Do external, non-innate methods exist in Faerûn circa 1489 DR to situationally alter the efficacy of spellcasting?

Prior to D&D5e, Forgotten Realms lore included various situational methods and circumstances that could change the way spells and spellcasting worked. For example, the 1e product Volos’ Guide to All Things Magical includes a lengthy section on the use of various materials as special spell components. Using, say, a star sapphire in the casting of globe of invulnerability would increase level of spells warded off by the globe (see VGtATM p. 51). On the other hand, consuming the herb spellbane detailed in the 2e product Volo’s Guide to Cormyr would entirely suppress spellcasting ability for a period of time (VGtC p. 110).

Faerûn has changed a lot across editions, however, and nowhere is that more true than in the way magic and spells work. Maybe those old methods of amplifying or weakening spells and spellcasting are still effective, or maybe they aren’t. Is there any lore either way in 5e-era publications, i.e., in the Realms as they are post-Second Sundering, circa 1489 DR? Are there any other, different but comparable methods available?

To be clear, I’m interested here in methods that are temporary, ephemeral, and external to the caster and/or target — not innate abilities, learned skills, divine gifts, etc. Magic items are fair game, as are special substances (magical or otherwise). Even locations with special properties that change the way spells function would fit the bill.

If undead exist, why do cemeteries exist & cremation not a standard?

I have less fingers than the nr of cemeteries I cleared in campaigns of various scenarios and game mechanics. I find time and time again cemeteries crawling with undead. Either graves or crypts.

I understand the exotic/horror nature of a cemetery but if it happens once, twice, a million times, surely some peasants can get the hint and burn their dead?

A friend said that improper burial through fire angers the god who wants xyz ritual, that some undead are ghosts & other incorporeal undead BECAUSE they can’t find their body so they throw a major ragequit.

Surely there must be a better reason.

What mechanical implications exist when allowing duplicate stronghold types in a castle?

Matt Colville’s supplement Strongholds & Followers details, among other things, rules for building optional strongholds and castles, with castles being complexes of multiple strongholds.

The strongholds are divided into four broad types: keeps, towers, temples, and establishments. A stronghold (of any variety) can be controlled by only one PC at a time, and can only offer its most direct benefits to that character. On page 11 of Strongholds & Followers the rules state that castles cannot contain more than one of each stronghold type.

A castle cannot contain multiple of the same type of stronghold. If you build a castle with two towers, for instance, only one of them grants the benefits of spell research. Also, a stronghold’s benefit only applies to one character at a time. (Strongholds & Followers, page 11)

I am running a game using these rules in which two PCs (a Wizard and a Sorcerer) will almost certainly want to build a tower each. Even if they don’t, the party has no use for a temple (or variant on a temple, like a Druid’s Grove). With four players that means that unless there is at least one duplicate stronghold type, at least one player will be left out. This is easy enough to just overrule (I plan on allowing two towers), but I’m curious about why the restriction on duplicates exists. I have not found anything in the book itself.

Is there a mechanical implication to duplicating stronghold types within a single castle?

How do I check if the same item exist in plist and SpriteKit?

I am trying to make a RPG game in IOS, with a similar dialogue system in Baldurs Gate. I have created two arrays in a plist file. Like this:

Plist file

As you can see I have two arrays: PlayerMessage; a list (it will be) of multiple choices that the player can touch and NPCMessages; the text that is displayed when the PlayerMessage is touched

I am at the stage where I can touch on the NPC and see a black box with text from array (PlayerMessage). However I do not know how to tell Swift, if a player touches the string of the Item in PlayerMessage and if same item exist in NPC Message display the string of that item.

