those three, the most available to you as a Wizard is either Paralyzed or Petrified. Paralyzed is best accessible to you via the Hold Person and Hold Monster spells, both of which can be upcast to target additional creatures. As a 2nd or 5th level spell, respectively, you can attempt casting it multiple times in a day.

Flesh to Stone is the best means to access the Petrify effect, but as a 6th level spell it’s probably much less useful to you. Furthermore, once you petrify the target it’s really not necessary to do anything additional.

Constitution, Intelligence, Wisdom, and Charisma Saves

There is no way to force a creature to fail these saves besides NathanS’s answer. But there are several things that you can do to set the stage with the team you have available (which I suspect is by design).

Your Grave Domain Cleric can impose a 1d4 penalty on an opponent’s save by using the Bane spell. Given that success on a non-proficient save is often by only a point or two (even with advantage) this is big deal.

You or the party Warlock (if they took the appropriate invocation) can cast Bestow Curse on the target to force Disadvantage on saves with the preferred ability score.

Use Spells That Don’t Allow Saves

Since you’re in the realm of 6th level spells and up, there are a few spells you have available which don’t grant saves at your disposal.

Use Spells That Give You Lots of Chances (or rely on attack rolls)

It is way easier to up your odds of hitting the opponent by finding situations to give yourself advantage on attack rolls. Also, if one spell gives you multiple opportunities to inflict severe conditions on an enemy, then they’re very useful. Consider the following:

dnd 5e – What is the maximum number of known spells (that can be cast with spell slots and use Charisma) a character can have?

In my attempt to answer this, I’ve come up with the following:

  • A character with no more than 18 in Charisma; race is irrelevant;
  • Classes include Bard 7, Warlock 2, Sorcerer 11;
  • Feats include Magic Initiate, Fey Touched and Shadow Touched (the latter two are from this Unearthed Arcana, pdf);

The build is:

  • From 11 levels in Sorcerer, we get 12 spells known;
  • From 7 levels in Bard, we get 10 spells known;
  • From 2 levels in Warlock, we get 3 spell known;

That’s a total of 25 so far.

  • The Magic Initiate feat (assuming we pick one of the above classes) gives us an extra spell known, which according to Sage Advice (pages 3-4), can be cast with spell slots, so it counts and doesn’t violate the question’s restrictions;
  • The Fey Touched feat (assuming we pick Charisma as our +1) gives us two extra spells known, one of which must be misty step and the other one must be from the divination or enchantment schools;
  • The Shadow Touched feat (assuming we pick Charisma as our +1) gives us two extra spells known, one of which must be darkness and the other one must be from the illusion or necromancy schools;

That’s a total of 30 spells known. Also note that, if we had Charisma 18, these last two feats would see us to Charisma 20.

It could be higher if we include Eldritch Invocations, but since we can’t cast those with spell slots, they don’t meet one of the question’s requirements about being vast via spell slots, so we cannot include Armor of Shadows, Beast Speech, etc. Ritual casting via Pact of the Tome is also excluded for the same reason.

NB: I also get 13 cantrips out of this (6 from Sorcerer, 3 from Bard, 2 from Warlock, 2 from Magic Initiate)


Of course, this build restricts us to only having access to 6th level spells. If we sacrificed a few levels of bard for a few more levels in sorcerer, so now we are a Bard 1/Warlock 2/Sorcerer 17, we would only have 27 spells known (assuming the same feats as above), but with access to 9th level spells.

dnd 5e – Is there a way to bypass the somatic components of spells?

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 handless character is probably monk, since monks fight with unarmed strikes and unarmed strikes can be kicks.

dnd 5e – If I twinned spell cast Glyph of Warding as a spell glyph, can I store two different spells, or does it need to be the same one?

I have a sorcerer wizard. He wants to use twinned spell metamagic to cast glyph of warding as a spell glygh, twice on two different surfaces.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph.

