dnd 5e – What is the earliest level that a player character can gain access to a wish spell?

Wish is a 9th-level spell. It’s only on the wizard and sorcerer spell lists.

Full caster classes (including sorcerers and wizards) gain 9th-level spell slots at level 17 in the class. Multiclassed spellcasters know/prepare spells as if single-classed, so you need at least 17 levels in either sorcerer or wizard to have a 9th-level spell slot and thus be able to learn the spell.

The one exception is the bard class, thanks to their Magical Secrets feature:

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.

Using the Magical Secrets feature, you can learn 2 spells from any class spell list at 18th level. As full casters, bards also get a 9th-level slot by that point, so they can learn wish using the feature.

Finally, Arcana Domain clerics get the Arcane Mastery feature at 17th level (SCAG, p. 126):

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

They could choose wish as their 9th-level spell from the feature. (Thanks to David Coffron for pointing this out!)

There are a few magic items that can let you cast the wish spell or cast it for you. However, it’s up to the DM whether to even roll on the tables to determine treasure, or whether to allow you to gain items that let you cast the wish spell. Given how powerful wish can be, the DM might be hesitant to do so any sooner than you could normally learn the spell.

The lowest-rarity item, the Efreeti Bottle, is still listed as “very rare”, and only has a 10% chance of giving you wishes:

When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the GM rolls to determine what happens.

On a roll of 91-00 on the percentile dice (“d100”), it gives the following result:

The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.

All but one of the remaining items that allow you to cast wish are legendary items. The first and probably most controversial is the Deck of Many Things. Only one of the cards in the Deck, the Moon, lets you cast wish (with the other possible effects ranging from campaign-destroyingly good to campaign-destroyingly bad):

Moon. You are granted the ability to cast the wish spell 1d3 times.

A much simpler item that lets you cast wish is the Luck Blade:

Wish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.

The Ring of Three Wishes is probably the most straightforwardly named of the bunch, and does what it says on the tin:

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.

And finally, the last item (or pair of items) is an artifact, the Eye and Hand of Vecna (DMG, p. 224). Attuning to both items involves some self-mutilation (and removing either one afterwards kills you), but you gain a variety of benefits and incur a few dangers. If you attune to both, the last benefit listed is:

You can use an action to cast wish. This property can’t be used again until 30 days have passed.

There is, of course, the possibility (however unlikely) of acquiring a 9th-level spell scroll with the wish spell on it. Spell scrolls can only be used by those with the spell on their class spell list, so only sorcerers or wizards can do it (or bards who pick the spell with the Magical Secrets feature, but they’d already know the spell that way so it’s kind of pointless for them). Note that even lower-level sorcerers/wizards could use a wish spell scroll, but they’d have to pass a DC 19 check using their spellcasting ability (Charisma for sorcerers, Intelligence for wizards):

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The Magic Item Rarity table on DMG p. 135 suggests that very rare items be limited to 11th-level or higher characters, and that legendary items be limited to 17th-level or higher characters.

However, the magic item tables on the following pages do list specific magic items as possible treasures, and the treasure hoard tables do give guidance on randomly determining the contents of a large cache of treasure, whether that’s the accumulated wealth of a large group of creatures, the belongings of a single powerful creature that hoards wealth, or a reward from a wealthy/powerful benefactor for completing a quest (DMG p. 133):

When determining the contents of a hoard belonging to one monster, use the table that corresponds to that monster’s challenge rating. When rolling to determine a treasure hoard belonging to a large group of monsters, use the challenge rating of the monster that leads the group. If the hoard belongs to no one, use the challenge rating of the monster that presides over the dungeon or lair you are stocking. If the hoard is a gift from a benefactor, use the challenge rating equal to the party’s average level.

Every treasure hoard contains a random number of coins, as shown at the top of each table. Roll a d100 and consult the table to determine how many gemstones or art objects the hoard contains, if any. Use the same roll to determine whether the hoard contains magic items.