Here is the code that I have used:

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {          for touch in (touches) {                  NPC.name = "NPC"                  let Location = touch.location(in: self)                                          var CorrectedLocation = CGPoint()                     CorrectedLocation.x = Location.x - LocalCamera.position.x                     CorrectedLocation.y = Location.y - LocalCamera.position.y          let node = self.atPoint(CorrectedLocation)         var Message: SKLabelNode!         Message = SKLabelNode(fontNamed: "Trebuchet MS")          if (node.name == "NPC") {             let NPCMessageer = SKSpriteNode (color: UIColor.black, size: CGSize(width:1000, height:1000))             NPCMessageer.zPosition = 99             NPCMessageer.position = CGPoint(x:-500, y:-200)           Message.fontSize = 50             Message.color = UIColor.white;            Message.position = CGPoint(x:-500, y:-100)             Message.zPosition = 100              addChild(NPCMessageer)             self.addChild(Message)             for PlayerMessage in NPC.PlayerMessage {              Message.text = PlayerMessage as?String}             let label = self.atPoint(CorrectedLocation)             if label.name == "Message"             {                                                if NPC.PlayerMessage == NPC.NPCMessage              {                 Message.text = NPC.NPCMessage as?String              } 

Considering “PointSize[0]” and even $[-1]$ in NumberLinePlot, why those circles still exist?

In this code, I put "PointSize[0]" (or [-1])

NumberLinePlot[{Sin[x] < 0, Sin[x] >= 0}, {x, 0, 13},   PlotStyle -> {Directive[Thickness[0.001], Red, CapForm["Butt"],      PointSize[0]],     Directive[Thickness[0.001], CapForm["Butt"], Black, Opacity[100],      PointSize[0]]}]  

but I get this plot

enter image description here

As can be seen, those circles still exist (cf. magnified part). How can I get rid of these circles and have only line segments?

Does Rope Trick create an extradimensional space, or does the space already exist?

In my answer to this question, I used the fact that Rope Trick states

…an Invisible entrance opens to an extradimensional space that lasts until the spell ends.

After thinking about it for a while, I started to wonder if I was wrong. This sentence can be taken two ways – either the entrance lasts until the spell ends, or the extradimensional space lasts until the spell ends.

The text

Anything inside the extradimensional space drops out when the spell ends

implies that the space ceases to exist when the spell ends. But this is different from similar destruction of bigger-on-the-inside spaces, such as the Bag of Holding:

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane.

So… Does the space get created and cease to exist when the spell ends, or is it the entrance?

What high-end fantasy fabrics and textiles exist in the Forgotten Realms?

Dungeons and Dragons has defined many fantastic and interesting metals (mythril, adamantine…) and leathers (dragon scales, Leather golem armour…). The lore also likes to call out food and drink as local specialty trade goods (Knucklehead Trout in Icewind Dale, or Crumblecake in Red Larch). It seems, however, that there are very few signature fabrics, like fancy silks or wools. I am not specifically looking for magical items or special effects, or any real game effect at all really.

What high end, fantastical materials for clothing exist in the lore of the Forgotten Realms?

I am currently running a game for a player who plays a weaver, and is looking for an interesting material to weave into a scarf for purely RP reasons. I can easily handwave Giant Spider Silk or Unicorn Hair, but I would be very interested to know about actual in-lore materials. The party is currently near Yartar, which has a bustling fashion and textile industry, so I can handwave that VERY exotic materials are imported at high cost, or sold on the black market.

Does a Huntsman only exist for the span of a single dream?

In Changeling the Lost: Second Edition, it is said that a Huntsman’s heart resides within a Bastion. It even specifies that

the heart can found within the tempestuous mortal Bastion

So, the Bastion is one of a mortal dreamer. It is also said that

A Bastion only exists for the span of a single dream. When the dreamer wakes, whether naturally or because a paradigm shift jarred them awake, the Bastion crumbles and disappears

What happens when the Bastion containing the Huntsman’s heart crumbles? Does it destroy the heart, which implies that a Huntsman only exist for the span of a single dream? That would seem to contradict the "Wild Hunt" paragraph

so long as their heart beats in their stolen Bastion, they reform somewhere in the Hedge within a month’s time to start again. And even when the heart itself is destroyed and the Huntsman is no more, the animating Title’s fire flits back to the Keeper whence it came

It seems clear that the designers intended for the Huntsman’s existence to last longer than a dream, but the rules don’t seem to support that.

Does the True Fae move the heart to a different Bastion every night? That would seem very… tedious to do for one of the Gentry. It doesn’t really make sense to me.

So, how can a Huntsman exist for longer than a single dream?