Do class or subclass features that affect spellcasting apply when casting a spell from an Artificer’s Spell Storing Item?

In my recent question about a homebrewed Artificer subclass, I was asked in a comment how one of the abilities that modifies spellcasting would interact with casting spells stored within a my subclass’s variant version of the Spell Storing Item feature that all Artificers get. I’d not considered it before, but I suspect it should work the same as a normal spell cast from a normal Spell Storing Item.

But as it turns out, I’m not actually sure how that works for normal Artificers either. Here’s the relevant rules text for Spell Storing Item (from Eberon: Rising from the Last War, page 58):

While holding the object, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate.

Notable in that rules text is that it does not say that the creature using the object casts the spell, only that it produces the spell’s effect. This seems relevant because the top voted answers to this previous question seem to mostly attach to the “cast” terminology used by most magical items that grant extra spells.

In combination with the answers to that question, it seems like the different language (not using “cast”) may mean that using a Spell Storing Item isn’t spellcasting, and so no feature that modifies spellcasting will apply. But there’s enough ambiguity that I want to ask about it here. Do an artificer’s spellcasting features apply spells they store in an item? Do spellcasting-related features of the creature using the Spell Storing Item (which may or may not be the Artificer themself) apply?

For a concrete example, if an Artillerist stores Scorching Ray in a wand, staff or rod that they had previously made their Arcane Firearm, would they get an get an extra d8 to add to one of the spell’s damage rolls when they use the stored spell?

How to find and delete a menu item in php?

I have a menu item that’s linked to its children in my html.

<div class="collapse navbar-  collapse  navbar-ex1-collapse"><ul id="menu"  class="menu"><li id="menu-item-  3530" class="menu-item menu-item-  type-post_type menu-item-object-  page  menu-item-has-children menu-item-  3530 dropdown"><a title="Contact"   href="https://4309.co.uk/conta ct/">Contact  <ul role="menu" class=" dropdown-  menu"> 

Basically I want to remove the word contact I’ve tried with css, it doesn’t work. Where would i find this in my php and how would I remove that word. It keeps showing up in my contact page here top left in dropdown menu when it’s opened.

Can I use Fast Hands to draw something from a magic item?

My DM gave me a magic little bag that has the description:

Someone holding the pouch could reach into it and speak the name of any type of nonmagical seasoning—salt, pepper, saffron etc.—and produce enough of that seasoning to apply to a single meal. This power could be used up to ten times until the pouch recovered its magic at the next dawn.

I’ve read that you can’t use an object that requires an action to use/activate, but that item does not require an action (and don’t need to get activated neither) and we’ve ruled it produces enough for a single meal, but does not requires to be applied on a meal. Wich means it’s basically the same thing as taking an item from a Bag of Holding.

I wanted to be able to draw pepper as an action and a bonus action, that way I would be able throw pepper in someone’s eyes on my next turn.

Can you voluntarily suppress the effect of a continuous magic item you are wearing?

I would like to ask my DM if it is possible to craft a Continuous Cloud of Knives (Player’s Handbook II) Ring, but it could be a little awkward in certain situations, a swarm of knives orbiting around you is unlikely to help in social interactions. Is it possible to voluntarily suppress the effect of the spell?

Should I just opt for the Use-Activated item?

Cloud of Knives

Conjuration

Level: Cleric 2, Sorcerer 2, Wizard 2,

Components: V, S, M,

Casting Time: 1 standard action

Range: Personal Target: You

Duration: 1 round/level

You conjure a cloud of sharp knives around you. The knives float in the air around your upper body, pointing in the direction you look.

Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see. This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier. Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20. Damage reduction applies to knife attacks from this spell. The knives are treated as magic for the purpose of overcoming damage reduction. Material Component: A knife.

Optional Material Component: Using a silvered dagger (22 gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.

How do “alignment” subtypes interact with magic item alignment requirements?

Let’s say we have a LG succubus (who therefore has the chaotic and evil subtypes). A nine lives stealer would be a bad weapon for her, since it bestows negative levels to good wielders, and her alignment is good.

But what about the other way around? Both the chaotic and evil subtypes say that the creature suffers effects according to their “subtype alignment”, so I’d guess a sun blade would also cause her to suffer the effect of a negative level. Using a magic item with alignment-based requirements, however, isn’t covered by the subtype rules.

So as one example, could the LG succubus use an enveloping pit (MiC p.159) in the following way?

If you are lawful evil, lawful neutral, or neutral evil, an enveloping pit functions like a portable hole, except that it is 50 feet deep.

She is lawful, but is she considered evil for this purpose? What about a fiendhelm (MiC p.99), which explicitly requires the user be “evil-aligned”, but lacks any requirements along the law-chaos axis?

I couldn’t find any examples of such an item, but what if she wanted to wield something that only required the user to be “evil”, but didn’t have the world “aligned” attached to that requirement?

What mundane item is used to replicate a Prosthetic Limb or an Arcane Propulsion Arm?

For the artificer’s “Replicate Magic Item” ability, I’m trying to figure out what mundane item you’d need to start with in order to end up with a Prosthetic Limb or an Arcane Propulsion Arm.

These items seem like very specific magic items. Would starting with scrap metal and gears work? Or would you need to start with a severed limb (flesh and blood)? I’m really struggling to understand the intended component parts of these two particular infusions.

Is an item that increases spell save DC balanced?

One of my players’ characters likes to use illusion spells in combat. To improve their effectiveness, he is asking me for an item that increases his spell save DC. The Rod of the Pact Keeper provides a spell save DC boost. However, it is locked to Warlocks. I’m considering giving him a similar item without the class restriction.

Example:

Ring of channeling (very rare)
While you wear this ring, the spell save DC of your spells is modified by +2.

Would it be unbalanced to have an item provide just a bump to Spell save DC?

If it is relevant, he is a level 15 Sorcerer and already has Charisma 20.

Which works best to describe character, item or dungeon properties: Affix or Trait?

I am working on an RPG portion of my game called “The Underground King“.

My item generator uses the same properties that also apply to characters, vehicles and racing levels (dungeons for short).

I am torn between using the term “Affix” and the term “Trait” to describe the procedurally generated properties, mainly because English is not my first language, and there may be a clear difference in usage between the two.

Examples of traits: Hearty: For items, it gives 5 more HP, for characters they have 5 more HP, for vehicles they have 5 more durability, for dungeons, enemies have 5 HP each. Indomitable: For items, characters and vehicles, it gives the player the ability to ressurect at 100% hp, once dead. For the dungeon, dead enemies remain invulnerable for a few seconds after being dead.

I am open to either opinions or arguments for any of them. Thanks!

How much time does putting an item inside a Bag of Holding take when you are fighting?

In the Bag of Holding’s (Dungeon Master’s Guide pag. 248) description it is stated:

Retrieving a specific item from a bag of holding is a move action — unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.

I am wondering how much time is required to put an item inside the bag while you are engaged in a combat encounter. Should it be considered as a move action as well? Should it be a free action if the item is small enough?

I have found this question that is almost the same as this one: How long does it take to place an item in a Bag of Holding or Portable Hole?

The only thing that has not been made clear is: does the item’s size influence the time I must spend to put something inside the bag?

Ex: Does a rod take more time than a ring? What about an halberd and a sword?