The Efreeti Bottle corresponds to a roll of 71 on the d100 on Magic Item Table H (DMG p. 148). Magic Item Table I (DMG p. 149) includes the Luck Blade (corresponding to a roll of 11–15), the Deck of Many Things (81), and the Ring of Three Wishes (94).

The table for treasure hoards corresponding to CR 5–10 creatures (DMG, p. 137) has two rows that involve rolling once on Magic Item Table H; following these guidelines, it’s only possible if the DM rolls 99 or 100 on the d100 when determining the treasure hoard. In order to then get an Efreeti Bottle, the DM would need to roll a 71 on another d100 for the magic item table. (And in order to then have the efreeti grant you 3 wishes, they’d need to roll a 91-00 on the d100 when the bottle was actually used by a character.)

Alternately, the treasure hoard table for CR 11–16 creatures (DMG, p. 138) includes a few more rolls that could theoretically result in an item that lets you cast wish. If the DM rolls 83–92 on the d100 for the treasure hoard table, they can roll 1d4 times on Magic Item Table H (to potentially get an Efreeti Bottle). If they instead roll 93–00 on the d100 for the treasure hoard table, they can roll once on Magic Item Table I. (And they’d then need to roll an 11–15, 81, or 94 on the d100 for the magic item table to result in an item that can let you cast wish.)

Finally, the treasure hoard table for CR 17+ (DMG, p. 139) states that a roll of 73–80 corresponds to 1d4 rolls on Magic Item Table H; a roll of 81–00 corresponds to 1d4 rolls on Magic Item Table I.

Artifacts (such as the Eye and Hand of Vecna) are a totally different beast, beyond even the highest treasure hoard or magic item tables (DMG, p. 219):

An artifact is a unique magic item of tremendous power, with its own origin and history. An artifact might have been created by gods or mortals of awesome power. It could have been created in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history.

(…)

Characters don’t typically find artifacts in the normal course of adventuring. In fact, artifacts only appear when you want them to, for they are as much plot devices as magic items. Tracking down and recovering an artifact is often the main goal of an adventure. Characters must chase down rumors, undergo significant trials, and venture into dangerous, half-forgotten places to find the artifact they seek. Alternatively, a major villain might already have the artifact. Obtaining and destroying the artifact could be the only way to ensure that its power can’t be used for evil.

All in all, the DMG does not really expect low-level characters to be able to cast wish even through magic items. You can only expect to have a fairly significant chance to get a magic item that lets you do so once you’re already high enough level to cast the spell (assuming you don’t multiclass). This is probably at least somewhat by design, given that even the spell description begins:

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

Frankly, you’re better off talking to your DM about finding a way to cast simulacrum directly rather than trying to cast wish to replicate its effect, given how potentially world-changing (and campaign-affecting) wish can be.

dnd 5e – What level of knowledge constitutes being familiar with a location for clerics casting Find the Path?

It’s up to the DM, but the teleport spell gives some insight.

Unfortunately, “familiar with” is given no clear or objective definition in the rules. However, the teleport spell gives some insight, as familiarity plays a role in that spell’s success:

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

Obviously, the “very familiar” category as described here qualifies for find the path, and “seen casually” seems to qualify as well – “not very familiar” still implies some level of familiarity.

“Viewed once” is the tough one. I have had my players use scrying to spy on an NPC, and then try to use find the path to get there. On one occasion, they recognized the location, and though they had never been there and only seen it through scrying, they were aware of the rough geographical location, so I let them use find the path. They tried this another time, and had no idea where the location seen through scrying was, so I did not allow them to use find the path.

dnd 5e – How is the Old Bonegrinder supposed to be appropriate for 4th level?

Tracy Hickman, in the forward to CoS, says that “the vampire genre has taken a turn from its roots in recent years. The vampire we so often see today exemplifies the polar opposite of the original archetype: the lie that it’s okay to enter into a romance with an abusive monster because if you love it enough, it will change…(Our hope in CoS is to) bring the message of the vampire folktale back to its original cautionary roots.”

