spells – Mythic Racial Ability

By RAW, a Devil with See In Darkness (Su), who also has levels in a mythic class, still seems to be hindered by a mythic darkness spell.
Is there a way to boost a racial ability, such as See In Darkness (Su), to mythic level?

Above is a specific example, but the question would apply to abilities in general; race, class, etc, and whether they can be boosted to counter mythic variants of what they would normally counter. It seems like there should be a way…

spells – Can someone see with devilsight inside a fog cloud within a sphere of darkness cast inside?

Basically what happened in a session is we had the party come up against a group of Bugbears who attacked the party in an ambush. In a moment of haste the party’s warlock cast Fog Cloud to help obscure against the bugbears to try and cause an even ground for the fight. At the same time to give their team an edge the Warlock cast Darkness on one of their ally’s blades so that they could see within the darkness and give at least two of the members who had devilsight advantage in the fight.

So my question is this, if someone cast Fog Cloud and then another cast Darkness within the cloud, does the darkness basically remove any trace of the fog within or does the people with Devilsight see nothing but the fog within the darkness?

spells – Can I disintegrate my enemy’s weapons?

Our party is planning to fight a powerful demon with dual-wielded vorpal weapons (I only have limited knowledge of its stat block, so no spoilers please). Those weapons terrify me. We’re planning ways to get through this fight with a minimal risk of decapitation. This enemy, as a powerful demon, is also expected to have sky-high saving throws and spell resistance, so most of my sorcerer spells won’t be too effective against it.

One strategy I am considering is to deprive it of its weapons. Of the spells I have, disintegrate looks like the best bet. If I hit an object and it fails its saving throw, the object is instantly destroyed. As an attended item, the object would receive its wielder’s saves, so it will probably pass the save, but the 5d6 (average 21) damage on a successful save is probably enough to destroy or severely damage the object anyway (see weapon hit points).

I want to disintegrate my foe’s weapons. But there is something I am unclear on.

  • Can I even target the weapon? If so, what would I roll to hit the weapon? The Armour Class for objects seems to assume an unattended object, and isn’t the touch AC anyway. The sunder combat manoeuvre, usually used for destroying attended objects, is for melee weapon attacks, not ranged spell attacks.

(I also want to know whether the weapon benefits from its wielder’s spell resistance, as if it does it makes this strategy less effective, but that is a separate question.)

If answers boil down to “ask the GM”, please provide suggestions which I might pass on to the GM.

spells – Repercussions of creating Simulacra of Couatl, Astral Deva, or Dimensional Shambler

Suppose a character gets their hands on a wand of Simulacrum with only a single charge left. This character is wise enough to visit a library before using it so they know the full effects of the spell and the relevant errata/discussions about the design that will affect how the DM will interpret the effects (read: the player has talked with the DM). They have also gathered enough help and bonuses that they are confident they can use the wand successfully.

Rather than pursuing something grandiose such as infinite wishes from duplicating Solars or something else, this character wants reliable, free plane shift, so he is planning on creating a simulacrum of a Couatl, Astral Deva, or Dimensional Shambler. The mechanics of the plane shift spell-like-ability (such as its inaccuracy) are not important here. Rather the important question is, are there are there any consequences this character will face, either in the rules or general lore of the game, to prevent him from making such a “pet” and using its SLAs whenever he wants? Assuming the DM isn’t interested in completely shutting-down the possibility, is there anything I’m not thinking of that would make this unwise?

spells – What abilities does a similacrum of a summoned creature possess?

I was trying to work out the effects of creating a similacrum based on a summoned creature. I had a few questions that I could not resolve.

First and foremost was if the abilities of the similacrum mimic those of the restricted summoned version, or if the similacrum gets the abilities of a normal creature of that type. For example, many creatures can summon other creatures or teleport at will, but summoned versions cannot due to limitations impressed by summoning spell mechanics.

My other questions regarded if the similacrum creature would be considered a summoned creature itself. Would it be vulnerable to anti-summon spells? Would it have a duration based on its source creature’s summoning spell? Would it reform on the source creature’s home plane if destroyed?

dnd 5e – Which spells are considered on the sorcerer spell list for an Aberrant Mind / Clockwork Soul sorcerer?

Some magical items, such as scrolls, work only if a given spell is on the caster’s spell list. For example:

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any Material Components. Otherwise, the scroll is unintelligible.

The Aberrant Mind Sorcerer and Clockwork Soul Sorcerer have access to additional spells not on the Sorcerer’s spell list:

You learn additional spells when you reach certain levels in this class, as shown on the Psionic [Clockwork] Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Additionally, it is possible to swap these spells at level up:

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with
another spell of the same level. The new spell must be a divination or an enchantment [abjuration or a transmutation] spell from the sorcerer, warlock, or wizard spell list.

Do the additional spells from the Psionic/Clockwork spell tables count as being on the Aberrant Mind / Clockwork Soul sorcerer’s spell list?

What about the spells that can be obtained by swapping the Psionic/Clockwork spells out?

spells – Pathfinder 1 – How does oracle’s burden interact with the god-meddled curse?

Oracle’s Burden makes

The target creature suffers all the hindrances and none of the benefits of your oracle’s curse class feature.

The God-Meddled Curse does

Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn.

Basically you have a table of good and bad things that can happen to you when you are targeted by a divine spell, such as being blind for a round or getting your caster level increased for a round, with some of them being “grey”, like being affected by reduce/enlarge person.

How would Oracle’s Burden work when you have this Curse?

spells – How would a Warlock use/cast Healing Elixir?

