Can a creature under Dominate Person choose to willingly fail the saving throw from Calm emotion if the caster is viewed as an enemy?

The description of the Calm emotions spell says:

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes.

If a player controlled by Dominate Monster is asked to kill his allies, could he willingly fail the saving throw since he view them as ennemies and calm emotion could be "dangerous" for him?

What caster level do you need to craft a ring of protection +5

I had always assumed that there was a similar requirement to crearing higher tiers of rings of protection (and magic items in general), just like you need to be at least three times the enhancement bonus in caster level for magic weapon- and armor enhancement.

However a player pointed out that the rules do not say so and frankly I haven’t found anything contradicting in the DMG. Is it actually the case that you could theoretically forge a ring of protection +5 at caster level 5th given that you have a high enough level to get the approptiate feat – or am I missing something?

Can a caster dismiss Etherealness for other creatures?

When upcast, the etherealness spell lets you target multiple creatures. The spell’s description includes the following termination clause (emphasis mine):

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

Prematurely ending the spell seems straightforward for the caster, the caster simply spends their Action to dismiss the spell. However, this portion of the spell was written for the spell under its normal casting criteria (i.e. not upcast) which has a typical target of Self.

Compare this to the language used in the astral projection spell, which by default targets other creatures:

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

and then:

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

So in the event that etherealness is upcast and affecting multiple other creatures, does the caster need to spend their Action to end the spell for everyone? Or does each character need to spend their Action to dismiss the spell on themselves? Can the other characters even use their Actions to end the spell or could they be trapped on the ethereal plane until the spell runs its course?

If a spell is twinned, does the caster need to provide costly material components for each target?

The Divine Soul Sorcerer can gain access to the revivify spell pretty easily (along with other costly resurrection spells), which has a costly material component that the spell consumes (300 gp worth of diamonds).

If after a particularly rough battle, can the Sorcerer use revivify on two separate creatures who have died for the cost of just 300 gp worth of diamonds or would it require 600 gp worth?

For the sake of this question, assume that a dead creature is a creature and not an object. If it helps, you could consider the stoneskin spell as well.

Which spells require the caster to see a target creature or unoccupied area?

Some spells like Darkness or Fog Cloud might be used to kneecap spells that have the prerequisite phrase "that you can see" which refers either to a target creature or an unoccupied area where something might be summoned. Other spells will of course get shut down by a Silence spell, making their casting nearly impossible.

What are these spells that might get crippled or shut down completely?

Can you use you once a day Lv1 Spell with Magic Initiate feat with a higher spell slot you have if you are a caster class? [duplicate]

Can you use you once a day Lv1 Spell with Magic Initiate feat with a higher spell slot you have if you are a caster class?

EX: If Wizard with Magic Initiate feat hand chose the Lv1 Chromatic Orb spell as their once a day, can they use that spell with allotted spell slots the wizards have. Can they use the spell with 3rd r 4th Lv slot?

What happens to the contents of Leomund’s Secret Chest when the caster dies?

The spell Leomund’s Secret Chest allows you to hide a chest full of goodies on the Ethereal Plane. According to the spell, the caster may use an action to return the chest to the Prime Material:

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you.

So, it is unclear whether anyone else may retrieve the loot chest, say after killing the caster. According to the spell:

If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Does the death of the caster cause the spell to end? If not, is the loot chest essentially lost?

Is there a divine caster class/archetype that has access to a significant number of illusion spells?

I like the idea of creating a tricky, illusion-wielding, stealthy Cleric of Sivanvah (“patron goddess of illusion magic, tricksters, and those who keep secrets”).

I know I can make a Cleric with the Trickery domain (or one of its subdomains) for a smattering of tricksey spells. I know that if I use the Ecclesitheurge or Theologian archetypes, I can use my non-domain slots to cast those spells more often… but I will still have very few illusion spells to choose from. What I’d like is divine caster:

  1. Whose spell list contains more than 1 illusion / level
  2. (Bonus points) if it provides enough skills points to more easily be stealthy

Is there a Pathfinder class (or, more likely, archetype) that casts Divine spells but has access to a significant number of illusion spells?

My DM might consider 3rd party, but 1st party is preferable.

I recall in Warhammer v1 that Clerics of Ranald (their god of thieves) used the Illusionist’s spell list, but otherwise worked as Clerics, and I wonder if I’ve missed an archetype somewhere that does something similar.

If not, I feel like the classes that comes closest to my vision currently would be a Sorcerer or Mesmerist, reskinned as divine…but I wonder if there’s something better out there (perhaps as an archetype for Clerics, Inquisitors, or Warpriests).