The “Lunch Break Heroes” video series goes into more detail on one way to run Strahd – as an emotionally abusive lover who systematically destroys Ireena’s support network until she has no choice but to depend on him.

These are dark, adult, psychological themes here – and CoS is built to showcase them. It is still D&D, and the characters can still “win” and “beat the module” – but they should have a lot of losses along the way, and should see plenty of unpreventable death and suffering before they get there. Not every encounter is “winnable” in the sense of them feeling like heroes. In fact, most encounters should end up as compromises – victory means staying alive and slowly gathering resources and power for the ultimate confrontation with Strahd, but along the way they should experience plenty of tragedy.

So, I would suggest that the level indicators for the Chapters are not the levels at which the party can “win”. Rather, they are indicators of the level at which the party can reasonably appreciate that they can’t win. Or the level at which they can decide what they might be able to salvage from a bad situation. They are the minimum appropriate level for the party to experience the horror, dread and their overall helplessness to do anything about the pervading evil of the land. Or, to rally and decide that whatever they can do, whatever small victory they can achieve, is enough for now, will have to be enough. At any lower level then this, an encounter in the area will be over too quickly – they will simply lose without time to appreciate their helplessness, and the feeling will be one of frustration and disappointment rather than dread.

For example, at level 4 in Vallaki,

The characters might be able to recover the bones of St. Andral if they carefully visit the coffin-maker’s shop in the day, but they have no hope of defeating six vampire spawn in combat, whether in day or night.

Likewise, they can probably

throw the fate of Vallaki into Lady Wachter’s hands by killing Izek, or ensure that the Baron stays in charge by recovering the bones and doing nothing against him. But either outcome means that a tyrant remains in control and that the people of the town continue to suffer.

The module is full of situations like this – the PC’s should have the possibility of marginal victories, but never complete ones.

Within this context, what does victory at Old Bonegrinder mean? A clever and careful 4th level party might be able to

rescue one or all of the children currently being held, but they shouldn’t be able to defeat the hags or stop the pastry operation. The module makes this clear from the first encounter with Morgantha in Barovia – they can get her to let the child she has go just by talking to her – because she knows she will easily get more in the future, and the characters can’t stop her.

I am largely in agreement with Dale M’s answer said, but I do disagree about one thing. He suggested that the level might be more appropriate for combat if the party is able to separate the foes and take them out one at a time. I don’t think fighting even just one of them, at least at the first level indicated, is feasible.

If the hags have any chance of losing a combat with the party, they should go ethereal at the first opportunity and then use nightmares to hound the party any time they try to sleep. Until the party is at a level where they can either do enough damage to a hag to take her down before her first action, or can dimensionally anchor her to prevent her from escaping into the ethereal, a decisive combat win is unlikely. It would mean doing over 200hp of damage in a single round. An incapacitating spell is possible, but bear in mind that the hag is immune to charm, is a fiend (so Hold Person or similar spells that target humanoids won’t function), and has a +2 on Wisdom saves with advantage for magical resistance, so they would need a good deal of luck with a first-round spell.

sharepoint enterprise – Save conflict adding a content type to list after added as allowed content type in site level doc set template. What do I need to wait for or refresh?

So I’m trying to create a new content type at the site level, add it as an allowed content type in a custom document set content type, and then add it to all the libraries where the document set is used so that it’s actually there for people to use in the doc sets.

All this in a feature upgrade receiver, so C# / server-side code.

Everything goes pretty smoothly except that I’m getting “Save Conflict” SPException when I try to add the content type to each of the lists. I am used to paying attention to when I call Update() on something and then making sure to get a new reference to it if I plan to update it again to avoid those conflicts, but in this case I don’t call update on the lists, and I’m actually getting the references to the lists after I update the document set template, so I don’t see how they could have gotten stale.

