dnd 5e: Does Evasion work against effects that do not target an area?

Evasion requires both area of ​​effect and skill saving in half

D&D rules should be analyzed as simple English: you can write about a "green car" in a sentence, then continue talking about that car in later sentences without the need to repeatedly specify that the car is green. The word "effects" in one sentence refers implicitly to the same "effects" in the following, there is no need to repeatedly specify "area".

In addition, a sentence can be used to limit a definition of a previous sentence. In this case, the first sentence specifies "certain area effects." The second sentence defines what those certain effects are. They are – effects that include a Dexterity save throw for half the damage.

Could it have been written more technically accurate? insuranceone, but that is not a license to selectively ignore one sentence in favor of another, when there is a valid reading that take both sentences into account.

There is nothing beyond the text you have already quoted Evasion, which indicates that it only works on Dexterity-based area effects that allow savings in half. The examples provided are illustrative, not exclusive and complete.

What is an area of ​​effect?

The description of the spell or effect will indicate whether it is an area effect, in most cases using one of several defined forms: line, cone, cube, sphere or cylinder. Enervation, DisintegrateY Immolate may have saved skills, but they are not both area effects Y save in half then Evasion doesn't help Lightning chain it hits multiple targets, but it can be skipped to intermediate people, so it is not an area effect either.

Debate room

Flaming sphere It is a bit an edge case. Evasion It would definitely not help against the ram, because it is clearly not an area effect. The burn at the end of the shift is debatable and could be discussed in any way; It would be a DM call. I would never call it RAW, but this DM would allow Evasion to work against the burn at the end of the shift, as I see Evasion be the rogue easily and quickly finding a very precise position to avoid the worst part of an area spell, and would count around the edges of Flaming sphereIt's hot how to do just that.

oneI, for my part, would have preferred a more technical / explicit form of writing, but I suspect that the authors of 5E decided that the level of precision in 4E was something that turned people off. I think the pendulum moved too far, and I would have preferred to point closer to 3.5E than the more flexible language with which we ended up in 5E.

dnd 5e – Is there a spell that can permanently freeze an area?

The best thing that occurs to me * is control the weatherbut it is temporary

* with respect to spells; look at my other answer regarding magic items …

This is an 8th level spell that lasts 8 hours and allows you to control the weather within a 5 mile radius of your position, as long as you can see the sky during that time (otherwise, the spell ends earlier).

From the PHB (p. 228):

You take control of the weather within 5 miles of its duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the weather and the season. You can change the precipitation, the temperature and wind. The new conditions take 1d4 x 10 minutes to take effect. Once they do, you can change the conditions again.. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition in the following tables and Change your scenario to one, up or down. (…)

Then list the precipitation tables, ranging from "Clear" to "Torrential rain, hail or Wizard", temperature, between" unbearable heat "and"Arctic cold", and wind, from" Calm "to" Storm. "

Unless the area is already quite cold, you will have to change the weather step by step to reach the Arctic cold, but imagine that a few hours of that, especially if you add a snowstorm, most areas should freeze temporarily.

I suppose if you had a circle of high-level druids who took turns casting it every 8 hours, then you could create an indefinitely temporary tundra, which is as permanent as this spell …

dnd 5e: Does a rogue's Evasion work against effects that do not attack an area?

Evasion requires both area of ​​effect and skill saving in half

D&D rules should be analyzed as simple English: you can write about a "green car" in a sentence, then continue talking about that car in later sentences without the need to repeatedly specify that the car is green. The word "effects" in one sentence refers implicitly to the same "effects" in the following, there is no need to repeatedly specify "area".

In addition, a sentence can be used to limit a definition of a previous sentence. In this case, the first sentence specifies "certain area effects." The second sentence defines what those certain effects are. They are – effects that include a Dexterity save throw for half the damage.

Could it have been written more technically accurate? Sure, but that is not a license to selectively ignore one sentence in favor of another, when there is a valid reading that take both sentences into account.one

There is nothing beyond the text you have already quoted Evasion, which indicates that it only works on Dexterity-based area effects that allow savings in half. The examples provided are illustrative, not exclusive and complete.

What is an area of ​​effect?

The description of the spell or effect will indicate whether it is an area effect, in most cases using one of several defined forms: line, cone, cube, sphere or cylinder. Enervation, DisintegrateY Immolate may have saved skills, but they are not both area effects Y save in half then Evasion doesn't help Lightning chain it hits multiple targets, but it can be skipped to intermediate people, so it is not an area effect either.

Debate room

Flaming sphere It is a bit an edge case. Evasion It would definitely not help against the ram, because it is clearly not an area effect. The burn at the end of the shift is debatable and could be discussed in any way; It would be a DM call. I would never call it RAW, but this DM would allow Evasion to work against the burn at the end of the shift, as I see Evasion be the rogue easily and quickly finding a very precise position to avoid the worst part of an area spell, and would count around the edges of Flaming sphereIt's hot how to do just that.

oneI, for my part, would have preferred a more technical / explicit form of writing, but I suspect that the authors of 5E decided that the level of precision in 4E was something that turned people off. I think the pendulum moved too far, and I would have preferred to point closer to 3.5E than the more flexible language with which we ended up in 5E.

dnd 5e – Is there a spell that can permanently freeze an area?

