How does Wish work with spells that interact with material components?

How does wish work with spells that interact with material components?

For example, how does wish work with a spell like leomund’s secret chest? Do an exquisite chest and small chest just appear with the wish? Or do you need them?

Wish says it doesn’t need any expensive components to cast, but things are a bit unclear here.

How does a Cloak of Displacement interact with a tortle’s Shell Defense?

The cloak has a property that causes creatures to have disadvantage on attack rolls against the one wearing it, and

This property is suppressed while you are incapacitated, restrained, or otherwise unable to move (DMG, pg 158).

The way Shell Defense is described

You can withdraw into your shell as an action… While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell (EGW, pg 181).

is effectively the same as being both incapacitated and restrained, with the only notable difference being that an attack against a prone creature

has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage (PHB, pg 292).

While extremely similar mechanically, the tortle using Shell Defense is technically neither restrained nor incapacitated. Furthermore, the ability to emerge from its shell as a bonus action implies the capacity to then move during that turn if the tortle chooses to, so neither are they otherwise unable to move.

As such, would the Cloak of Displacement work for a tortle using Shell Defense (and thus cancel out the advantage melee attackers would normally have due to the prone condition)?

RAW and RAI interpretations are both desired.

in D&D3.5, how do Magic Jar and Alter Self interact?

In D&D3.5, how do Magic Jar and Alter Self interact?

Suppose I am a normal human wizard, and I cast Magic Jar, then possess a huge zombie. Now I want to cast Alter Self. What are my options for picking a type? Which body changes?

Alter Self says, in relevant part:

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

I’m ideally looking for a Rules-As-Written answer here, but any well-argued answer is good too.

In D&D 3.5, how does Awaken Undead interact with Bloodhulks?

D&D 3.5’s Monster Manual 4 introduced "Bloodhulks", three new kinds of mindless undead which are not templated from a base creature.

The Spell Compendium has the most updated version of the spell "Awaken Undead", which adds intelligence to an undead creature, "subject to the limitation that an undead cannot be more intelligent than is typical of a living creature of the same kind." It also gives it a bunch of feats and abilities, based on what it had when alive.

How does this spell interact with mindless undead that don’t have a base creature? I’m looking specifically at bloodhulks, but there are other mindless undead that this could apply to as well.

How does Twilight Sanctuary interact with other light sources?

The Twilight domain has a channel divinity called Twilight Sanctuary. Among other benefits, it also has the following wording:

The sphere is centered on you, has a 30-foot radius, and is filled with dim light.

Can this actually darken the area if its already in bright light?

The wording "Is filled with dim light" is significantly different than most light sources which specify something along the lines of "shed light in 20 feet." And thematically it makes sense that the twilight cleric would make an area of twilight. But I don’t know if the wording is strong enough to imply that it resists attempts to otherwise illuminate the area. (such as from the sun).

How can fallen interact with vampires?

I will be running a Demon The Fallen game where the players will be facing off against an earthbound with infernalist vampire servants. So I am semi expecting my players to seek out local vampires to gather information but I am afraid a simple auspex on the vampire side will reveal the true nature of PC’s and from what I know Camarilla isn’t exactly fond of demons.

My question is how can my players interact with vampires without being ousted and possibly losing their mortal hosts?

How does the movement enhancement from Mobile feat interact with the movement speeds of class and sub-class features? [duplicate]

The Mobile feat appears in the Player’s Handbook (PHB, p.168) and would be generally accessible to all classes and races as long as DM agrees to allow feats at the table.

You are exceptionally speedy and agile. You gain the following benefits:

• Your speed increases by 10 feet.

There are certain class or sub-class features that allow a PC to have increase in movement (walking) such as: a Barbarian’s Fast Movement (+10 feet), a Monk’s Unarmored Movement (+10 to +30 feet), or a Druid’s Wildshape (walking, depending on the beast), a Scout Rogue’s Skirmisher (reaction, moves half their speed).

There are also certain class or sub-class features that modify existing or provide additional movement options other than walking, such as: Swarmkeeper Ranger’s Writhing Tide (10 feet flying), Twilight Cleric’s Steps of the Night (10 feet flying), or a Ranger’s Deft Explorer (+5 feet; climbing/swimming speed sam as walking), a Druid’s Wildshape (swimming/flying, depending on the beast), Phantom Rogue’s Ghost Walk (10 feet flying), The Fathomless Warlock’s Gift of the Sea (40 feet swimming).

I’m looking for an answer for this specific question with relation to how the Mobile feat interacts with class/sub-class features which provide adjustments to movement speeds.

From what I gather all these class/sub-class features would add a +10 feet movement, e.g. a Warlock with the The Fathomless sub-class who takes the Mobile feat would have a 50 feet swimming speed.

Is this correct?

Thanks for the clarification/confirmation on this.

How does the Interception fighting style interact with Uncanny Dodge?

If an enemy hits a Rogue with an attack, the Rogue uses Uncanny Dodge as a reaction, and at the same time a Fighter uses his reaction to use Interception to lessen the damage the Rogue takes, which feature takes effect first?

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

So let’s say the attack deals 30 damage, and both Uncanny Dodge and Interception takes place. The Fighter rolled an 8 for the Interception. Does the total damage taken becomes:
a. (30 – 8)/2 = 11, or
b. (30/2) – 8 = 7 ?

How does the Mobile feat interact with the Writhing Tide for a Swarmkeeper Ranger?

In the Swarmkeeper section for Rangers in Tasha’s Cauldron of Everything there is an ability called Writing Tide (TCoE, p.60), which allows the Ranger to fly.

Writhing Tide

7th-level Swarmkeeper feature

You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. The effect lasts for 1 minute.

You can use this feature a number of times equal to your proficiency bonus, and you regainall expended uses when you finish a long rest.

In the Player’s Handbook the feat Mobile (PHB, p.168).

You are exceptionally speedy and agile. You gain the following benefits:

• Your speed increases by 10 feet.

• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.

Does this mean that if you take Mobile as a feat, the benefit would apply to this particular feature too – effectively having a fly movement of 20 feet instead?

How do Blade of Disaster and Resilient Sphere interact?

Does the Blade of Disaster spell, which can "pass through any barrier", have the ability to enter a Resilient Sphere spell – a "barrier" that specifically mentions that other spell effects can’t pass through it?

If it can, can the blade do damage to a creature inside in spite of the fact that "a creature or object inside [the sphere] can’t be damaged by attacks or effects originating from outside [the sphere]"? The attack would certainly come from within the sphere, but I’m not sure if the spell would be considered an effect that originates from outside the sphere.