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"                  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 ( == "NPC") {             let NPCMessageer = SKSpriteNode (color:, 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 == "Message"             {                                                if NPC.PlayerMessage == NPC.NPCMessage              {                 Message.text = NPC.NPCMessage as?String              } 

Whats the damage of a colossal non-magical longbow under the effects of shrink item and a medium arrow?

What is the damage of a Colossal non-magical longbow when under the effects of shrink item spell?

Now, your standard medium longbow does 1d8 and weights 3 pounds. Scaling it up 4 size categories means its now does 6d6 according to the damage dice progression chart and should weigh 3x8x8x8x8=12,288 (the x8 is per category larger than medium, and calculated using enlarge person, reduce person, and righteous might). 12k pounds. Under the weapon rules, a large weapon costs 2x as much as a medium weapon, so said colossal longbow should cost 75x2x2x2x2=1200 (found on the weapons page and scrolling down to weapon qualities).

It is also worth mentioning that this weapon MIGHT also have a -8 on attacks roles due to the weapon being sized for a larger creature. Found on the weapons page by scrolling down to Weapon Size.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.

Now having shrink spell cast on this colossal longbow now makes it back into a medium sized weapon and weighs 12,288 / 4000 = 3.072. Since shrink spell makes no statements about what damage the weapon would do, we are forced to rely on spells such as enlarge person and reduce person, of which they do not agree on this topic.

Enlarge person

Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Reduce person

Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

So on one hand, reduce states its the weapon that matters, while enlarge says it does normal damage. So the best examples we have contradict each other for what happens. Since shrink item is more in tune with reduce person as both deal with shrinking, this would imply that a shrink item(colossal longbow) firing a medium arrow should deal 6d6 damage. Are there any rules, errata, FAQs that say otherwise? Crying DMs/GMs do not count.

There are two similar questions, but they ask different things. Shrink Item and the Oversized Starknife is asking about a thrown weapon. How viable is shrink item and massive projectiles? is asking about the projectile and not the launching weapon.

How to best survive the explosive egg from a Magic Beans magic item?

The magic item Bag o Beans gives permanent ability bonuses about 10% of the time – specifically with this (random) result:

A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.

The point? One could gain up to 30 in any / all scores pending enough successful Con-saves. That said, simple & easy constitution saving throws are hard to come by. Given vast time, energy, money &/or magical resources (dragons, vampires, elf lords, etc.), how would they prepare? The 35 damage (approx.) is not the issue – a failed save appears to give no ability bonus.

Basic Question: How can one improve &/or guarantee successful constitution saving throws given infinite time, money, support &/or magic to prepare?

All tricks are welcome / hook or crook: be that by advantage, use of luck, rare feat, class or race skill, potent-portent class features, advance preparation, stacking spells, phase of the moon &/or even advice from a ‘Heim’ Lich . Even the stress wish counts. Anything.

Note / FYI: This is of great interest to ültrapowerful creatures that have one ‘flaw’ ability. Take most ancient dragons (lacking dexterity), Beholders (low strength and dexterity), giants (often low dex) – or even some demon lords (Yeenoghu is a bit stupid, relatively speaking).

Is there a 5e magic/mechanic that could cause an item to disappear/teleport/planeshift on death?

I am running a 5e campaign where my players may encounter the Xanathar. Being the murdering hobos that they are, they may eventually successfully kill him since he is just a normal beholder stat block. He has a couple magic rings, including a Ring of Mind Shielding.

I was thinking of having his soul go into the Ring of Mind Shielding on death and then have the ring disappear to a place he can be true resurrected/wished to life later on.

Would there be a mechanic/spell that allows me to do such a thing? I try my best to make things within the rules instead of just DM ‘it happens because I say so’.

Thanks in advance! The loss of the Xanathar to the realm would be truly disappointing.

How can an intelligent magic item cast the spells it knows without investing feats?

If an intelligent magic item (like a magic staff) somehow gains the ability to cast spells (like by taking levels of sorcerer), is there a way for it to cast its spells despite its lack of hands and a mouth if the intelligent magic item can’t also take feats like Silent Spell, Still Spell, and Eschew Materials?

For instance, is there some kind of feature that can be added to an intelligent magic item that could enable a magic staff to cast spells like a normal creature?

