Spell synergy question.
Casting order is mirror image spell first so the illusory duplicates AC are set and then adding in shield of faith spell, creating a barrier "around" the creature mirror image was cast on and if I am right around the occupied space of said creature, so this would include the illusory duplicates.
Would the "shield of faith" spell(description: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.) provide an AC boost to the illusory duplicates created via the "mirror image" spell(description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.) given that they are all occupying the same space and moving in sync(mimic your actions).
If this is indeed how these 2 spells sync, the illusory duplicates would instead have 15 AC each instead of 13 AC while also boosting the original creatures AC by +2.
The wording of Shield of Faith suggests that it can be used to reveal a known but invisible enemy:
A shimmering field appears and surrounds a creature of your choice within range (60 feet), granting it a +2 bonus to AC for the duration.
Unlike many spells, there’s no requirement for the caster to see the target.
A Jeremy Crawford citation indicates that there needs to be a clear path from the caster to the target.
A fairly common "boss fight" scenario is that the heroes enter the boss’ lair, the boss delivers an ominous speech, everyone rolls initiative, and on the boss’ first move they cast Invisibility (or Greater Invisibility). Would casting "Shield of Faith" on the boss be a cheap counter? (The boss getting an AC boost, of course, is just hilarious).
Guardian of faith says:
The guardian vanishes when it has dealt a total of 60 damage.
Because of this, could you:
Have the guardian attack something with a good Dex save
Assume the thing succeeds
If not, attack it again (it succeeds, the Guardian dealt 30 damage)
Attack an object twice because objects fail Dex saves
Conclusion (4.5): The Guardian has dealt 70 damage. This means it can never do a total of 60 damage. You now have a guardian for the rest of 8 hours.
- Repeat daily
Actual conclusion: You have a permanent guardian of faith.
Would this work?
The Guardian of Faith spell states something like…
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Is this assumed that as soon as a creature stops in one of the squares around the guardian, it instantly takes the damage (less the saving throw)? E.g. in some combat situations…
- Creature ends its movement within range, will take damage.
- Creature moves through the Guardian’s range but does not stop, no damage
Am I understanding this spell properly? Seems like it would only really be useful to place in difficult terrain, or at some sort of objective point where the party actually has to stop for a moment (e.g. to unlock a door, climb, etc).
For backstory I was making a Grey Elf for a upcoming game. We’re starting at level 3 and the GM basically gave us a blank check of "No Dragon magazine, no Third Party, no Pun Pun". In this case No Pun Pun just meaning no memeibly stupid characters that crash the universe. The only other rules are nothing like flaws for feats or the like, but all feats, classes, and races are allowed more or less. Dragon rules out the normal cheese of alternate source, which arguably doesn’t work anyway. This leaves me with the only remaining option of Mad Faith. For anyone not aware its basically a divine version of precocious apprentice, gives you a 1st, 2nd, or 3rd (depending on a factor I’ll ask about later) divine spell. So I would meet all requirements as early as level 3. But there’s a problem. The feat requires a whole variant rule system from Hero’s of Horror, funnily enough the same book that gave us my divine class Archivist.
My plan was to go Grey Elf Wizard (UA transmutation Domain if that maters) 1st level for Precocious Apprentice, then two levels of Archivist, taking Mad Faith at 3rd level to get my 2nd level spell. But here comes the rub, I need Moderate Depravity (again a condition from HoH) to qualify and get the feat. Moderate Depravity isn’t something you can normally get from character creation, its something that just happens to you like CoC insanity. Running around with hallucinations that give me -6 to initiative and a excuse to act like i just drank cactus juice once in a while isn’t a problem for me but it means I’ll have to ask my GM for permission before the game to have madness from backstory reasons. I have a good feeling that he’ll say yes but i’d like to find a alternative if possible.
