Does an out-of-sight creature affected by the Fear spell have to keep running if they fail the saving throw?

Imagine a (D&D 5e) spellcaster casts Fear on an enemy, and the enemy fails their Wisdom saving throw. On its turn, the enemy drops what it’s holding and takes the Dash action, running away from the spellcaster and around a corner, putting it out of sight of the spellcaster. The enemy ends its turn out-of-sight of the spellcaster, so it can make the Wisdom saving throw again; again, it fails. On its next turn does the enemy have to continue running away? Even though it’s out of sight of the spellcaster? My reading of the spell is yes: they have to continue to run away until they succeed on the save (or the spellcaster drops the spell for some other reason). Is this right, or can the enemy remain in place out-of-sight? (They obviously can’t approach closer to the spellcaster because they’re affected by the frightened condition.)

If someone attacks a swarm with a single-target spell while it’s in a character’s space, is that character also affected by the spell?

My players have walked into a Spider Lair and fought their first group of Spiderlings, or effectively a Swarm of Spiders from the MM. I didn’t realize until after the encounter that they have a reach of 0 for their attack and that they can move through and stay on a space taken up by another creature (which occurred to me is the only way it can actually make its attack.) The party’s going to fight more next session.

What happens when a swarm is in a character’s space attacking them, and someone casts a single-target spell against that swarm such as Hellish Rebuke or Fire Bolt?
Since the swarm is invading that character’s space (we assume because they are swarming around them or over them), is the character also potentially affected by the spell?

Are Familiars affected by weather conditions? [closed]

Since a familiar is a magical spirit (celestial/fey/fiend, albeit in a physical form), does it have any restrictions to travel in cold/hot areas for scouting purposes, or altitude of mountain air? I’m trying to use my owl familiar to scout mountains, and my DM tells me that it’s too cold and/or high for him to be able to scout. Would I have to recast and change the species of the owl to snowy, or would being a celestial owl prevent having to do this? Obviously if its too hot they burn and die, and if it gets too cold they freeze, but as a magical spirit that can travel between dimensions, where should the line be drawn? The 3e/3.5e template is way overpowered (spell resistance, etc), but this feels almost entirely too weak. How limited is a familiar by their physical form if they’re no longer considered a "beast?"

Are the insects from Insect Plague spell affected by other damaging spells?

Are the locusts created by the Insect Plague spell affected by other spells like Fireball, Cloudkill, Abi-Dalzim’s Horrid Wilting or similar spells? By similar spells I mean spells that deal damage on an area greater or equal than the 20-foot-radius sphere of the Insect Plague spell.

The Insect Plague spell does not describe the locusts as a creature (as a Swarm of Insects, for example) nor gives HP or clues on how damage them. I strongly believe that if someone throws a Fireball inside this swarm some effect would arise, which will be different by the effect provided by an Ice Storm or by a Cloudkill: I find the wording of Insect Plague quite ambiguous.


This question is an offspring of this one: the comments give some insights about the presented issue, but I think the topic deserves a full answer.

Does Dispel Magic end the spell for everyone affected or just the target?

An opposing Cleric casts Bless on 3 of its allies who then immediately move around the battlefield to start attacking. Concerned that the buff will create an issue, I cast Dispel Magic on the nearest one.

As the target spell is 3rd level or lower, the dispel succeeds automatically.

My question is, does this end the spell for all 3 of the initial targets, or just the one that I targeted?

Are creatures that are immune to disease affected by the harm spell?

The harm spell, flavourfully, states it creates a virulent disease

You unleash a virulent disease on a creature that you can see within range.

It later calls out that

Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

But no where does it state that being immune to disease (via the Paladin’s Divine Health class feature or otherwise) prevents either the initial damage or the reduction in maximum hit points.

This is in contrast to spells that spell out if immunity works, e.g. sleep.

Does immunity to disease protect you from the harm spell?

Is a creature’s Innate Spellcasting save DC affected by changing ability scores or adding Spellcasting features from another creature?

I’m creating a Svirfneblin Evil Mage by combining the stat blocks for each Evil Mage and Svirfneblin.

A Svirfneblin’s Innate Spellcasting Save DC is 11 and its INT is +1. An Evil Mage’s Spellcasting Save DC is 13 and its INT is +3.

I’m taking the abilities from Evil Mage and Svirfneblin and taking the higher ability scores (and modifiers), does the increased INT modifier from the Evil Mage’s score affect the Innate Spellcasting spell save DC?

Does the number of creatures affected by Sculpt Spells increase with upcasting the spell?

As a level 2 Evocation Wizard, the School allows you to sculpt spells around allies, up to 1 + the spell’s level, allowing them to avoid the effects of the spell. Certain spells, such as Thunderwave, allow you to cast them using a higher level spell slot.

My question is: which level do you use when calculating the amount of allies that can dodge your spell? The actual spell level (for Thunderwave, this is 2), or the level of the spell slot you use when casting (which effectively raises the level of the spell)?

What happens to a spell cast by a target affected by the delayed effect of the Slow spell when he saves?

Part of the description of the Slow spell says:

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

The affected spellcaster casts a spell and is hindered by the Slow spell so that his spell does not go off until his next turn, but he saves against the Slow spell at the end of his turn.