dnd 5e – How does the Alchemical Launching feature of the UA Knowledge Master Magician interact with the Spell Sniper feat and the Sorcerer's Distant Spell Metamágica?

This question comes from a recent discussion in the question "What is the maximum distance from which it can cause harm?"

The Unknowns Arcane Knowledge Domain Assistant obtains the Alchemical Casting function that states:

(…) When you cast a spell with a spell space, you can spend an additional spell space to increase its effects for this cast (…)

An additional second level spell space can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile (…)

I wonder how (if it works) this feature works with both the sniper spell feat and the sorcerer's spell witchcraft:

When you cast a spell that requires you to make an attack roll, the range of the spell doubles.

When you cast a spell that has a range of 5 feet or more, you can spend 1 point of sorcery to double the range of the spell.

Are you allowed to make the spell have a range of 4 miles, 2 miles or just 1 mile in total?

Note that I am already aware that, in general, the spell sniper feat and the distant spell metamagia work together, this is supported by the question "Does the spell sniper and the distant spell quadruple its range in spells Of attack?"

dnd 5e: Can a player travel to Feywild with the Etherealness spell?

I read the Planar Travel section (p.301 in the PHB) and it said:

Ethereal it allows the adventurers to enter the ethereal plane and travel from there to any of the planes it touches: the Showfell, the Feywild or the elementary planes.

This is quite clear that the Etherealness spell can be used for flat trips. However, the spell says:

When the spell ends, you immediately return to the plane from which you originated from the place you currently occupy.

I would go with the description in the spell for when the spell ends, but I was curious to know if there were portals within the etheric plane that could lead to any of the mentioned planes, similar to what the astral plane has.

dnd 3.5e – What feat / spell / ability lets you know if you are breaking a vow / the rules of your god as a free action?

I am building a Cleric of Holy Closing D&D 3.5e with a vow of poverty and a vow of peace. In the last two weeks, I encountered a character skill (an ability, feat, spell, alternative class characteristic, mastery skill or something) that had an essay such as:

As a free action, you can check your intuition and know if something agrees with the will of your god (or if you break a vote, I am not sure of the exact benefit)

I specifically remember that it was a free action and allowed you to verify the status of an action under consideration. But I spent 3 hours searching the Book of exalted facts, the Player's Manual and Google, and I can't locate it.

Content identification: what dowry / spell / ability 3.5e lets you know if you are breaking a vote / the rules of your god as a free action?

I am building a Cleric of Holy Closing D&D 3.5e with a vow of poverty and a vow of peace. In the last two weeks, I encountered a character skill (an ability, feat, spell, alternative class characteristic, mastery skill or something) that had an essay such as:

As a free action, you can check your intuition and know if something agrees with the will of your god (or if you break a vote, I am not sure of the exact benefit)

I specifically remember that it was a free action and allowed you to verify the status of an action under consideration. But I spent 3 hours searching the Book of exalted facts, the Player's Manual and Google, and I can't locate it.

dnd 5e: Does the slow spell limit the number of Eldritch Explosion beams?

The rules for an attack are the following:

Whether you're attacking with a melee weapon, firing a ranged weapon or make an attack roll as part of a spell, an attack has a simple structure.

  1. Choose a goal. Choose a target within the range of your attack: a creature, an object or a location.

  2. Determine modifiers. The DM determines if the objective is covered and if it has an advantage or disadvantage against the objective. In addition, spells, special abilities and other effects may apply penalties or bonuses to your attack roll.

  3. Resolve the attack. You roll the attack. In a stroke, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there is ever any doubt about whether something you are doing counts as an attack, the rule is simple: If you are making an attack roll, you are making an attack.

As you can see, if something involves an attack roll, it is an attack. Choose a target for the attack, determine the relevant modifiers for the attack roll and resolve the attack (making the attack roll, seeing if it hits, and damages and resolves any other effect).

the explosive explosion Cantrip consists of at least one attack roll, of course, but at level 5 and above, it consists of several attack rolls:

A bolt of crackling energy strikes a creature within reach. Perform a remote spell attack against the target. In one hit, the target suffers 1d10 of force damage.

