dungeons and dragons – Are there any descriptions of the casting of Identify in official writings?

I am making a list of how my wizard would cast spells, specifically using the components supplied. Sometimes this is pretty obviously a joke which I can play upon, but sometimes the components don’t really make any sense (to me at least).

Identify (D&D 5e) specifically calls for a 100gp pearl, and an owl feather. My understanding is that previous editions had the same components, albeit the pearl was consumed. I can’t see what this is meant to represent, and designer intent is off topic, but I am aware that there are multiple novelisations of various D&D realms; none of which I have read.

In these novelisations, or any other official sources (including sources which were once official and no longer are, cannon, comment or otherwise), is there a description of someone casting Identify using the components?

I don’t care if it is forgotten realms or any other setting, don’t care the age of the information or what edition it was originally intended for, nor do I care if it is divine magic, arcane magic or any other source – as long as a pearl and owl feather are involved. I am mostly interested in the ritual casting of the spell, but the quick casting using the components is also of interest as I can extrapolate a ritual from that, and bonus points for both!

pathfinder 1e – Swift casting using a Warpriest’s Fervor, while two-weapon fighting

I am looking at creating a TWF Warpriest for an upcoming campaign and was wondering how the action economy works if I am wielding two kukris but then want to swift cast using Fervor. Am I going to need to have Quick Draw in order to put one weapon away and then redraw it so I have an empty hand for, say, swift casting divine favor, or can I swift cast with both kukris in hand? It would just be a bummer to have to wait until 3rd level to have to pick up Quick Draw due to the 3/4 BAB.

dnd 5e – Does casting Goodberry activate the Circle of the Shepherd druid’s Unicorn Spirit totem?

Probably not, but there’s enough gray area to allow it.

There are two requirements for the Unicorn Spirit’s benefit to trigger:

  • The druid must cast a non-cantrip spell
  • That spell must restore HP to a creature

Goodberry is a level one spell, which satisfies the first condition but it does not restore HP to any creature. It creates berries.

HP are not restored by the spell’s casting. That requires another creature to use their action and consume the berries. Another way of looking at it: if the druid casts Goodberry and no one consumes a berry, then condition number 2 above is not met.


That said, the the wording of the Unicorn Spirit reads “if” not “when.” This nuance creates a gray area that could allow a DM could to rule that the combination works but the Unicorn Spirit’s affect does not trigger unless/until a berry (probably just the first) is consumed.

After all, letting the first berry trigger the Spirit’s affect would still be balanced compared to casting a different level one (or higher) healing spell. To allow it to trigger off every berry’s consumption would definitely not be.

Olá!!! Como faço o casting desse exercício em C# de double para int? SEGUE O QUE CONSEGUI EXECUTAR ATÉ AGORA

using System;
using System.Globalization;

namespace _1021_2
{
class Program
{
static void Main(string() args)

    {
        double N;
        int quociente, resto, nota, moeda;

        N = double.Parse(Console.ReadLine(), CultureInfo.InvariantCulture);

       

        resto = (int)(N * 100, 0 + 0, 5);

        Console.WriteLine(" NOTAS: ");

        nota = 100;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        nota = 50;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        nota = 20;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        nota = 10;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        nota = 5;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        nota = 2;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        nota = 1;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);



        Console.WriteLine(" MOEDAS ");

        moeda = 100;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        moeda = 50;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        moeda = 20;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        moeda = 10;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        moeda = 5;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        moeda = 2;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        moeda = 1;
        quociente = resto / (nota * 100);
        Console.WriteLine(quociente + " nota (s) de R $ " + nota + " .00 ");
        resto = resto % (nota * 100);

        Console.WriteLine(resto + " moeda (s) de R $ 0,01 ");


    }
}

}

dnd 5e – Do you have to see the person, the armor or the metal when casting heat metal?

