Spiritual Weapon does not require concentration and only has a duration of a minute. When my cleric was knocked unconscious the on-the-fly decision was to keep the weapon waiting around until the end of the spell and I was able to use it again after getting back on my feet. We were wondering however if there was any overall guidance for summons – should they stay until the end of their duration even if the caster goes unconscious?
Simple enough question(I hope), but I couldn’t seem to find a clear answer anywhere.
This is a Adventure League character. I’ve taken the ritual caster feat on my character, chosen my two spells, but can I then only learn additional spells from other players, or can I spend downtime to learn it from an NPC, if so how are the costs? 2 hours and 50 gold pr. lvl, so a 2nd lvl spell would be half a day and 100 gold?
I’m a level 5 warlock with Pact of the Chain, so I can cast Invisibility with a level 3 slot, and cause 2 creatures to become invisible.
Can I use my familiar to deliver invisibility to someone who isn’t in my range (like 80feet away from me) and myself with 1 cast?
Reading the War Caster feat again, I’m having a doubt about the following sentence:
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
I’m trying to figure out the implications of this feat when using a hand to grapple an opponent. It looks like wielding a shield would be enough to perform somatic components, but wielding a single weapon would not – the plural suggesting you must hold 2 weapons (potentially, in one hand…) to do so.
Am I reading this correctly, or am I paying my lack of involvement during english lessons ?
More context: I’m considering spells such as Primal Savagery, Shocking Grasp, Inflict Wounds, Vampiric Touch to deal reasonable damage to a grappled, prone opponent, while wearing a shield. Double-checking RAW here, and adding the “weapons” issue for the sake of completeness.
Consider Time Stop and summoning an ally during this spell. Does that ally’s duration start counting once Time Stop’s effect ends or does it start counting down the moment it is summoned minus any “extra rounds” you used within the effect of Time Stop?
A scenario for a villain I came up with at one point was an insanely powerful mage who keeps her real body in a demiplane with the timeless trait. In order to beat the heroes she only sends astral projections of herself and since she’s so strong no amount of killing astral projections will stop her. The only way to beat her would be to find the coordinates to her demiplane and kill her there on her own terms. Ignoring whether or not this would be fun, since making an op nigh immortal caster as the BBEG would be difficult to pull off without becoming extremely obnoxious, would it even be remotely possible in Pathfinder lore? I mean could an NPC be even powerful enough to negate the repercussions of having an astral projection destroyed multiple times? Assuming they are not a god or similar being. I can figure out the exact details after I’ve confirmed it’s even possible.
The enemies abound spell states:
[…] If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to […]
– Xanathar’s Guide to Everything (page 155)
And the War Caster feat states:
[…] When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack […]
– Player’s Handbook (page 170)
Note that a spell cast using War Caster is not considered an opportunity attack
I’m now unsure what happens when somebody is under the enemies abound spell but also has the War Caster feat and an opportunity attack is provoked. Does War Caster allow them to cast a spell or does the phrasing of enemies abound (especially “that attack”) require them to make the opportunity attack?
My players face a cult of wizards in a ruin. All cult members wear identical robes and conceal their faces with masks.
One of the PCs is a fighter and has shown to be particularly effective as dispatching other wizards in the field, so this group of wizards will try to disable him from combat via casting Heat Metal, then the rest of the wizards will protect this wizard until the fighter is disabled.
My question is twofold: mundane effects to obfuscate the caster and magical effects to obfuscate the caster.
- What mundane things could be done to hide the caster?
Since all the wizards are identical in appearance, I believe if they all perform the verbal and somatic components in unison the PC wouldn’t know which caster to focus.
- Are there any magical effects that could conceal the caster?
Invisibility cast by a second wizard on the primary after Heat Metal is cast could work. Minor Illusion could break line of sight to prevent ranged attacked.
Other Q&As on RPG.SE have discussed the by-now-familiar rules for mounted combat, including the differences between controlled and independent mounts. See, e.g., When can you choose to control a mount? Mounts summoned via find steed, however, are a special case. Per this 2018 guidance from Jeremy Crawford,
when you ride the mount [summoned via find steed] in combat, you decide whether it follows the rules for a controlled or an independent mount.
What remains unclear, however, is precisely when a caster who is already mounted on the summoned steed may, or must, make that choice. For example, it could be:
- When the DM calls for initiative rolls.
- Only on the caster’s first turn.
- Only the mount’s first turn.
- On any turn the caster takes.
- On any turn the mount takes.
- On any turn whatsoever.
Some of these options would require the caster to choose only once and stick with it. Others would conceivably let the caster change her mind each round, or even multiple times each round. Which (if any) is the correct way to handle mount control using find steed?
This feat allows you to hide spellcasting, but takes penalties for every visual aspect of the spell you need to hide.
The general benefit is below:
When casting a spell, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers.
Each thing you do that is part of spellcasting causes a penalty here. For example, if you use material components you get a -4, but that is known to be removed by the Eschew Materials feat.
On the topic of focus and divine focus, the exact wording is this:
If the spell requires a focus or divine focus, you take a –4 penalty on the Bluff check.
All of the penalties in Cunning Caster tie to the process below. Components, including material and foci, are normally expected to be manipulated as part of casting the spell.
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.
My question: Do you still take the focus penalty from Cunning Caster when your focus is permanent? IE: Part of clothing, a holy symbol tattoo, or otherwise something treated as a focus that does not stipulate having to touch it to use it as a focus.