Does Gentle Repose extend the time limit for casting Revivify?

The spell revivify returns a creature to life “that has died within the last minute.” [PHB 272]

The spell gentle repose “effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.” [PHB 245]

My question is whether revivify is one of the “spells such as raise dead” for which gentle repose “effectively extends the time limit”, taking into account the fact that revivify is two spell levels below raise dead and its default “time limit” is not measured in days (it is in fact 1/1440th of a single day).

Can a warlock willingly limit the use of its magic power? [closed]

A warlock’s pact magic spell slot levels power up by character level in DnD 5e.

Must I burn the whole warehouse by using Burning Hands or can I limit range and power? Essential question if wood and straw are surrounding me.

Some cantrips power up by character level too. But when I want to weaken a target and spare it for later interrogation, can I limit my use of cantrips or warlock spell slot power to a lower degree, or decide to use only one of up to four eldritch blast beams? Any official rules for this?

P.S: I don’t wanted to kill the kobold, I just struggled…with the dagger in my hand!

limit number of tags shown in tag.php

Been hitting a nail with this one as i’m very amateur with php. I have a loop in tag.php but it shows all posts with that tag – how can I limit the number to say, 5?

<?php if ( have_posts() ) : while ( have_posts() ) : the_post(); ?>     <h2 align="center">  <a href="<?php echo get_permalink() ?>"> <?php the_title(); ?>  </a> </h2>     <?php the_content(); ?>     <?php endwhile; else: ?>     <h2>Woops...</h2>     <p>Sorry, no posts we're found.</p>     <?php endif; ?> <?php wp_reset_query(); ?>  

How do I make a part of my map off limit?

I’m looking for a common way to make zones in my 3D map "off limit"? The kind of thing you see in eg Hitman games where NPCs will get suspicious if you step into certain areas. Will need several areas like this, corridors, rooms etc.

Is it just to create invisible collider objects that set an offLimits bool to true, or is there a preferable way?

Where is the source material that reads there is not limit to the number of artifacts a character may have?

I have read elsewhere for Numenera and the Cypher System as a whole, that there are no limits on the number of artifacts a character may possess. However, I have both the Discovery and Cypher System rulebooks and have yet to identify the source for this rule. Does anyone know where this rule comes from? Also, without limits, how does a GM know how to balance access to artifacts with Tier level?

How to reveal a time limit without videogaming it?

I am under the impression (so correct me if I’m wrong) that having a close time limit on objectives could be fun if there is not an abuse of the game mechanic.

So one hand, I want my players to find out about this time limit in the right moment:

Oh no, the truck where we hid the MacGuffin just left west, that’s the direction of the bridge that was blown up! And in the foggiest day! Let’s us hurry up pals!

But on the other hand I don’t want to video-game the event1 or spoonfed them the info. The truck is going to leave at 9, and crash at 11 if nothing is done. Only the guard and some employees know this. If my players think getting a drink after a rough day is more important than taking care of the MacGuffin, that’s part of TRPG.

Still I’d like to give my players as many chances as possible to find out there is a time limit, or to connect the dots.

DM: So the guard tells you that truck just left to another town via West Street, the unique, long street that reachs out of the city.

Player: (Doesn’t remember the bridge is west) Mm okay, maybe we could find out tomorrow where it’s headed.

This is even trickier for events the party doesn’t know about, BBEG plans, rituals, man-made catastrophes ("Hey let’s open this cursed ancient tomb in the name of archeology"). In this case it’d feel even more unfair, as the players didn’t get to make any decision, they were just slow or oblivious, and we completely miss on the adrenaline rush .

How can I improve the odds of players finding out about time-sensitive events at the right moment? Better even if they are slow or dense that day.

1Where the event doesn’t happen if the player character is not there.