The target of heat metal must be visible

The spell states (emphasis mine):

(…) Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. (…)

Therefore, you must be able to actually see the metal you wish to cast this spell on when you cast the spell; however, the metal does not have to remain in view after the spell has been cast.

Casting screen of mobile phone

How can I cast screen of my mobile-phone to a display that does not support Wi-fi casting ?

dnd 5e – Is there a way to accelerate or pre-cast spells with long casting times?

A 10th-level Wizard of the Chronurgy Magic Arcane Tradition from Explorer’s Guide to Wildemount gets this as a class feature, with the Arcane Abeyance feature allowing them to condense a spell of 4th level or lower into a mote that lasts for an hour and can be unleashed with an action, once per short rest.

This wouldn’t work for either of the spells you mention, though, since they are 8th and 5th level.

(I suspect any more general mechanisms to do this more generally are rare, nonexistent, or very hard to get in RAW, given that WotC apparently felt the need to constrain to “4th level or below” and “you can only save it for one hour” to make this balanced.)

dnd 5e – If your bonus-action spell is counterspelled, are you still restricted to casting a cantrip that turn?

You are restricted to the cantrip

The PHB has the following rule:

If a specific rule contradicts a general rule, the specific rule wins.

I emphasise this, not because there is a general vs specific conflict, but instead to reenforce how we should interpret the rules.

The general rule for casting a spell (from the PHB) states:

When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell.

The general rules don’t provide for a difference between attempting to cast a spell, and casting a spell. Thus the salient mechanic of casting a spell is the expenditure of a spell slot.

Counterspell is a specific rule that modifies how a spell is cast. As such we have to assume that the general rule (ie that you have cast the spell) still applies, unless Counterspell specifically modifies it.

The relevant text of Counterspell is (emphasis mine):

You attempt to interrupt a creature in the process of casting a spell.

If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.

On a success, the creature’s spell fails and has no effect.

The specific rule of Counterspell says that the spell fails and has no effect. Importantly it does not say that the casting of the spell is undone (or some other variant of this).

The plain reading of something failing is that an action is performed but it doesn’t succeed. The action is not reversed, it fails to succeed.

It also specifically says that the creature is casting a spell.

Additionally the casting time specifies when you can take the reaction to cast Counterspell:

1 reaction, which you take when you see a creature within 60 feet of you casting a spell

You don’t prevent it from casting the spell. In other words you don’t preempt the casting, you cause their casting to fail instead, by interrupting some vital portion of the spell.

To put it up another way, Counterspell modifies the result, not the initiating action. In particular it does not give the original caster their spell slot back.

So, you have cast a spell as a bonus action, but the spell failed. Thus the rules surrounding casting a bonus action spell apply. In particular the other spell you cast must be a cantrip.

dnd 5e – On casting ‘Imprisonment / Chaining’, on changing &/or non-stable surfaces – where, where do the chains go?

The 9th level spell Imprisonment can be cast a few different ways. One possible cast-version creates ‘chains’ that keep the target restrained:

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.

Note that these special Imprisonment-Chains are firmly rooted in the ground (R.A.W. / above). Here are my variants on one concern, below:

  • what if the target is 60′ to 120′ up… on a wooden floor? Do the chains reach all the way to ground level as the spell takes effect?

  • what if the imprisoned is standing on any firm yet non-stable surface when this spell is cast? Examples abound: on a ship, in the air due to a kite or hot air balloon. Or even on an otherwise quasi-stable surface such as sand or ice or swamp or lava or glass – the chains would have to take root somewhere ‘in the ground’.

I admit that this question isn’t deeply serious. Still, i am darn curious where these crazy chains would end up going.

dnd 5e – Casting two cantrips on the same turn?

The spell casting rules (PHB, page 202) say

Bonus Action
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Hence, your case falls exactly under this rule: in your turn you cast Spare the dying whose casting time is a bonus action (thanks to your domain), moreover you can still cast Toll the dead, since it is a cantrip and it has a casting time of one action.