dnd 5e: What spells are in the ranger spell list and not in the druid spell list?

As I have requested in this question, what spells are on the ranger spell list and not on the druid spell list?

I am more interested in the basic rule books. Unofficial material and unearthed arcana must not be included.

This should only include base spell lists; no discussion about subclass expanded spell lists is necessary

dnd 5e – Is it possible to filter the spells in DNDBeyond negatively?

No, it is not possible to search DND Beyond for spells available to Rangers that are not also available to Druids.
(09/19/2019)

DND Beyond allows you to filter spells by class. The various classes can be included in the search results or can be exempted from them by checking the check mark of the corresponding option button.

d & d beyond

However, a Google search for "Ranger Spells Only" yielded useful results.
Google search

dnd 5e: Are spells that cause punctures, punches, or knife damage considered magical damage?

Play as you like (Rules and Rules)

In your question, you clearly present two possible ways of interpreting the damage of these types of spells. In the absence of general rules related to this, I would say both interpretations of the rules are possible resolutions.

As the PHB says:

The types of damages do not have their own rules (PHB 196)

In the same way there are no general rules for spell damage, so each DM and group has to read and interpret the specific spell and resistance descriptions when they come into play.

As there is no distinction in 5e between flavor text and spell mechanics, there is a wide range of possible interpretations. In this case, the interpretation depends on the answers to the following questions:

  • Does Thorn Whip, Ice Knife and Earth Tremor create weapons, or a naturally harmful phenomenon, or is the damage a magical version of the type of damage given?
  • If you create weapons, are these weapons magical?

Other spells are more specific about the magical nature of their damage (for example, magic missile) or the fact of creating a magic weapon (Alter Self). In the absence of such specificity in the three spells you mention, and of any general rule about spell damage, it depends on the discretion of DM or what the group decides.

Personally, I would go for a "low magic" reading of the spells: Thorn Whip and Ice Knife create non-magical weapons, earth tremor Causes a natural disaster – emphasis according to the writing of the spell – which means that the resistances in question would apply. But this is just my reading of spells, and 5e D&D is designed to allow a multiplicity of play styles.

dnd 5e: What would be the implications of balance by eliminating the spell school restriction of learning spells for the Eldritch Knights and the Arcane Tricksters?

I repeat the same answer that I gave in a previous question that I will link to this, but I think it still remains:

The DMG has a Workshop section to customize your game, and one of the sections is in "changing spell lists." It says (among other things) that:

Modifying the spell list of a class generally has little effect on the power of a character, but can change the taste of a class significantly.

So, really, there shouldn't be problems to do it from a power perspective. Your class might play a little differently if you choose thematically different spells, but that's to be expected.

You can find this section on page 287 of the DMG.

In this case, the impact is likely to be even less on the side of power, because both classes already get some free selections from the entire list, so any spell they may have under their rule is already available.

This will surely be just a change of flavor.

dnd 5e: Can a true polymorph relative change spells?

True Polymorph is a powerful tool, but it has limitations. One of those limitations is that it is only capable of transforming something into a creature that has a challenge rating.

the new form can be the type you choose whose challenge rating is equal to or less than the objective (or its level, if the objective does not have a challenge rating)

Spell targets are limited to becoming creatures with blocks of statistics, such as those found in the Monster Manual. With that established, your questions can be answered like this:

The introduction of the Monster Manual (Special Features> Spellcasting) states the following:

You can change the spells that a monster knows or has prepared by replacing any spell in a monster's spell list with a different spell of the same level and the same class list.

The Player Manual (Spellcasting> Rituals) states:

To cast a spell as a ritual, a spellcaster must have a characteristic that gives him the ability to do so.

There are no blocking features of creature statistics (as far as I know) that grant this feature, which means that the rules as written prevent a monster from casting a spell as a ritual.

Of course, a DM is free to master the ability of certain monsters to cast spells as a ritual, for the sake of credibility. The Monster Manual even says that the features in a block of statistics are only those that are related to combat or require some explanation, so the absence of a Ritual Launcher The trait could simply have been left for not being focused on combat or being complicated enough to deserve inclusion.

dnd 5e – Family change spells of true polymorphism?