I play a Celestial Warlock in a campaign we just started, who took Healing Elixir as one of his first spells to support our party. I plan to expand into Divine Soul Sorcerer later. My build would be 14-ish levels in Warlock and the rest in Sorcerer.

So we participated in our first major battle against a bandit raid while we protected a caravan, after which I tried to cast Healing Elixir. My GM asked me if I have any Alchemist’s Supplies on me, to which I reply “no,” but I have my focus which replaces any material components that spells don’t specify with a gold cost.

His rebuttal is that since Alchemist’s Supplies themselves have a cost, I still need to have them, but the spell doesn’t state their cost in the spell description.

I’m kind of at a loss about how I should respond to this or whether I am behaving overly concerned.

We are only a level 2 party verging on level 3 now, so should I just scrap it entirely?

dnd 5e – If spiritual weapon allowed you to use spells with it would it be broken? Yes, but if I put this limit on it would it still be?

I am toiling with a spiritual weapon-based subclass homebrew idea. In the base game, the way you would use spiritual weapon would be alongside a cantrip or weapon attack. This is because you can’t use 2 spells in the same turn in the base D&D ruleset.

First to describe it in full: at the third level, you would gain the ability to use a spiritual weapon with other spells with a limit on what spells you could use.

Essentially, the homebrew would be a cleric that could be able to use spells with spiritual weapon. I’ve been doing the numbers comparing it to other clerics and the damage seems strong even if you limit the spell slots usable when attacking with it to using spells up to half the cleric spell slot level you used to cast it rounded up. Only being able to use 5th level spells like flame strike would be the strongest option. At level 20 The damage with a 9th level spiritual weapon and a flame strike would be 4d6 fire damage, 4d6 radiant damage, and 8d8 radiant damage. In total that would be 112 damage assuming you got the highest possible roll. Even at level 20, this is a high amount of damage, especially for a cleric but I don’t think there is a way to increase that. A paladin power gaming super hard can do around 200 damage. Any other cleric can do 70 damage with firestorm. Most spellcasting classes can do 240 damage with meteor storm alone. Of course, this is at extremely high levels.

At low levels, it has reasonably higher damage than most classes but still does less damage than a war cleric or any other character with the Great Weapon Master feat alone. I’m thinking at most levels, except when you get 9th level spells, it should be fine. Clerics don’t really gain higher damaging spells past 5th level so it’s hard making the damage comparable. They gain more utility instead.

I’m thinking if I stray away from stronger subclass spells it should be fine. What do you think? I’m also considering that someone has already thought of and made this idea but I don’t know of any cleric class that does this in homebrew. Of course, it can’t be stronger than the peace domain so it’s probably fine.

Now in hindsight, I realized that a cleric can do more damage with toll the dead and spiritual weapon at level 17. They can in fact do 112 damage exactly. This makes the highest possible damages more comparable but flame strike is an area spell so it can do more overall damage but so can something like sunburst with that logic. It would also consume fewer resources.

I’m essentially asking for any thoughts on if this is too strong. Also, remember that the built-in limit is you can only do this with cleric spells off your cleric spell list. So no divine soul sorcerer tomfoolery.

dnd 5e – If spiritual weapon allowed you to use spells with it would it be broken? Yes, but if I put this limit on it would it still be?

I am toiling with a spiritual weapon-based subclass homebrew idea. In the base game, the way you would use spiritual weapon would be alongside a cantrip or weapon attack. This is because you can’t use 2 spells in the same turn in the base D&D ruleset.

First to describe it in full: at the third level, you would gain the ability to use a spiritual weapon with other spells with a limit on what spells you could use.

Essentially, the homebrew would be a cleric that could be able to use spells with spiritual weapon. I’ve been doing the numbers comparing it to other clerics and the damage seems strong even if you limit the spell slots usable when attacking with it to using spells up to half the cleric spell slot level you used to cast it rounded up. Only being able to use 5th level spells like flame strike would be the strongest option. At level 20 The damage with a 9th level spiritual weapon and a flame strike would be 4d6 fire damage, 4d6 radiant damage, and 8d8 radiant damage. In total that would be 112 damage assuming you got the highest possible roll. Even at level 20, this is a high amount of damage, especially for a cleric but I don’t think there is a way to increase that. A paladin power gaming super hard can do around 200 damage. Any other cleric can do 70 damage with firestorm. Most spellcasting classes can do 240 damage with meteor storm alone. Of course, this is at extremely high levels.

At low levels, it has reasonably higher damage than most classes but still does less damage than a war cleric or any other character with the Great Weapon Master feat alone. I’m thinking at most levels, except when you get 9th level spells, it should be fine. Clerics don’t really gain higher damaging spells past 5th level so it’s hard making the damage comparable. They gain more utility instead.

I’m thinking if I stray away from stronger subclass spells it should be fine. What do you think? I’m also considering that someone has already thought of and made this idea but I don’t know of any cleric class that does this in homebrew. Of course, it can’t be stronger than the peace domain so it’s probably fine.

Now in hindsight, I realized that a cleric can do more damage with toll the dead and spiritual weapon at level 17. They can in fact do 112 damage exactly. This makes the highest possible damages more comparable but flame strike is an area spell so it can do more overall damage but so can something like sunburst with that logic. It would also consume fewer resources.

I’m essentially asking for any thoughts on if this is too strong. Also, remember that the built-in limit is you can only do this with cleric spells off your cleric spell list. So no divine soul sorcerer tomfoolery.