UA Psionic Wizard Subclass: Thought Form interactions


Psionic Wizards get a special ability called Thought Form where they become beings of pure psionic energy.

While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die.

While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5- foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form.

  1. Can you still physically interact with the world in Thought Form? Eg, can you open doors, pick up items, attack with weapons?
  2. Would you still need to breath? Seems unlikely that you could breath, especially since you can take nearly any form.
  3. What happens if you are hit with Dispel Magic?
  4. Is your form fluid, or fixed by whatever you first appeared as?

UA Psionic Wizard Subclass: Thought Form & Psionic Casting


Psionic Wizards get a special ability called Thought Form where they become beings of pure energy. Part of that ability is Psionic Spellcasting.

Thought Form

Psionic Spellcasting.

When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn’t require verbal, somatic, or material components that lack a gold cost.

What does this mean? Functionally, you have an arcane focus as a class feature so material component usually doesn’t matter.

This means you can’t cast spells like Glyph of Warding (200gp dust, consumed) for free. However, can you cast spells that don’t consume the materials like Chromatic Orb (50gp, diamond)?

Otherwise, the “no material component” seems irrelevant as you have your psionic focus already to activate the ability.

Secondly, do you still physically exist in this form? If an enemy leaves your space can you make an op attack with a dagger, for example? How about opening doors, chests, etc?

Pathfinder Natural Weapon Damage by Size Inconsistency


Take for example a bite attack. According to the table, a small bite does 1d4 damage, medium 1d6, large 1d8, huge 2d6, garg. 2d8, and col. 4d6. Presumably it’d continue 4d8, 8d6, etc.

However, if you look at the FAQ entry right below it, it says that as you increase the damage, the progression would be 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6, etc.

So what is this supposed to mean? Does it mean for example that a gargantuan entity would do 2d8 damage with a bite attack, but a huge one enlarged to gargantuan would do 3d6?

This seems it might be a duplicate of Is there an error in the universal monster rules for table:natural attacks by size? That question is 2 years old. Have we gotten any new information since then? Also, the newer chart is listed as a FAQ instead of an errata, which implies that the old chart might not be a mistake?

How to compute the difference between position vectors in c++ [closed]

I am an 2nd year engineering student with very little experience with anything to do with coding. I am working on a design project where we are building an X-Y Plotter to generate “random” motion in a rainfall simulator that is being used in a lab.

I have been able to write a program in C++ that will generate an x_coordinate and a y_coordinate as you can see below. I was wondering if anyone had suggestions on how I could store the position it is currently at [x1,y1] and find the distance to the second position [x2, y2] from that last position.

I am hoping my final result will be a program which:
Step 1: Generates a position.
Step 2: Moves to that position.
Step 3: Generates a new position.
Step 4: Calculates the distance to the new position.
Step 5: Repeat steps 2-4

Any advice or direction on what to research would save me lots of time. Thanks!

#include <iostream> #include <stdlib.h>     /* srand, rand */ #include <stdio.h>      /* printf, NULL */ #include <random>  float x_position; float y_position; float x_coordinate; float y_coordinate; int x_MAX; int y_MAX; int i = 0; int positionCount = 100; using namespace std;   int main() {   //Create Limits      cout << "Enter Max Value for X:";         cin >> x_MAX;     cout << "Enter Max Value for Y:";     cin >> y_MAX;      srand(1);     //Generate Coordinates     while (i < positionCount) {          x_coordinate = rand() % x_MAX;         y_coordinate = rand() % y_MAX;          cout << "New Position Coordinate is: [" << x_coordinate << "," << y_coordinate << "]" <<endl;           i++;   }     return 0; } ``` 

Shadow Blade and UA Psionic Wizard

From new Psionic Wizard subclass:

Psionic Focus

2nd-level Psionics feature

• When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.

Does this work with Shadow Blade damage?

Undecidability of language involving two TMs

I am currently browsing the lecture notes on computability/decidability and I have encountered the following exercise I am unable to solve.

Given M1, M2 Turing machines, is it true that for every $ x \in \Sigma^*$ M1 performs at least as many steps while working on input $ x$ as M2 does with input $ x$ ?

There is also an answer to the excercise and a hint, though it didn’t help me that much:

  • Let M1 is a TM which enters an infinite cycle for any input → halting problem (and thus undecidable).

  • Complement of the language is partially decidable, because non-deterministic TM can provide a counter-example.

In particular, I would like to know how can I express these statements formally:

  • How to formally describe the language describing the problem?
  • How to reduce the language to halting problem?
  • How to show that the complement is partially decidable?

The only thing I can decide with a confidence is that the language itself is not even partially decidable, since complement is partially decidable, but the language itself is not decidable, and thus the language is not even partially decidable (Post theorem).

Thanks in advance.

Moving my character makes environnement jerky

I’m learning to make a Tilebased game with Unity and for that I use the Zelda alttp assets. I just have Tiles, a Camera and a moving Character with a rigidbody2D and a CircleCollider.

When the Camera follows the Character, the scene feels Jerky.

Info: Anisotropic Textures: Disabled Anti Alising: Disabled The Camera uses the 2D Pixel Perfect package. The Character is moving via Rigidbody2D.MovePosition() in the FixedUpdateMethod:

MovePosition(_rb.position + moveDirection * (isWalking ? walkSpeed : runSpeed) * Time.fixedDeltaTime); 

moveDirection is calculated in the Update() Method

 moveDirection = Vector2.ClampMagnitude(transform.right * xInput + transform.up * yInput, 1f); 

You can see the result here:

Seperate Google Analytics Properties On Subdomains

I’ve created three websites on one root domain and two subdomains. In Google Analytics I’ve created three properties and each website has a different Google code snippet.

Do I need to make any configuration changes to the Google Analytics properties for this to work properly? Is there a reporting issue when visitors go between these sites?