Here’s basically how the code goes (although I omitted a lot of logging and error handling for clarity/brevity – I know that the error happens for each library because I’m catching those, so those exceptions are not interrupting the loop):

// at this point the new content type has been created
// successfully, so i get the _site_ level content types
SPContentType newCType = web.ContentTypes("New CType Name");
SPContentType docSetCType = web.ContentTypes("Document Set Name");

DocumentSetTemplate template = DocumentSetTemplate.GetDocumentSetTemplate(docSetCType);
template.AllowedContentTypes.Add(newCType.Id);

// update with pushdown, because the doc set is used in many document libraries
template.Update(true);

// however, that did not actually add the new content type to any libraries,
// it only updated the document set to _allow_ it.  i still need to get the
// new content type into the libraries so users can add them in the doc sets.

// so get the usages
List<SPContentTypeUsage> usages = SPContentTypeUsage.GetUsages(docSetCType).ToList();

foreach (SPContentTypeUsage usage in usages)
{
    if (usage.IsUrlToList)
    {
        // how can this not be a fresh reference to the libraries?
        // i didn't get this reference _before_ i updated the document set template,
        // i'm getting these references _after_ that update.
        SPList list = web.GetList(usage.Url);

        // i double check to make sure it wasn't automatically added when
        // the doc set template was updated, and i know it wasn't because...
        SPContentType listLevelCType = list.ContentTypes(newCType.Name);
        if (listLevelCType == null)
        {
            // ...i have a log entry here to indicate that i am about to try to add it
            listLevelCType = list.ContentTypes.Add(newCType);

            // and this is what causes the save conflict.
        }
    }
}

What am I missing here? What do I need to refresh my reference to in order to not get a save conflict when adding to the lists’ content type collections?

What programming languages and coding skills do I need to learn to join the gaming industry as an entry level developer?

What programming languages and coding skills do I need to learn to join the gaming industry as an entry level developer? – Game Development Stack Exchange

How can I get the first level category list?

I’d like to list all first level categories from inside my custom block. I’d like to get the category names and the URLs.

How can I achieve this?

android – Alternative to the deprecated FileObserver constructor for API level

According to the documentation, both FileObserver(path: String!) and FileObserver(path: String!, mask: Int) are deprecated (I don’t know when). However, all other constructors were only added in API 29 (10/Q) and I’m trying to support from API 19 (4/KitKat) onwards.

What will be the alternative to monitor a file once these two constructors get removed in later APIs?

pathfinder 1e – How does a level 6 ranger communicate with a seagull?

Yes, the spell speak with animals does allow you to speak with animals, including a seagull. It doesn’t have any specific interaction with wild empathy or Handle Animal, but each of those can be used to make the seagull more friendly towards you and more inclined to help you.

Exactly what it takes to get a seagull’s attention and willingness to honestly answer questions is up to the DM. Your Handle Animal modifier is very high, but Handle Animal is for trained, domesticated animals—or for taming and training a wild animal. The latter, though, has to be something you’ve done with that animal since its birth; for a wild seagull you find in, ya know, the wilds, it doesn’t really apply. Wild empathy would be more appropriate in this situation, and that’s the check I would ask you to make as GM, personally.

On the other hand, my experience with seagulls is that they are curious, and more than a bit brazen—not exactly skittish animals. That may be specific to the seagulls found in areas frequented by humans, in the modern world where humans rarely—if ever—attack them, and often provide food. In the world of D&D, seagulls might be more skittish. But I suspect they would still be curious—and very, very interested in any bribes (food) you have to offer. Ultimately, I wouldn’t make it a very difficult wild empathy check to talk to a seagull, particularly if you were offering food.

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dnd 5e – Can a 6th level rogue select Investigation for their Expertise feature even if their Intelligence modifier is +0?

You must be proficient in Investigation to select it for the Rogue’s Expertise feature.

The Rogue’s Expertise feature states:

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

As long as you are already proficient in investigation, you can select it for this feature and double your proficiency bonus for investigation checks. You intelligence modifier does not matter for eligibility. If you are not proficient in Investigation, then it is not an eligible choice for this feature.

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