The spell creates more than one beam when you reach higher levels: two beams at level 5, three beams at level 11 and four beams at level 17. You can direct the beams towards the same or different targets. Make a separate attack roll for each ray.

Obviously, at level 1-4, it is clearly an attack. Now the question is: at level 5 and above, is it considered an attack or multiple attacks?

By default, anything that consists of multiple attack rolls consists of multiple attacks. This is clear when observing the rules for an attack mentioned above; It is a sequence of pointing at something, determining your modifiers and making and solving the attack roll.

Unless otherwise indicated, anything involving multiple attack rolls, including explosive explosion for higher level characters: generally, you must go through this process, step by step, for each attack. Rule designer Jeremy Crawford seems to support this claim in your response to a related tweet in an unofficial June 2015 tweet:

Eldritch Blast: Are attacks resolved in parallel or in sequence? Do you have to choose all the objectives first before shooting?

Multiple attacks on the same turn are not simultaneous, unless a characteristic or spell indicates otherwise.

Clearly, every beam of explosive explosion go through the steps of "making an attack" from the beginning, one after another; choose a target for each ray, determine modifiers (although this will surely be the same for each ray unless something grants advantage / disadvantage in a single attack) and resolves each attack separately.

Crawford also unofficially addressed this claim in Your answer to another tweet asking exactly about this in September 2014:

Was it intended for Eldritch Blast to be considered an attack with multiple attack rolls and, therefore, activate Hax only once?

The hex is fired every time you hit the spellbound target, so the explosive explosion can fire it on every hit.

the hex the spell (PHB, p. 251) says:

Until the spell ends, you deal 1d6 additional necrotic damage to the target every time you hit him with an attack.

As Crawford says, hex Makes every attack of yours that hits inflicts additional damage. On higher levels, explosive explosion It consists of multiple beams, each with a separate attack roll. Yes, as Crawford says, explosive explosion triggers the additional damage of hex on every hit, then, of necessity, every beam of explosive explosion it must be a separate attack (as part of the same spell).

Finally we can compare explosive explosion to a different feature that is considered as "an attack" despite having multiple attack rolls, according to the Compendium of wise tips: the Whirlwind attack characteristic of the Ranger Hunter.

Can a ranger move between the attack rolls of the Whirlwind attack function?

No. Whirlwind Attack is unusual, since it is a single attack with multiple attack rolls. In most other cases, an attack has an attack roll. The rule about moving between attacks (PH, 190) allows you to move between weapon attacks, not between attack rolls of an exceptional feature like Whirlwind Attack.

So, if Whirlwind Attack consists of multiple attack rolls, why is it considered a "single attack", and what makes it exceptional or different from other things with multiple attack rolls?

To answer that, we must look at the description of the function. The Whirlwind attack option of the Hunter Ranger for its multiple attack feature says:

You can use your action to do a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Note that the other option for the multiple attack function, Volley, appears to be similarly worded:

You can use your action to do a ranged attack against any number of creatures within 10 feet of a point that you can see within the range of your weapon. You must have ammunition for each objective, as usual, and you make a separate attack roll for each target.

Whirlpool attack, like explosive explosion, consists of a separate attack roll for each target. However, the key difference seems to be that the feature itself says that you make a "melee attack" (singular) against multiple creatures, rather than "melee attacks" (plural).

The same is true for Volley, except that it says "a ranged attack" (still singular); Although not mentioned in the SAC ruling, Crawford confirmed that it is also considered a single attack in This unofficial September 2014 tweet.

It is definitely a bit strange of writing, but it is the only exceptional feature. The distinction cannot depend on what remains undeclared; there are no secret rules. Therefore, what marks Whirlwind Attack and Volley as "a single attack" should be the fact that they tell you to make an "attack (melee / ranged)", despite targeting several creatures.