Let's say you are a sorcerer of the Pact of the Chain, so you have a family CR of 1 or something. If you reach level 17 or find and pay a high-level wizard to permanently turn your relative into an apprentice wizard or an evil wizard of LMoP, could you give him a spell book and have him learn / prepare different wizard spells, launch rituals, etc.?

What happens if you make it an Acolyte, could you prepare it? any First level cleric spell, how could a normal cleric do it?

This is probably a ridiculous question in which the answer is "if you can get a ninth-level spell, then it even matters", but I'm curious if there are any rules that point in one way or another about this.

dnd 5e – (D&D 5E) Spells of true polymorph family change?

Let's say you are a sorcerer of the Pact of the Chain, so you have a family CR of 1 or something. If you reach level 17 or find and pay a high-level wizard to permanently turn your relative into an apprentice wizard or an evil wizard of LMoP, could you give him a spell book and have him learn / prepare different wizard spells, launch rituals, etc.?

What happens if you make it an Acolyte, could you prepare it? any First level cleric spell, how could a normal cleric do it?

This is probably a ridiculous question in which the answer is "if you can get a ninth-level spell, then it even matters", but I'm curious if there are any rules that point in one way or another about this.

pathfinder 2e – Increase spells

I understand that I can paste a low level spell into a higher level spell space and cast it there. My example will be Magic Missile, a level 1 spell. If I have the spell space, I can cast MM as a ninth level spell. There is no problem there.

But this is where I'm missing, if I launch MM on lvl 9, and I only use the only action to launch it, do I still only launch a missile or are 5 missiles for 1 action? The increased spell section of the spell description only says

Increased (+2) You fire an additional missile with every action you spend.

So I guess that means that for every 2 levels higher you throw it, it has that effect. If so, it would be 5 missiles for 1 action, 10 missiles for 2 actions and 15 complete if you use the 3 actions at level 9. Correct?

And does the same type of progression apply to cantrips? He says that the cantrips automatically rise to cast as a ½ level spell of your character, so at level 20 you would be throwing cantrips at level 10 of power. Since spell descriptions for increased cantrips mostly say +1 add a dice, would you roll with the additional dice of 9 or is it just an additional dice period, no matter how strong your cast is?

I come from the spells of 5e for fools where he tells you that if your fifth level the spell now does this damage, if your seventh does it now and so on, so I'm a little confused and I don't want to plan around a misunderstood mechanic.

What spells can a blood hunter cast?

So I wondered what spells a blood hunter might cast, if any. I can't seem to find any help or details about what spells Bloodhunters can use, so if someone could kindly help me, that would be greatly appreciated.

Sorry for my bad grammar ~

Pathfinder 2e: probably dumb, but I have questions about the rising spells

so I understand that I can paste a low level spell into a higher level spell space and cast it there. My example will be Magic Missile, a level 1 spell. If I have the spell space, I can cast MM as a ninth level spell. no problem, but this is where I'm missing, if I launch MM on lvl 9, and I only use the action to launch it, do I still only launch a missile or are 5 missiles for 1 action? The Increased spell section of the spell description reads "Increased (+2) You fire an additional missile with every action you spend." so I guess that means that for every 2 levels higher you throw it, it has that effect. if so, it would be 5 missiles for 1 action, 10 missiles for 2 actions and 15 complete if you use the 3 actions on lvl 9. Right?

And does the same type of progression apply to cantrips? It says that the cantrips are automatically raised to cast as a level 1/2 spell of your character, so at level 20 you would be throwing cantrips at level 10 of power. Since spell descriptions for increased cantrips mostly say +1 add a dice, would you roll with the additional dice of 9 or is it just an additional dice period, no matter how strong your cast is? I come from the spells of 5e for fools, where it tells you that if your fifth level the spell now does this damage, if your seventh does it now and so on, so I'm a little confused and I don't want to plan around a misunderstood mechanic.