Stacking various slow effects, such as difficult terrain, prone, etc. Assuming a 30 ft movement, and the character will dash if possible, but there movement must be greater than zero in the end result. Also, for this experiment, it should not be done on a grid, and movements less that 5 feet or fractions of a number of feet are still considered movement.
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I am playing an air genasi storm sorcerer. Air genasi have the Mingle with the Wind racial trait, which lets them cast the levitate spell once per long rest (with no material components).
The description of the levitate spell says:
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.
The description of gust states:
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
I wanted to use the gust cantrip to move myself 5 feet in a direction, but my GM said it wouldn’t work, as levitate only allows the target to move by physical means as the spell states, and I couldn’t cast gust to target myself anyways.
I didn’t argue at the time, but having reread the spells, I’m not sure why it wouldn’t work.
Is it possible to cast levitate on yourself, then use gust to move yourself 5 feet?
More the start of a conversation than a real question. It’s a wall of text, so I thank you in advance if you reach the end.
So hear me out: I’ve lurked on this site for months, learning hidden rules, exploring audacious interpretations and studying new mechanics: the honeymoon is not over yet and I’m very grateful to the community. But I also have a bone to pick with ya all: under most questions I often find this mantra, repeated mindlessly as premise for any reasoning:
Rules do what they say and nothing more.
I get the intent: don’t interpret the text beyond its scope, or you’ll end up unbalancing the game. Absolutely. But most of the times it’s used to stop the conversation instead of providing a fruitful contribution.
Case in point: in my first answer regarding the uses and limits of Mage hand, I said:
[The spell’s text] mentions manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial; is this all it can do? I don’t think so, because it adds later that the hand can’t attack, activate magic items, or carry more than 10 pounds. The description remains generic on the things you can do, but is very strict on what you cannot. Could the Mage hand hold a light living creature, like a mouse? It’s certainly not an object, but it wouldn’t make sense to forbid it. As I interpret it, it’s a phantasmal hand with very little strength (therefore no attacks or any effort beyond 10 pounds) and which can’t complete complex tasks (therefore no activating magic objects): beyond that, the player’s fantasy’s the limit, and it should be rewarded […].
I later realized that my example concerning a mouse was not as blatant as I thought, and in fact made for a different can of worms altogether. I can hear the rebuttals in the back: "The text says you can manipulate an object, so you can’t manipulate a mouse, your example is dumb and all that follows is voided". I’m sure some agree with my non-existent, pesky alter ego, but let me add something. If you can’t hold the mouse, what happens a player tries anyway? The manuals don’t offer an easy solution, so perhaps you could simply 1)Have the cantrip stop and the hand disappear; or 2)Have the living creature fall through the ghostly limb; or maybe 3)Have the hand become unresponsive for as long as it’s interacting with incompatible things (in this case, creatures). I’m sure you can come up with any number of different solutions, and at the moment your ruling may seem to harmonize the rule with the situation.
Then again your mischievous mage player could exploit your ruling in any number of ways. Case by case: 1)If any living creature interrupts the cantrip, couldn’t another player simply highfive it and interrupt it at every turn? "AntiMage hand maneuver is a go, let’s go clap the lil’ bugger". 2)If living things fall through the hand (and in a world with constructs and undead, have fun deciding what is living), could you also use it to scout for mimics? Actually, can the ghostly hand normally go through walls? How is the feeling of having the mage hand cross your body? Could the mage use the Mage hand to convince the king he is the ghost of his great grandfather, who eternally cursed his lineage by not adequately paying a party of adventurers for their services, and the spell can only be broken by emptying the royal treasuries onto the hand of the first random party of adventurers that show up at his presence? (I know there are easier ways, but we are squeezing all possible uses out of a measly cantrip just to make a point, come on). 3)Could you use your otherwise useless adventuring gerbil Jeremiah as a reliable counter to stop very specifically worded spells and magic items which can’t possible operate with living creatures, displaying "Error 403, forbidden" when interacting with any?
You see what I mean, any number of possible interpretations both in line with and beyond the text has an infinite number of unforeseen ramifications, and even though every DM can come up with a different answer, I think the only wrong answer would be "You can’t do that at my table because rules don’t give a definite answer, so change your action or lose the turn". That’s how everyone’s morale wilts and how one disincetivizes any experimentation, to the detriment of the game as a whole.
Beside, shouldn’t we stop pretending the manuals were some kind of holy text providing every answer to every situation, a perfectly calibrated machine which was as frail as to crumble at the flimsiest of pokes? Let’s be honest here. Many spells are situational at best, same as several subclasses (and I don’t want to touch upon the OG ranger) and races (there’s a special place in hell for human variants); many (if not most) feats are borderline useless, and several of the conjurable creatures from find familiar are best left at the end of the PHB where they belong. The list could go on and on. And I’m not proclaiming that playing optimally is the only sensed way to (that discussion would need an other post twice as long), but for a player there’s no worse feeling than being locked up in a useless choice and drag behind the rest of a more traditional party for the unforgivable sin of experimenting with existing mechanics. Shouldn’t a DM touch up the weakest parts of the books to improve everyone’s experience at the table? After all, the first page of the contents of the DMG says:
The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game.
Getting back on track, what I meant is: no amount of text could cover every possible mechanic and interaction in the game. As a real life law student (please be lenient in the comments), I can assure you, however you spell a rule, it will be always be open to abuses both in favor and against its subjects, which is why one of the often underestimated roles of a DM outside homewbrewing is to do metaruling, that is to rule on rulings: when to strictly enforce a rule, when to extend its bounds and when to forgo it entirely precisely for the sake of balance. That is why we need human judges to interpret and apply laws in real life (for as long as machines will become smart enough to take that role): whenever the text falls short, understanding why a rule exists and interpreting its intent in a fair way is the way to apply both Rules As Written and Rules as Intended. They are two sides of the same coin after all. Blind faith on the manuals simply can’t solve every problem arising on the table, and even the most conservative interpretation must withstand possible future complications or be overruled when its blindsides have been exposed. No amount of tweets from the almighty JC (which I think are both a blessing and a bane since, again, the game is not perfect at all) can solve any situation in one optimal, definitive way. So let’s stop pretending there is this authentic way to play D&D vanilla.
Sometimes one has to think outside the box to understand what the box was all about.
Do you agree?
I want to move an object. I select the object and click ‘move’ icon but I cannot see gizmo. So I cannot move object. (I also clicked ‘rotate’ and ‘scale’ but I still cannot see gizmo) What should I do? I’m very new to Unity. Thanks.
I want to see arrows like in these images:
Helloy, I´m playing a homebrew character and it states that he can take on a incorporeal form and can move through objects and creatures.
Can I also move through walls?
I know there is do general ruling about that but I just want to hear your opinion, because it seems pretty strong to me. On the other hand I can only use it once per long rest and all items drop to the ground while incorporeal.
Bigby’s hand can grapple via Grasping Hand. This allows:
The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
With a strength of 26, can it move creatures? Not only do you get the action, but you can:
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
So, after a grapple, could I move it 60′ in the air? Then next turn move it another 60′ and cause the crushing damage? At some point while it’s way up in the air, release the grappled creature for falling damage?
Looking over the items I’m going to want for my character, I find myself wanting two neck slot items (an Amulet of Mighty Fists and a Necklace of Ki Serenity).
The Hand of Glory allows a character to wear an extra ring by taking up third neck slot, are there any other items that exchange what slot can be used where? (Hopefully one to let me wear more than one necklace at a time?)
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