The Circle of Stars druid’s Star Map feature grants the following benefits (TCoE, p. 38):
You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, you have these benefits:
- You know the guidance cantrip.
- You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
- You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Neither guiding bolt nor guidance have a material component. It would seem from the language that RAW one must hold the chart in one hand and cast these spells with the other, unless one has the War Caster feat.
Is my interpretation of the rules correct? And what is actually intended?
Is the star chart a material component for guidance and guiding bolt?
I mean it can hit invisible creatures and it deals 4d6 damage for a 1st level spell. The only bad thing is that only Clerics can use it. But also range 120ft.
In a scenario of 5 rounds in level 1, where spell range doesn’t matter, and the enemy’s AC gives you a hit chance of 50%. Which is better: casting Witch Bolt, or spamming Fire Bolt for 5 consecutive rounds?
As stated in the title: is an arrow, bolt, or other object that is generally used as ammunition, count as a weapon when determining bonus effects from other feats/abilities? For example:
Dreadful Strikes – 1d4 psychic damage – TCoE, pg. 58
When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
It seems clear that hitting a creature with a sword via melee, or even a thrown weapon, like a dart or dagger, would benefit from this feature. But since Arrows and Bolts are “considered” ammunition, they would not (unless used in some other improvised way).
Assuming that Witch bolt is cast at 1st level and hits the target would the target take 2d12 damage in that turn because its the beginning of the spell’s duration and
"on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically."
or does it take effect the turn after you cast it?
The Scribe subclass of the Wizard has the "Manifest Mind" feature, creating a manifested spectral mind that can be moved by the Wizard as a bonus action. Additionally, the Wizard can cast spells through the spectral mind :
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses.
This allows the Scribe to cast spell remotely through the spectral mind .
The spell Witch Bolt can be cast through spectral mind , but it is not clear to me if it’s damage can be repeated if the spectral mind is within 30 feet, but the Wizard himself is more than 30 feet away.
The problematic part of Witch Bolt is the following:
The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
Is the target is outside the range, if the spectral mind is within 30 feet of the target, but the Wizard isn’t?
I want to rotate a object and stop when it reaches a certain angle using unity’s bolt, visual scripting.
During my last encounter my 3lvl wizard fell into a trap with freezing water below. He managed to save himself using Levitate, but during my party’s post-game discussion there was a question of getting out of freezing water into an even more freezing air (now wet through) and how it should impact a PC.
A spellcaster using a Ready action can keep any spell with a casting time of 1 action on concentration until start of his next turn.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.
If it’s a fire spell and you hold its energy, then it seems reasonable it would release some heat, doesn’t it?
Also, even though you can keep cast and readied spell only until start of your next turn, Fire Bolt is a cantrip so you could just repeat the whole process as long as needed to get oneself sufficiently warmed.
And no, my wizard sadly doesn’t know Prestidigitation.
Quick question, I didn’t see it covered. Does the extra damage from Hunter’s Mark trigger with the Radiant Sun Bolt from the Sun Soul Monk?
The description of the Ready action states, in part:
When you ready a spell, you cast it as normal but hold its energy
Does this mean you could cast a fire bolt spell, hold its energy indefinitely (as long as it doesn’t break concentration), and light up like in Skyrim?
That doesn’t seem right to me; am I mistaken?