DnD 5E: Magic item for one final defiance at death

I’m playing a fighter in a pretty standard D&D 5th edition game. Currently 7th level. I’m wanting to ask my DM for a magic item that would be something like the following. I’ve tried to make it something that would let me go out with one heroic bang (and also give one of my backup characters a chance to shine…) without making it something that is "always on", hence the drawback if it’s not used. I’m also trying to make this a conscious decision as one final act of defiance. Perhaps it’s something given to soldiers of a certain army? Anyhow, I’m wondering if this is a reasonable item to ask for and if there exists anything similar to this that already exists rather than being goofy homebrew of an inexperienced player. And if there is anything that can be done to improve it, mechanically or wording-wise.

Bead of Final Countdown:

When a creature is locked in mortal combat, it may become apparent that this will be its last such encounter. The creature can use a bonus action to place this bead in its mouth, biting down on it. This begins to charge a delayed blast fireball. When the creature dies (not just unconscious, but truly dead) the fireball explodes as in the spell, dealing damage to all creatures in range and destroying the creature’s body. If the creature does not die within two minutes, or if it removes the bead from its mouth, it suffers one level of exhaustion from the stress of holding such an explosion in its mouth.

Does the Necromancy Wizard’s lvl 10 feature, Inured to Undeath, prevent losing maximum hit points as a result of losing attunement to a magic item?

Inured To Undeath (bolding mine):

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

How does this feature interact with items that temporarily or conditionally improve your maximum HP, either through increasing the character’s CON score or by directly influencing maximum HP?

A similar question was posed with regards to the Aid spell, which had some interesting discussion.

Does the Aid spell permanently increase HP for Necromancy wizards with the Inured to Undeath feature?

But I’m specifically curious on how the feature interacts with Amulet of Health, Belt of Dwarvenkind, and other features that modify the CON score of the user.

Amulet of Health:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

If a lvl 10 Necromancer with a CON modifier of 2 attuned to the Amulet of Health, then later in their adventuring career unattuned to the item, would their maximum HP stay at the level of the Amulet or return to its unaltered state?

Does the Psi Warrior Telekinetic movement let you move an item you’re standing on?

as title, the telekinetic movement option says "One loose object that is Large or smaller or one willing creature other than yourself", does that mean that if say, i placed my shield on the ground, stood on it and used telekinetic movement i could indirectly move 30 feet in any direction by moving the shield? i’m asking because the definition of "Loose Object" is kinda murky. i interpreted it as "an object that is not bound or being held".

TL:DR can i use telekinetic movement to prop fly a la half life 2?

Disguise Self / Silent Image when camouflaging an item into another item

A spellcaster uses Disguise Self to pass as a simple bodyguard. In particular, the quarterstaff that she uses as a spell focus, which normally looks like an obviously magical item (runes, faint lights, the works), is disguised to look like a simple martial weapon (the kind of quarterstaff that a monk would use).

She is asked to drop her weapons in a box before meeting a mob boss. She doesn’t want to reveal that she is a spellcaster.

  1. At the moment where you cast the spell, Disguise Self applies to belongings on your person. What about afterwards? Would the quarterstaff, once put in the box, immediately take back its previous appearance?

  2. If the answer is "yes", could Silent Image be used to maintain the illusion? I would want to create the exact image of the fake quarterstaff "around" the actual quarterstaff to keep it camouflaged. Is that a possible use of the spell? Would someone picking up the quarterstaff, without examining it too closely, immediately notice the illusion, assuming the weight/material of the illusion is similar to the real one?

  3. Is it still possible to control the illusion (in particular, to keep it around the quarterstaff if it moves) even after the spellcaster has dropped her spell focus?

Under what conditions can a ghost attune to a magic item?

A ghost can possess people (‘humanoids’). It can also go onto the Border Etherial, phasing between two planes of existence. This means its interaction with physical objects varies based on where it has gone plane-wise and who it is ‘inside’, person-wise.

Attunement requires a very specific process:

Attuning to an item requires a creature to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the Short Rest is interrupted, the attunement attempt fails. Otherwise, at the end of the Short Rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words.

It is not clear who is touching things while one is doing Possession. The ghost is using the person ‘as a puppet’. By holding a magic knife with a puppet one is NOT touching the knife at all. Yet, if arrested, pointing out ‘the magic knife is attuned to the puppet!!’ does not help much. After all possession is 9/10ths of the law.

Question repeat: Can a ghost attune to a magic item? If so, under what conditions?