Can he cast two different spells to be stored in the spell glyph, or would it be the same spell twice?

dnd 5e – How do I search DnD Beyond for spells that force movement

You have a couple of approaches available, neither is perfect, but should help find them:

D&D Beyond adds some metadata to the spells it lists, including spell tags. Forced movement falls under Control, but does a couple of other things (such as preventing movement, etc.). Do note that D&D Beyond’s tagging isn’t perfect; eg. gravity fissure doesn’t have the Control tag, and encode thoughts is tagged as a Wizard spell. You can use this in combination with the other features of the spell listing, such as classes, schools, and levels.

For searching through the spell description text, you can use D&D Beyond’s general search (found in the top bar) and filter only to spells (click on the big spells icon). Example for “pulled” here. The search is fairly simple, but works well for keywords which aren’t too common. You’d need a separate search for each keyword, and this method won’t catch spells which has this effect without using a wording you expected. Note that it’s limited to 35 results, so if more than 35 spells contain the word you searched for, you won’t find all of them.

spells – Do I need to have the “deity” class feature to cast Spiritual Weapon?

In Pathfinder 2, the spell Spiritual Weapon (https://2e.aonprd.com/Spells.aspx?ID=306) has, as a requirement, “you have a deity”.

What does it mean exactly?
My guesses (from the most to the least likely imho)

  • You need the “deity” class feature (that you get as a cleric)

  • You need to be a follower of a specific deity

  • You need to be the owner of a deity (ok, this one is so unlikely that I only put it here for the joke)

pathfinder 1e – If a fear-immune creature’s immunity is removed by a Draconic Malice spell and it becomes panicked, what happens when it leaves the spell’s aura?

If I have an active Draconic Malice spell taking away the fear immunity of all creatures around me, and say I inflict the Panicked condition for 20 rounds on a paladin in my aura. The paladin then turns tail and runs.

What happens to that condition when the creature leaves that aura?

  • Is the condition cured entirely? Or just suppressed?
  • If they are mindless (vermin), will they take one step away, then
    turn back and re-engage next turn?
  • If it just suppressed, will they instantly become panicked again when
    re-entering my aura?

dnd 5e – What spells or magic items are available to detect lies?

Zone of Truth

The canonical answer is going to be zone of truth:

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Clever questioning under zone of truth can lead to the target avoiding answers, which can inform you what is truth and what is lie.

Detect Thoughts

You could also give it a go with detect thoughts:

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

There is a lot more to the spell description, but this particular quote can give you an idea of how useful it could be for detecting truth and lie.

True Polymorph/Shapechange

We can use true polymorph to transform into a drow inquisitor (CR 14) which has the ability discern lie:

The drow knows when she hears a creature speak a lie in a language she knows.

This one is possibly the most reliable on the list, but has the obvious drawback of requiring a 9th level spell. The drow inquisitor’s ability just works.

Planetars also make suitable options for true polymorph with their divine awareness ability:

The planetar knows if it hears a lie.

Additionally, the planetar is a suitable choice for the spell shapechange, but the drow inquisitor is not.

Ring of Truth Telling

There is also the ring of truth telling:

While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

It doesn’t confirm when someone is lying, but it helps for the insight check.

Truth Serum

There is also the truth serum which replicated the zone of truth spell:

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.

Note, a creature must drink the entire dose, which may require some deception.

Grovelthrash

There is a sentient magic war hammer from Explorer’s Guide to Wildemount called Grovelthrash which has this ability:

While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.

Not a sure thing, works like ring of truth telling.

Honorable Mention: Ear for deceit.

The inquisitive rogue has an ability called Ear for Deceit:

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Honorable Mention: Mantle of Whispers

A more roundabout and violent way of determining if a humanoid was telling the truth is the college of whispers bard ability Mantle of Whispers:

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest. (…)

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

This method requires you to kill a humanoid to learn information, so will often not be a great method. But it works in a pinch.

Honorable Mention: Philter of Love

It might be a long shot, but if you could get a target to fall in love with you with the philter of love, they may be more likely to tell the truth to you.