Can a spell being cast via a magic item be considered to be more than one class’ spell at the same time?

Can a spell being cast via a magic item be considered to be more than one class’ spell at the same time? Specifically, items phrased along the lines of “While holding it, you can use an action […] to cast [a spell] from it”, with no ties to a particular class (such as Wand of Magic Missiles, Helm of Teleportation, Wand of Entangle, etc.).

The reason I’m asking this question is it seems like it is possible via an odd interaction quirk of the following rules that I’m aware of, and I wanted to make sure I’m not missing anything:

  • From the answers over on the question of “What makes a spell being cast considered to be a {class} spell?”, the implication is that something is a ‘class spell’ if it is on that class’ spell list.

  • The multiclass spellcasting rules state “Each spell you know and prepare is associated with one of your classes”. However, in an instance where you are a multiclassed character who neither knows nor has prepared the spell from either class, I don’t think this rule would apply, removing the limit of being associated with only one class.

  • My current understanding is that spells cast from magic items can still be considered class spells, as per the answer to “Can a sorcerer spell cast from a magic item trigger a Wild Magic Surge” (plus, they are still on the class’ spell list, as mentioned above).


(For a specific application of where this may matter, consider this example: Could a multiclassed 10th level School of Evocation wizard/1st level Wild Magic sorcerer PC benefit from both Empowered Evocation and Wild Magic Surge on a single cast of magic missile from a Wand of Magic Missiles, assuming that they did not pick up magic missile as a spell via either of their classes? Empowered Evocation and Wild Magic Surge care that the spell being cast is a wizard spell and a sorcerer spell, respectively.)

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In theory, should neuromorphic computers be more efficient than traditional computers when performing logic?

There is this general sentiment about neuromorphic computers that they are simply "more efficient" than von Neuman.

I’ve heard a lot of talk about neuromorphic computers in the context of machine learning.
But, is there any research into performing logic and maths in general on such computers? How would one translate arithmetic, logic and algorithms and into "instructions" for a neuromorphic computer, if there are no logic structures in the hardware itself?

It is common to draw parallels with a brain in this context, so here’s one: Brains are great at recognising faces and such, but I don’t think I can do maths faster than an Arduino (and that thing doesn’t need much energy).

Do ball bearings require more than 1 save when moving across the tiles?

Ball bearings cover a square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. But is this for every square they move across?

And if it is once per ball bearings, what happens if they enter a 2nd patch of ball bearings that is connected to the 1st?

How to make Mage: the Awakening feel more superheroic

I have just started GMing a Mage: the Awakening game, and I can already tell what my players like and dislike about the game. They like using their (limited) magical powers to the fullest extent, they like tangling with supernatural creatures and spirits, they like subtle political machinations, and they like screwing with Sleepers. What they don’t like is Paradox, Atlantean history, Wisdom degeneration, and weird gnostic metaphors.

How do I make Mage feel more like a gritty, dark, superheroic game and less like a grimdark exploration of the human soul? My players don’t want to live in a world of moral absolutes, or have easily identified villains. In fact, they are just as likely to be the villains.

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Question about numbering of internal nodes in circuit diagrams when one circuit element has more than 1 internal node

I have the following circuit diagram that I’ve added labels for the internal nodes to using outside sources. I understand what an internal node is, however what I’m confused about is– for example– E1 has 2 wires connected to another circuit element, so they’re both internal nodes, but how do I distinguish which is n1? Or is this completely arbitrary?

And why is n2 after E4 here, is it because it has to follow the flow of the circuit?

Sorry for the noob question, my book doesn’t explain this (at least so I’ve read, I could be missing it). enter image description here

How do I demoralize more often?

So I recently picked up the PF-2e core book, and I noticed that Intimidate as a skill has a lot more built-in support than it had in PF-1e, having both rogue and fighter feats dedicated to it in the core book, specifically, the Demoralize use of Intimidate.

Demoralize:

With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success: The target becomes frightened 2.
Success: The target becomes frightened 1.

This support, coupled with the fact that demoralizing a target is more useful overall, and the effects even stacking if multiple people pile on intimidates to the same target, makes an intimidate build quite appealing. The only problem I noticed was this line here

Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

So whenever you attempt demoralize someone with intimidate, pass or fail, it has an effective 10 minute cool-down before you can do it to that target again, which could put a serious damper on an Intimidate-build characters combat effectiveness if they fail and can’t try again.

To remedy this weakness, are there any feats or magical trinkets that one can acquire to reduce/remove this period of not being able to demoralize the same target?

how to encrypt and decrypt messages with more than one sender and more than one receiver?

I am creating a chat app. This app contains private messages and channels. These channels include more than one user.

I want to encrypt messages using AES and to transfer the AES key to users of this channel.

I need a secure transport channel so I used diffie hellman. The problem now is how will I get users to generate the same diffie hellman keys so that I can create a shared key which will be the AES encryption key? I have learned the encryption, but between a sender and a receiver only, but here I have more than one sender and more than one receiver.

I had an idea, to make for all users who share the same channel, the same public and private key. Any user who opens the channel takes the public key from the channel and with his own keys he generates the shared key which forms the AES key. user can encrypts and decrypts any message, no matter who sent it, because all users of this channel have the same keys.

Any other ideas?

Note: I am required to use AES encryption but not deffie hellman, so is there another algorithm better than deffie hellman to do this?