Race isn’t really flexible here because I was planning on taking a level in wildrunner for trackless step to qualify for Arcane Hirophant later. Though anything with a regional restriction is allowed and Alignments don’t matter unless you’re getting powers from a patron like a cleric. The plan on this is a character that eventually has 17/18 Wizard Archivist casting. Character concept is basically a magic obsessed Elf that wants to eventually learn everything, thus why he’s taking levels in the two classes with the most arbitrarily expansive spell access.
Things I’ve also considered: Bamboo Spiritfolk arguably works though trackless step as a racial instead of a class feature is a bit shaky for my taste, I’m not sure how that works by Raw, though it would let me skip Wildrunner and thus skip the feat and enter MT at level 5 for a end result of 17/19 Wizard Archivist. I also considered a Illumian Wizard/Rogue/Loredelver/Ur-Priest/Fochlucan Lyrist for a similar 9th level Arcane/Divine outcome but Druidic is a annoying requirement and the build doesn’t hit its stride until level 15 or so. Even if a level 20 character with 3 attacks and 9th level spells from two sources sounds fun.
For this question, assume I will shortly be running a campaign for some players who are new to D&D, most of whom are of Hindu faith.
I’d like to introduce some elements of the Bhagavad Gita and Ramayana for flavor, but I’m only passingly familiar with these texts. Note that I don’t plan to spawn avatars of Vishnu in combat or anything so trite, but I’d like some thematic elements of the campaign to match to ideals they are already culturally familiar with, as it may help facilitate immersive roleplaying, rather than trying to accommodate to a less familiar cultural identity.
It might be a long shot, but how can I incorporate elements of the Hindu faith into my campaign without the attempts looking goofy or causing offense?
Obviously, things like basic animistic spiritual beliefs already exist in D&D, and traditionally famous figures like Rama do not. But, if the players can encounter similar times of struggle and perseverance of character, that’s sort of what I’m aiming for.
To put it another way, using a mythology I’m slightly more familiar with, if I were running a campaign and wanted to incorporate elements from Greek mythology, I wouldn’t just create the D&D version of Hercules, but perhaps the players encounter similar trials, being tasked with sidequests performing labors to prove their worth and/or divine spirit. Anything like this for Hindu tales?
Considering the fact that you can only uphrase an affiliation to 3D, and visionary faith equals your cult affiliation + 3, is the maximum you can reach B6 with visionary faith? Or am I missing something?
Under the mythic rules, there are mythic spells. Mythic shield of faith adds your tier to the deflection bonus from the base spell, but does that mean you hit the cap bonus provided much sooner or is that tier bonus on top of the spell bonus?
So if I was a caster with 18 caster level tier 3 and cast mythic shield of faith, is the deflection bonus +5 or +8?
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In Burning Wheel (Gold, also Revised), there are some stats — specifically, Perception, Faith, and Resources — that only advance when you succeed at a test.
This makes advancement much more difficult, since you need to actually pass Difficult and Challenging tests — by definition, tests that you’re likely to fail, and tests that you have no hope of succeeding without extra effort, respectively; whereas with other skills you merely need to attempt them (well, attempt them and survive the consequences of failure).
However, this is Burning Wheel, so artha is limited and tests don’t happen without something at stake. The game’s ethos is that you should put something on the line and face danger head-on, but also put some thought and strategy into your approach in order to actually persevere. Doubly so for the “only successful tests count” stats because there’s no consolation prize for failure.
For instance, I’ve been able to advance Perception at the same rate as Will and Power while actively trying to advance and shade-shift Perception while largely ignoring those other stats (and rolling them significantly less often than Perception). Meanwhile, advancing Resources seems like a delicate balancing act because failing tough tests leads to tax, which can actually permanently drain your Resources if you’re not careful.
So, what’s the best way to pick up the successful Difficult and Challenging tests needed to advance Perception, Resources, or Faith in real play, where artha is scarce and failed tests have real consequences?
(If it involves using a limited resource judicially, tell us how. If it involves setting up certain specific fictional situations, provide some guidance on how to do it awesomely. Et cetera.)