The best thing that I can think of is control the weatherbut it is temporary

This is an 8th level spell that lasts 8 hours and allows you to control the weather within a 5 mile radius of your position, as long as you can see the sky during that time (otherwise, the spell ends earlier).

From the PHB (p. 228):

You take control of the weather within 5 miles of its duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the weather and the season. You can change the precipitation, the temperature and wind. The new conditions take 1d4 x 10 minutes to take effect. Once they do, you can change the conditions again.. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition in the following tables and Change your scenario to one, up or down. (…)

Then list the precipitation tables, ranging from "Clear" to "Torrential rain, hail or Wizard", temperature, between" unbearable heat "and"Arctic cold", and wind, from" Calm "to" Storm. "

Unless the area is already quite cold, you will have to change the weather step by step to reach the Arctic cold, but imagine that a few hours of that, especially if you add a snowstorm, most areas should freeze temporarily.

I suppose if you had a circle of high-level druids who took turns casting it every 8 hours, then you could create an indefinitely temporary tundra, which is as permanent as this spell …

Visa fine not paid in Russia, do I run the risk of going to the airport transit area in Moscow?

In August 2015 I crossed the Russian-Mongolian border with an expired visa without realizing it. The border police noticed it and made me pay (along with a colleague in the same case) a fine of about € 50. It was quite complicated because nobody spoke English. Before crossing the border, we were given another paper, in Cyrillic, with an amount to be paid in a bank account. We never pay this amount.

I will fly in August 2020 to Japan with a flight that travels to Moscow (less than 2 hours of connection, so no visa is required). What can happen to me during my transit through the international zone (my arrival and departure flights are in the same terminal)? Will they verify me with my passport and, if so, will they see me that I have an unpaid fine or an inadmissibility? Can I be denied access to the international zone or access to the flight to Japan? Is there a risk of arrest?

I have a European passport

automobiles – The largest populated area without cars

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dnd 5e: Can Passwall be used to enter an area protected by Prohibition?

The description of Prohibition make it quite clear that it only prevents travel via magic, such as teleportation or flat travel. Passwall do not transport anything, change the structure of a wall to allow passage through it (keep in mind that your school is Transmutation, which implies that structures change, unlike most travel spells that tend to be in the Conjuration school), and nothing in the description of Prohibition suggests that magic cannot affect the structures in its area of ​​effect.

*: Well, technically not. Passwall, as explained above, does not transport or enter anything. But creatures can go through an opening created by Passwall, which is what I suppose you meant.

dnd 5e – Can Passwall enter an area protected by Prohibition?

The description of Prohibition make it quite clear that it only prevents travel via magic, such as teleportation or flat travel. Passwall do not transport anything, change the structure of a wall to allow passage through it (keep in mind that your school is Transmutation, which implies that structures change, unlike most travel spells that tend to be in the Conjuration school), and nothing in the description of Prohibition suggests that magic cannot affect the structures in its area of ​​effect.

*: Well, technically not. Passwall, as explained above, does not transport or enter anything. But creatures can go through an opening created by Passwall, which is what I suppose you meant.

dnd 5e: can you use a glyph of plant protection and growth to establish a semi-permanent effect in an area?

Can you use a Glyph of Plant Protection and Growth to establish a semi-permanent effect in an area?

Background

I am a cleric / druid in one of the campaigns in which I play and the environment is an area with very little vegetation, except for some oases. Even then, the plants here have been suffering. Therefore, I want to help small settlements that are dotted with the area using the permanent effect of Plant growth.

This made me think about using the spell along with Glyph of Guard, to create a semi-permanent effect that really helps these areas thrive and helps local villages in this region.

I want to throw Glyph of Guard in conjunction with the eight hour version of Plant growth, where I set a time trigger, p. One, two or three years have passed, and so on. Would it be possible to configure them to activate during a sequence of many years? Ideally, I want to be able to enrich the land of an area for 100 years. I could get other spellcasters to join me.

Thanks for helping me with this.

Plant growth

If you cast this spell for 8 hours, you enrich the earth. All the plants
within a half mile radius centered on a point within the range it enriches
for 1 year. Plants produce twice the normal amount of food when
harvested

(PHB p.266)

Y

Glyph of Guard

Glyph spell. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of the creation of the glyph. the
the spell must point to a single creature or an area. The spell being stored
It has no immediate effect when launched this way. When the glyph is
activated, the stored spell is cast. If the spell has a target,
aim at the creature that activated the glyph. If the spell affects a
area, the area is centered on that creature. If the spell summons
hostile creatures or create harmful objects or traps, appear as
get as close as possible to the intruder and attack him. If the spell requires
concentration lasts until the end of its full duration.

(PHB pp. 245-246)