Otherwise, each spell that consisted of multiple attack rolls, such as scorching rayor ray of chaos if the energy jumps, or any single-objective attack as part of a spell that then uses the metamagic option, the Sorcerer's Twin Spell, it could also be considered "a single attack" … which would make Whirlwind Attack (and Volley) very United Nationsexceptional.

dnd 5e – How do I make a flat-travel group use survival / spell slots for food / drink instead of infusing a Replicating Magic Item from the architect?

You don't seem to want to explicitly reject the alchemy jar, just make sure it's not being used in excess. As a GM, you have a variety of tools that you can use to encourage other behavior.

Descriptions, descriptions, descriptions.

exist at least Two situations that you can describe that will help foster variety among your players.

  1. Describe the mealtime for the characters.

When describing mealtime, highlight the monotony of the alchemy jar's approach. It is the same food over and over again. Players will get tired of hearing the same description over and over again.

  1. Describe the smells that the characters find

When describing an area, be sure to attract the smells and flavors that the characters will find. Finding an NPC in a camp should include the smell of roasted rabbit in the fire. When walking through the forest, you can smell droppings that indicate good hunting grounds. Upon entering an inn, you can smell the aroma of the cakes that arrive from the kitchen. An abundant description of the food they see can further encourage the desire to real food.

Remember that you can give inspiration to reward good role play. Consider the reward of inspiration if there is a fight over the monotony of the alchemy jar approach.

Add NPC to the group

Whether through a rescue mission or escort or a random encounter, increase the group size so that the alchemy jar approach is not feasible. They will have to rely on the use of additional means to support themselves and their fellow NPCs. This can be through the spell Create food and water or Goodberries or hunting.


The NPCs that encounter the party will probably notice the lack of portions that the party carries and will be curious. If the part is not being discreet with your jar, you may be wondering what the jar is doing and encourage them to show the properties of the jar. In the desert, it will be a valuable asset and could also attract the attention of the most unpleasant types.

Dead Magic Zones

The party can find areas of dead magic in their travels. Magic items have their properties suppressed when they are in this area. He would use this in moderation since the architects depend on the magic objects, but it would be an unpleasant surprise to find that his jug does not work.


Add food / water to items found during looting or when completing meetings. Only finding these elements in nature can encourage the party to take a break from the alchemy jar's approach.

Let players try this approach. If they end up trusting him, you can use it to hook frames. A part that depends on a trick will have to be creative when that trick is stolen or ineffective.


It should be noted here that the infusion of Replicate Magic Item requires that an article of the appropriate type be infused. For the alchemy jar, a 1-gallon non-magical ceramic jug is probably the appropriate element that is required. If they do not carry a replacement jug, they cannot replicate the alchemy jug.

In addition, when Alchemy Jug is replicated, the previously infused jug loses its magical properties. By allowing the artisans in the game, you or your players can take advantage of this for a scam. Sell ​​the infused Magic article and replicate it in the morning. Previous Magic the article is now mundane and the party (or scammer) benefited without loss. Just be sure to add rewards when this ruse is discovered.

pathfinder 2e: Does casting a spell cause an attack of opportunity?

Casting a spell does not inherently trigger attacks of opportunity.

Casting a spell, by itself, is not a manipulative action (it does not have the trait to manipulate), it is not inherently a ranged attack, it is not a movement action (it does not have the trait of movement), therefore, yes Do not provoke attacks of opportunity alone.

But the components can change that

The components add features to the Spell casting activity, as follows:

  • Material (handle)
  • Somatic (manipulate)
  • Verbal (concentrated)
  • Focus (manipulate)

Therefore, if a spell requires one or more material, somatic or focus components, the Spell casting activity gains the manipulation trait. And obtaining the manipulation trait causes the Opportunity Attack to activate. Note that this means spells that do not only require components or that verbal components do not satisfy the trigger.

