What are the limits of Mage’s Magnificent Mansions?

I am DMing true D&D for the first time. So far it has been one of the most fun experiences in my life. However, I have found myself in a bit of a pickle. Starting off I was very liberal in what I allowed my players to create and do, and now am seeing the problems of this break out in my world. So, now I am tightening the leash a little bit. One player in particular has a very powerful Rakshasa sorcerer and recently has started using the Mage’s Magnificent Mansion spell to create a restaurant and sell the food from inside. He is trying to weave a network of mansions from different points together to create a instantaneous fast travel system. The player states that the rules are genuine, but I’m not so sure it I agree. Are there any limits to the this spell in the rules? Can he have more than one mansion at one time and can his servants leave the mansion to act as staff in an eatery?

Can two mages cast Wall of Fire in the same place?

I’ve been playing D&D for a long time but I’ve never encountered this situation until now. If a party has a wizard and a sorceress who both know Wall of Fire, can they cast it in the same place? Say most of the enemies are standing in a big conga line and it’s clearly one of the best spells to take them out. The mages happen to come one after the other in the turn order.

The description of Wall of Fire says:

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Do the enemies standing in the area of effect take damage from each of the spells when they are cast? If they end their turn in the double fire wall, do they take 5d8 damage from each caster? For instant spells like Acid Splash it makes sense to me that the damage is applied with each cast, even if it is the same type. But if it’s a continuous area of effect like Cloud of Daggers (PHB, p. 222), do the damages stack?

Is the kinetisist considered mages

The description for kinetisists wild talents says

Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted.

But many other classes get spell like and supernatural abilities as well as the ability to mimic spells rouges get the minor and major magic talents, many ninja tricks are supernatural abilities, and qigong monks can mimic spells as ki powers so there’s obviously ways to do magic stuff without being without being a mage.

Ninja Tricks

As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made. A complete listing of ninja tricks can be found here: Ninja Tricks

Major magic rogue talent

Prerequisite: Intelligence 11, minor magic rogue talent Benefit: A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier.

Under ki powers of qigong monk

Spells: These ki powers duplicate the effects of a spell, and are spell-like abilities. A qinggong monk’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.

Kinetisists feel way more magical than the above examples do but they don’t play like a typical caster what with the absence of spell slots. On the other hand just like casters they are almost entirely reliant on their magical stuff for lack of better words.

So the question is are kinetisists actually mages.

Are there any supplements for chinese mages in dark ages?

I was thinking of trying running a one shot for Mage taking place in China during 13th century however I seem unable to find any supplement describing mages that were at China. I do not wish to use the modern sphere system unless I have to. So what I want to ask is are there any supplements to dark ages that describe chinese mages with pillars and such during dark ages?

Can mages change group composition during Ceremonial Casting without interrupting the spell?

When casting a spell, a mage has to constantly concentrate on it for a specific time period (taking Concentrate maneuveres each turn). Their energy reserves are limited by whatever FP they have at the moment plus an optional Powerstone. In other words, barring additional rulings, if the spell costs 16 energy points and the mage only has 14 FP of his own, they cannot cast it at all without a sufficiently large powerstone – they can’t stop in a middle of the casting, rest to recover the spent energy, and then continue.

However, things are slightly more complicated with Ceremonial magic (M12, B238), when the mage can get one or several assistants for contributing more energy to the casting, at the cost of tenfold increased casting time and several other penalties. There is one particular note that grabbed my attention:

  • Once the spell is cast, the participants can continue to provide energy to maintain the spell. The composition of the group may change, as long as the ritual continues uninterrupted. Thus, ceremonial magic lets you maintain a spell indefinitely.

It’s not clear at all whether the composition of the group can change during the casting, though. It would make sense that it can – after all, the ritual continues uninterrupted and the “caster” – group as a whole – keeps constantly concentrating on it. Surely, some of the participants should be able to leave for a while – possibly getting replaced – rest and return, if the ritual is designed so that such leaves are agreed upon in advance and are not a result of any accidents or interruptions?

The rulings on Enchantment (“Slow and Sure Enchantment” – M18, B481) state that, at least with this specific form of ceremonial magic, the participants can regularly interrupt the casting to rest in between. This could have been implying that interruptuble casting has a heavy price of extended time and resources required – as the other form of enchantment (“Quick and Dirty”) is much cheaper, but has no rulings on interruptions – however in this case, the group does not maintain constant concentration, the consequences for possible interruptions do not ruin the whole spell (only a day’s work), there are other benefits over QoD enchanting (no skill penalty for the number of participants), as well as suggestions for GMs who wish to further restrict QoD enchantments. In other words, this is not a definitive indicator.

In addition to that, there’s a Cone of Power spell described in Thaumatology (page 52) which allows to do things very similar to an interruptible casting, but still has many significant differences.

On the other hand, an interruptible ceremonial casting could have quite a few balance issues. For instance, a distant cult in some forgotten temple in a backwater of the world could be casting a Rain of Fire spell over the entire world over the course of several years without anyone noticing… and then unleash it all at once! Then again:

  • It takes just one random raid (or a falling rock™ plus a failed Wil roll) to ruin years of preparation – and so it clearly cannot be done without a GM’s permission, implicit or explicit;
  • “Cone of Power” allows to do that, too, and is way more dangerous – after all, the collected energy can be used prematurely to repel any potential attackers – yet this spell is in an official guidebook;
  • It’s actually quite a hook for an adventure!

    The Cult of Doom has been preparing a terrifying, humongous spell to unleash upon the world, of which our diviners have learnt just now, and now someone must sneak into their highly protected lair to interrupt the casters! Bonus points for cinematic arrival just in the nick of time to interrupt the cult just as they are about to finish the casting.

So…

Is there an official, documented ruling on whether the mages can change group composition during Ceremonial Casting without interrupting the spell? And if not, what balancing considerations the GM should keep in mind when making his own ruling?

How much would it cost to produce a game like Battle mages: Sign of Darkness?

I have no experience in this field so I thought asking the pros would be the most efficient way to get an estimate. This is the game: (Battle mages: Sign of Darkness)

The idea is that the graphics should be more modern (better textures etc, but nothing too fancy) and maybe the combat could be improved with more units, but let’s say the core machanics would remain the same ( adding up to 1-2 new features max.)

So I assume some of the costs would be:

  • Programming the core of the game (Mechanics etc.)
  • Design (Graphics, characters etc – nothing too fancy here)
  • Voice over and story writing (we could pay less attention on this part)

You could think of this as a remaster with a new campaign. The game has 4 campaigns with 5 levels each so 20 levels in total.

Also, if one would want to buy the rights off such an old game, like to make a continuation of it (instead of a similar game) one would have to buy the rights from the publisher or? How much do you think something like this would cost?

Anyway, thanks for the help, I really love the game so If the cost is reasonable I might save some money in following years and invest in a remaster or something…

Where are the NPC mages’ spellbooks in the Lost Mine of Phandelver adventure?

In Lost Mine of Phandelver, the party comes across (and presumably defeats) multiple mages. These are not specifically described as Wizards, but their spellcasting is Intelligence-based, and they know spells from the Wizard spell list, so it sounds to me like they are Wizards. (If it quacks like a duck…)

Wizards, in D&D5e, use spellbooks. (See the “Spellbook” sub-section in the description of the Wizard class, p. 114 in the PHB.)

However, the Lost Mine of Phandelver material nowhere mentions the mages’ spellbooks.

Should my party be able to loot spellbooks? Or are these BBEGs actually non-spellbook-carrying casters? Or am I overlooking something?