What happens when I’m invisible and something I’m wearing has Light cast on it?

The bard in my group cast the light spell on an amulet he was wearing. Then after triggering a trap, he cast invisibility on himself.

What happens in this situation? The amulet is now invisible but does it stop emitting light because of this? Or is the amulet invisible but the light it emits still visible?

Has anyone got a decent ruling on what should happen in this situation?

What happens when a creature with Racial Hit Dice changes creature type?

The specific example I’m working with is a creature with RHD who takes the Human Heritage feat… and then advances by HD.

The creature retains all the traits of its previous type (so far so good), but what happens to its existing RHD? Do they change to the new type, or stay the same? The SRD says:

…but most templates that change Hit Dice change only the creature’s original HD and leave class Hit Dice unchanged.

However, this is in the context of whether class HD change when there is already an HD change happening, so I don’t know if it should generalize to "HD changing is the default".

If the creature then advances by gaining more HD, I assume that all the new HD would be of the new type, but I’m open to peoples’ opinions on this as well.

Bridging the two questions, there’s also an argument to be made that since Human Heritage is a 1st level only feat, all RHD are acquired after it is taken, and should thus be of the Humanoid type.

What happens when you wear armor you’re not proficient in?

What penalties or restrictions does a creature have when they don armor they’re non proficient in?

For example, picture a newly adventurous (level 1) Dwarf Barbarian (18 Strength, 10 Dexterity) who has inherited a set of Full Plate armor. He’s only Trained up to Medium Armor, but he feels obligated to don it. What are the results? What if he still wears this armor at level 10 (assuming he never takes the Armor Proficiency Feat)?

This is generally a question to clarify related rules, but it has the possibility to come up. For instance, said Barbarian may invest in Feats that give benefits when hit or critically hit. Additionally, you could ‘equip’ the enemy Wizard you’ve captured to add to your restraints.

What happens when the feat Born of the Three Thunders modifies thunderhead?

The feat Born of the Three Thunders (CAr 76) reads, in part,

When you cast a spell with either the electricity descriptor or the sonic descriptor that deals hit point damage, you can declare that spell to be a spell of the three thunders, with half its damage dealt as electricity damage and half dealt as sonic damage. In addition, the spell concludes with a mighty thunderclap that stuns all creatures that take damage from the spell for 1 round unless they succeed on a Fortitude save, then knocks stunned creatures prone unless they succeed on a Reflex save (both saves at the same DC as the base spell).

It’s clear the feat is intended to work on instantaneous spells, but a few electricity spells and sonic spells that inflict damage have durations other than instantaneous. The one I’m interested in is the 1st-level Sor/Wiz spell thunderhead [evoc] (SpC 219), which has the electricity descriptor, has a 1-round-per-level duration, and says that it

creates a small thundercloud over the subject’s head. The cloud moves with the subject, following it unerringly even if he becomes invisible or leaves the region. In every round of the spell’s duration, a miniature bolt of lightning leaps from the thundercloud to strike the subject. Each bolt deals 1 point of electricity damage that is negated by a successful Reflex save.

Here’re the questions:

  1. Which of the following is true: When the miniature lightning bolts from spell thunderhead, when modified by the feat Born of the Three Thunders, strike a foe…
    • only the first miniature lightning bolt will trigger the effects of the feat Born of the Three Thunders.
    • each miniature lightning bolt will trigger the effects of the feat Born of the Three Thunders.
  2. Which of the following is true: At least one miniature lightning bolt from spell thunderhead, when modified by the feat Born of the Three Thunders, will…
    • have an equal chance (a coin toss) of inflicting either 1 point of electricity damage or point of sonic damage.
    • inflict 1 point of electricity damage and 1 point of sonic damage (because even if halved minimum damage is 1).
    • inflict 0 points of damage (because half of 1 rounded down is 0).

Note: There’s probably an argument that says the spell thunderhead, when modified by the feat Born of the Three Thunders, doesn’t do anything as the miniature lightning bolts inflict the damage and those come from the thundercloud which is created by the spell, and the thundercloud does no damage. I’d rather not entertain that possibility as it gets into the differences between the conjuration and evocation schools of magic. To avoid such arguments, assume that the feat Born of the Three Thunders actually has an effect when applied to the spell thunderhead. Thanks.