All information comes from the section on Casting Spells, CRB 302, which includes a subsection that provides more information about the requirements of the spell components.

Also keep in mind that being hit during the activity Casting a spell does not in itself cause you to lose the spell or even save for it. However, Attack of Opportunity interrupts the action (forcing you to lose the spell) if it hits critically. Other similar mechanics may or may not have similar clauses: the disruptive ranger dam interrupts the action in a critical strike such as the attack of opportunity, but the reaction of death on the prowl of Lesser Death interrupts the action if it hits.

dnd 5e: Does the Primal Awareness function allow you to cast each spell once?

In the article Unearthed Arcana – Class features, Primal Awareness, a new variant feature for the ranger was introduced, which replaced Primitive consciousness.

This feature lists a number of spells as additional known spells that do not count toward the number of ranger spells you know. That part of the feature is quite clear. However, he continues by saying:

You can cast each of these spells once without spending a spell space. Once you cast a spell this way, you can't do it again until you finish a long break.

For me, this section is not clear and has two possible interpretations:

  1. "You can throw every of these spells once … " – You can cast each of the 1 / long break spell lists without spending a spell space. A total of 6 spells cast per day.
  2. You can throw any of these spells once. – Once you have cast one of these spells this way, you cannot cast any until you finish a long rest. A total of 1 spell cast per day.

I can make a logical argument for both cases, one based on the first sentence, the other in the second.

Which of these interpretations is correct?

dnd 3.5e – Is delaying the effect of a Wish spell considered a "major effect"?

As revitalize It is a 5th level spell, and the Metalay feat Delay Spell uses a spell space three levels higher than the spell he would otherwise use, making revive delayed a level 8 spell, I would say yes, is a "major effect" than copying a level 5 spell (that is, assuming you have banned Conjuration and you don't have revitalize in your spell list). Even for someone who had access to Conjuration and who might consider revitalize A sorcerer / wizard spell, that is, could launch a level 8 version of it, incorporating a metamagic feat that you do not have and that you have not prepared is possibly also "greater."

Note that this also means that it refers to "your initiative in the next round" or at least a small and known number of subsequent rounds. If you mean "the round after he dies, whenever so," then Delay Spell is not (or remotely) capable of that, so the described effect is much more power than an eighth level spell, and in that moment certainly point beyond the ability to wishThe "safe" options.

dnd 5e: Can I permanently banish a demon from one layer of Hell to another using the Exile spell?

The Nine Hells is in fact considered a single plane. It is even possible to travel between the different layers of hell without any trip / planar magic (see these questions and answers).

In the DMG, Chapter 2: Creating a multiverse, the subtitle "Exterior plans," p. 64-66 describes the Nine Hells. The description implies to a large extent given the way it is described:

The nine hells have nine layers. (…) To reach the deepest layer of the Nine Hells, one must descend through the upper eight layers, in order. The fastest way to do this is the River Styx, which is sinking more and more It flows from one layer to the next.

However, if we take a look at the optional rule: poorly generalized, it says:

Evil invades the Nine Hells, and the visitors of this plane feel their influence. At the end of each long break taken this plane, a visitor who is not bad must make a saving shot of DC 10 Wisdom. In a failed salvation, the alignment of the creature changes to legitimate evil. The change becomes permanent if the creature does not leave the plane Within 1d4 days Otherwise, the creature's alignment returns to normal after spending a day in a plane other than the Nine Hells.

The Nine Hells refers to a plane, singular, not as a collection of planes. That last part is particularly explicit: "A plane other than he Nine Hells. "From this, I think we can safely conclude that the Nine Hells is a plane with nine layers, not nine planes or linked demiplanes or something.

So yes exile in a demon while in the Nine Hells he would banish the demon to a harmless demiplane, not to another place on the same plane (that is, a different layer of the Nine Hells).