The knock spell has a verbal spell component and states:
[…] When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object […]
I’m wondering if you can get around this loud noise by casting the silence spell, which states:
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
You would ordinarily not be able to cast knock as it has a verbal component, but the Sorcerer’s Subtle Spell Metamagic states:
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
So could a Sorcerer cast silence and then a Subtle Spell knock? Do these all combine thus letting you cast knock without the loud noise being created, or is there some interaction or rule I’ve overlooked? Does this scenario actually work?
If my PC’s necromancer turns the party’s paladin into a zombie, can the paladin still cast magic?
I was wondering where on “the stack” I can cast Absorb Elements. Is it when I get targeted, when I get hit, after I fail a save, or after the damage is rolled?
Quick overview of the situation, the party is 3rd level and the warlock and the bard can now both cast cloud of daggers. We were in a lizardfolk den and they saw us and came running down a 5-foot corridor. The bard was first in initiative and threw out the cloud of daggers right on them. The warlock went next and wanted to do the same. Is there any ruling against this? The lizardfolk were next and would take the 4d4 from the bard at the start of their turn. Would they also take the warlock’s 4d4 (A grand total of 8d4), or do these effects need to be staggered?
In the SRD it states:
Protection This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).
Compare that to:
Caster Level for Weapons The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. http://www.d20srd.org/srd/magicItems/magicWeapons.htm
So according to a strict reading when detect magic is cast a ring of protection always radiates faint abjuration (CL 5th) and the creator as a perquisite for the crafting simply needs to be of a caster level at least three times greater than the bonus of the ring created. Regardless of the actual deflection bonus of the ring, a detect magic will always radiate faint abjuration.
Whereas conversely a weapon with a magical enhancement bonus to hit and damage always has a caster level (and perquisite) three times the enhancement bonus and will ‘register’ as such when a detect magic determines the strength of the aura.
This would seem to be a slight but significant difference in the way these magical items are handled in respect to detect magic. Is that anybody else’s understanding of this nuanced point or does anybody have a different interpretation?
Conjure barrage specifies that the ammunition used to cast it must be non magical but I can’t find anywhere if an arrow under the effect of flame arrow is considered magical or not.
What I mean by that is, is the arrow in and of itself magical or does flame arrow just set it on fire as it’s launched as though it had been warped in cloth soaked in oil and lit (but without those steps)?
Would I still be able to use it as a medium to cast the conjure barrage spell or would I not be able to cast that till I lost concentration on flame arrow/the spell ran its course and if not would the effects stack?
I often see Absorb Elements (AE) mentioned as a useful spell for an Eldritch Knight (EK), because it gives you temporary resistance to one type of damage and lets you add that type of damage to your next melee attack.
However, it has somatic components, which require a free hand to perform. With many spells this isn’t a problem, since you can drop or stow your weapon, cast, and then use your bonus action for the EK Weapon Bond feature to resummon it. But since AE is a reaction, that doesn’t seem to work, although I might be wrong. So it seems as though you have to preemptively stow your weapon at the end of your turn if you think you might need to use AE, which then becomes a problem if what you actually end up needing your reaction for is an opportunity attack.
Of course, this all goes away at 4th level when you can take War Caster as a feat, which lets you cast without a free hand for somatic components.
- Am I wrong? i.e. is it possible to drop your sword as part of your reaction before casting AE?
- If not, can a 3rd level EK usefully use AE, or should you wait until 4th level to take that spell?
After researching into how spell effects stack, I find some ambiguity regarding certain spells that have multiple possible effects.
Notably, this answer regarding stacking spell effects contains updated information from the DMG errata:
Combining Game Effects (p. 252). This is a new subsection at the end of the “Combat” section:
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the ‘Combining Magical Effects’ section of chapter 10 in the Player’s Handbook.
There are, however, no references in deciding how to determine what “the most potent one” may be when not using raw numbers (such as with paladin auras).
This is also applicable to spells like contagion, which inflicts a “natural disease” (and you can be afflicted by multiple natural diseases).
If both effects of blindness/deafness cannot influence a character at the same time, how do you determine which one takes effect (assuming both casts are at the same spell level)?
Can my character cast the spell Haste on himself or can it only be cast on another character?
The description of the spell permanency reads as follows. (Emphasis mine)
This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell. Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component. You can make the following spells permanent in regard to yourself. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.
The way I interpret this is that permanency can only be dispelled if you cast it on yourself with an applicable spell. However I frequently misinterpret these things and it doesn’t really make sense so I thought I’d ask.