“Who Cares?”
A buddy wants to play an electricity-chucking dude. And while dragonfire adept and warlock are interesting, a wizard with the feat Storm Bolt (CM 47) serves this purpose, too, and is… um… a wizard. So, yeah. In looking for ways to make electricity better, the feat Born of the Three Thunders makes electricity attacks more versatile, which is awesome. The feat Mark of the Dauntless (Dra 142) later, and the Wiz6 can do pretty well, shocking folks all day long if he keeps at least 1 Born of the Three Thunders lightning bolt prepared. The thunderhead thing arose because I wanted an interesting 1st-level electricity spell that could be Born of the Three Thunders. (By the way, I know the Storm Bolt feat and the Born of the Three Thunders feat don’t interact. It’s just a theme thing.)

What happens to a troll that is perfectly vertically bisected by a normal weapon?

The title pretty much covers it. For reference, see http://www.d20srd.org/srd/monsters/troll.htm and http://www.d20srd.org/srd/specialAbilities.htm#regeneration

There is, of course, no definitive answer in the rulebooks on this. However if you know of some relevant ruling by the game developers that has been published, that would be useful. I’m also interested to hear your personal interpretations.

What happens if you give away a Artifact with a Hearthstone?

If a person has an artifact with one or more hearthstones and for some reason decide to give it away to someone else what happens? Can another exalted attune the artifact and keep the hearthstone from the previous owner in the item? Will it work just the same for the new owner?

I would appreciate references to the rules, but that is not strictly necessary. If there is no reference to the rules I want an argument for why it should be this way.

Change Shape: what happens if you try to meld an item containing a creature?

So fun question that came up in another one of my games.

A player (me) is currently an adult gold dragon via True Polymorph; duration is currently "until dispelled".

The Change Shape ability says that items being worn/carried can be chosen to meld into the new form. Now if I am carrying a coffin with a living creature in it, what happens to the creature if I try and meld the coffin into me?

The creature in question is alive but is in no way concious or able to object in anyway.

A ruling in the case of a normal coffin and another with a magically closed coffin would be greatly appreciated.

What happens to an abjurer’s Arcane Ward when they fail the saving throw against a Banshee’s Wail?

An abjuration wizard has the Arcane Ward class feature (PHB, p. 115):

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

A Banshee (MM, p. 23) has the Wail action:

Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

If an abjuration wizard who has an Arcane Ward active fails their saving throw against a Banshee’s Wail, they would drop to 0 hit points. What happens to their ward?

  • Does it drop to 0 hit points instead of the wizard (meaning the wizard does not drop to 0 hit points)? The Wail ability is not damage (if you fail the save), whereas the Arcane Ward specifically mentions damage, so I assume this isn’t how it works…
  • Does it disappear when the wizard drops to 0 hit points? I don’t think anything about the Banshee’s Wail or dropping to 0 hit points generally would make it disappear…
  • Does it remain active? I’m assuming this is the most likely answer, given my above reasoning…

What happens when a dying abjurer with an Arcane Ward active is attacked?

An abjuration wizard has the Arcane Ward class feature (PHB, p. 115):

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

If an abjurer is dropped to 0 hit points by means other than damage (such as by failing a saving throw against a Banshee’s Wail), their Arcane Ward remains active (assuming it was active before). What happens if they are attacked whilst dying?

  • They take a step towards death; the rules on Damage at 0 hit points don’t take the Arcane Ward into account;
  • The Arcane Ward continues to "block" damage, so the ward would need to be reduce to 0 hit points/the damage exceed the ward’s hit point before it counts as the wizard taking damage at 0 hit points. Hence if the ward had 10 hit points and a monster dealt 5 hit points, the wizard would not suffer any failed death saving throws;
  • Both of the above; the Arcane Ward would continue to absorb damage, which may be relevant for death by massive damage, but the wizard would still suffer failed saving throws anyway);

What happens when an unconscious creature fails their saving throw against a Banshee’s Wail?

A Banshee (MM, p. 23) has the Wail action:

Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

If someone was already at 0 hit points (for example, having failed their saving throw against a different Banshee’s Wail), what would happen if they fail their saving throw against this Banshee’s Wail (assuming they still need to make a saving throw)?

  • The unconscious creature takes one step towards death, as though they took damage (thus making the saving throw meaningless, since they’d take a step towards death either way);
  • The unconscious creature just dies (unlikely, but in case there’s something written that would imply this hidden in the rules somewhere);
  • Nothing, since this isn’t damage, its just an effect (meaning the unconscious creature would be better off failing this save than passing in this case!)
  • Something else…