spells – Can you make eldritch knight adjustments or buffs?

spells – Can you make eldritch knight adjustments or buffs? – Role-playing Games Stack Exchange

spells – Can mage hand attach an object?

I’m imagining a using mage hand to take an object, like a sword, and holding the object to an enemy creature’s skin. Is this considered an attack of some sort? I would subsequently cast Heat metal on the sword being held to the creature’s skin. Would this work? What about wedging it under the creature if it is lying prone?

spells – What do these lines from Reverse Gravity mean?

The spell Reverse Gravity includes this section (emphasis mine):

Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.

What does the bolded sentence mean? It sounds like you can ‘walk’ on the top of the effect, but that doesn’t make a lot of sense to me (lacking traction) so I was wondering if that’s the case (because magic) or if there is another interpretation that is more accurate.

spells – Exactly how does a Storm of Blades work?

spells – Exactly how does a Storm of Blades work? – Role-playing Games Stack Exchange

dnd 5e – Can I replicate Spellwrought Tattoos with spells that are not on the Artificer’s spell list?

So through the Replicate Magic Item Infusion I’m able to replicate Spellwrought Tattoos (Cantrip/1st Level). But what if I have a level as a Wizard; can I replicate a tattoo with a 1st level wizard spell like Find Familiar for example?

Spellwrought Tattoos pretty much work like scrolls IMO.
And for a scroll you have to have the particular spell prepared.

So it’s RAW that I can give away familiars for free or guard a party member with a consumable Shield “reactor”… or am I wrong?

dnd 5e – Redundant bonus spells for cleric peace domain

dnd 5e – Redundant bonus spells for cleric peace domain – Role-playing Games Stack Exchange

dnd 5e – Summon spells and AC

The summon spells introduced in Tasha’s Cauldron of Everything include an armor class calculation, but it’s unclear from the description if the AC should include the dexterity modifier or not.

For example the Undead Spirit from Summon Undead states the following:
Armor Class 11 + the level of the spell (natural armor)

But the creature has a Dexterity of 16 (+3).

So if I use Summon Undead as a 3rd level spell, is the creatures AC 14 or 17?

dnd 5e – Can wizards really cast spells in armor?

You understand the rules correctly.

It is neither unbalanced nor a departure from D&D tradition.

It is not unabalanced because there are many ways to increase the AC of a Wizard, from Mage Armor to bracers of defense etc. Armor is expensive, and it requires that the wizard invest in both the armor, and the strength to make use of the armor, as well as the strength or dex and int to multiclass in the first place. They will also suffer from a reduced spell progression table, and will be behind others in the party for stat progression. Ofcourse, you’d be better off taking 1 level of wardomain cleric, but the cost of dipping in regards to stat improvements or feats is still there.

It’s not a departure from D&D tradition, because in all versions, if you picked the right combinations you could negate the arcane spell failures for all intents and purposes. The only people who missed out were those who lacked the system mastery to create the character concept. On the other hand, the generic wizard always had a hard time casting spells in various types of armor, and in this edition is is not merely difficult, but impossible to do so unless you choose the correct rule combinations, which allows you to do so. A wizard who is only a wizard, can not cast spells in heavy armor as has always been the case.

dnd 5e – How does Elemental Affinity work with spells like Ice Knife?

You pick which (one) damage roll it applies to, but the wording suggests it’d apply to the “elemental” cold damage

The Draconic Bloodline sorcerer’s Elemental Affinity feature says (post-errata):

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell.

The feature doesn’t say how the damage roll it’s applied to is chosen, so it’s up to the caster. That said, the way Elemental Affinity is phrased suggests that it’s meant to provide a boost to the damage of that element type.

The ice knife spell deals only (1d10) piercing damage on initial hit. It’s only the subsequent explosion of ice that deals the (2d6) cold damage. As such, it seems likely that the feature is intended to boost that cold damage, given that the feature only activates because you’re dealing the cold damage. If applied to the cold damage, then, well, the damage bonus applies to that roll as a whole – so it’d increase the damage dealt to everyone within the area of effect that failed the Dex save.

If, however, you cast a spell that dealt the damage type associated with your dragon ancestor on multiple instances – such as a concentration spell like call lightning, assuming your dragon ancestor is blue/bronze (associated with lightning damage) – then you’d get to choose which single damage roll you’d add your Charisma mod to. You wouldn’t get the Charisma mod bonus every time you dealt damage with that casting of the spell; you’d get it just once per casting, but you could choose which damage roll to boost.

spells – Can Saving Finale be used to save another creature from Phantasmal Killer?

The bard spell Saving Finale lets the bard end his performance to let one of the performance’s targets reroll a failed save:

DESCRIPTION

You must have a bardic performance in effect to cast this spell. With
a flourish, you can immediately end your bardic performance when a
creature within range affected by your bardic performance fails a
Saving Throw, allowing the subject to immediately reroll the failed
Saving Throw.

The question is, how does the bard know that the creature that he wants to help has failed a save? Phantasmal Killer reads:

DESCRIPTION

You create a phantasmal image of the most fearsome creature imaginable
to the subject simply by forming the fears of the subject’s
subconscious mind into something that its conscious mind can
visualize: this most horrible beast. Only the spell’s subject can see
the phantasmal killer. You see only a vague shape. The target first
gets a Will save to recognize the image as unreal. If that save fails,
the phantasm touches the subject, and the subject must succeed on a
Fortitude save or die from fear.
Even if the Fortitude save is
successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving
and possesses telepathy or is wearing a helm of telepathy, the beast
can be turned upon you. You must then disbelieve it or become subject
to its deadly fear attack.

Since only the subject can see the phantasmal killer, if the bard fails his Spellcraft roll to identify what the enemy is casting, does he miss the chance to save his ally?

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