I’m looking for a solution roughly equivalent to “cast sending.” However, the NPC is not a wizard, and there is no wizard nearby who knows the player-character. The NPC does not know where the player is, so Animal Messenger will not work.
Message length needs to be at least a few words, although longer is fine. Ideally it should be affordable for low level characters without much wealth. Distance between parties is about 80 miles and on the same plane.
I’m looking specifically for a Rules-As-Written answer. I know that as GM, I can just make up anything I feel like; pointing that out is not helpful.
In a session with a witch, a wizard and me, a rogue with a knife and crossbow, I found my character to be astonishingly useless against swarms. There was a swarm of Hellwasps and I quite literally just hid behind the magic users. The mages were rather absurdly effective (my contribution to the session was nil), and after looking up the general mechanics for swarms, it appears you have three options:
- Area affect magic (I don’t even have Minor Magic and don’t plan on acquiring it)
- A torch/fire swung as an improvised weapon
- A lantern/fire source as an improvised thrown weapon
My character is a halfling who of course travels light, and I try not to carry anything that emits visible auras or significant magic auras, so I really do just have my crossbow, knife and armor for the most part. I have 4 pathfinder pouches to hide small magic items though so I’m not opposed to carrying anything that can fit in those pouches; I just don’t want to be caught with a giant glowing quarterstaff; my character often has to pass as an innocent little (human) girl.
Is there any option for dealing with swarms like that? Are there items I could use or preferably tactics I could use to actually damage a swarm (or cause damage to them)? Or is running my only option when faced with a swarm when alone?
I am looking for ideas on how to defeat a flour trap. As a rogue, I rely on sneak attack to really damage my foes. The plan for taking on the BBEG is the party will make me invisible with our wand of Greater Invisibility. However, I know the enemy has set up several flour traps and uses telekinesis to disperse the flour into the air, making invisible creatures immediately visible.
However, flour is tricky. If you get it wet, it does not clean it off. Instead, it only makes it sticky. How could I overcome a flour trap and resume my invisibility? I think my DM is doing this because we have used flour against invisible creatures he’s sent after us, and I think he is hoping we come up with a clever way of defeating it so he can use that same thing in the future. So, I’m not entirely sure I want an answer, lol.
To make this question more specific, we have at our disposal a cleric, a wizard, and a fighter. The cleric can prepare Create Water, but that will not help. Prestidigitation only clears one cubic foot per round, so the greater invisibility will wear off before the flour is entirely cleared. Is there anything that can clean an entire five foot square in a single round?
Say that for whatever reason, a martial character can’t use any projectile (sling, bow, etc.) or thrown (javelin, bloodstorm blade’s Throw Anything, etc.) weapons.
The whole region is also covered in a constant antimagic field, so supernatural attacks like the fan the flames maneuver won’t work (not that 30 feet is really going to counter most flying enemies), nor will a potion of fly or a magic sword with some sort of ranged special ability. It would also be a waste to take a spellcasting class and become a dragon disciple, since this is a martial character, and they live in an antimagic field.
And obviously the character isn’t of a race that has a fly speed of its own, because that would make it a non-issue. Let’s say they’re human.
Is there any way for the character to attack flying enemies (especially flying, ranged ones) from the ground, or bring the enemies down to the ground, or bring themselves up to the enemies in the sky (who we can assume are beyond any reasonable jump check and aren’t dumb enough to hang out near climbable walls)?
I’m expecting that this will rely on extraordinary class features or feats (which we’ll say are all available, unless they have a magical/non-human prerequisite), but there could be some other type of solution, I dunno. (Not 100% sure on the tags because I don’t know what sort of features will work)
Spells like Conjure Animals and Web can conjure creatures (a wolf) or objects (a sticky web). While the conjuration itself is magical (it was created by a spell), the effects of a conjuration are not necessarily magical. For example, this answer to “Do attacks from Conjure Animals creatures count as magical?” explains why an attack from a conjured owl is nonmagical.
According to the standard criteria, It seems like most effects caused by conjurations are nonmagical. For example, slipping on a pool of grease created by the Grease spell seems nonmagical:
- Is it a magic item? No, it’s a pool of grease
- Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description? No, it’s a pool of grease
- Is it a spell attack? No, it’s a pool of grease
- Is it fueled by the use of spell slots? No, it’s a pool of grease
- Does its description say it’s magical? No, it’s a pool of grease
However, a similar argument could be applied to evocation spells, like Spirit Guardians and Wall of Fire. But intuitively, the effects a wall of fire (and most evocations spells) should be magical.
Are the effects of a creature or object created by conjuration magic always nonmagical? For example, does a creature with magic resistance get advantage on save against falling grease?
- If so, does a similar argument apply to evocation spells?
- If not, how do we determine which conjurations can have nonmagical effects?
As the title says, I would like to understand if the container used to cast Magic Jar should be considered as a magical item and can’t be used for other spells/abilities that require a “nonmagical object”, such as True Polymorph. I would say no because the Sage Advice Compendium (pp. 17-18) lists some criteria that do not seem to match with this case, but I am not totally sure.
At various times while using this site, I’ve seen assertions that damage cannot be magical or nonmagical, and that referring to “magical damage” or “nonmagical damage” is thus nonsense. For example, damage from the fireball spell and damage from a flask of alchemist’s fire are both just “fire damage” not “magical fire damage” and “nonmagical fire damage”.
However, I’ve also seen some people assuming the opposite, such as this question. Such an assumption might arise from the numerous other ways that “magical” versions of effects are treated differently from “nonmagical” versions, such as the pyrotechnics spell which only works on “nonmagical flame”.
Does it make sense to talk about whether damage is magical or not?
In many roleplaying games the prerequisite to perform magic healing is knowledge, and during action it is mostly limited by magic capacity and sometimes time. Meanwhile the prerequisite to perform non-magical healing (such as medicine, surgery, physical care, and other things that currently exist in the real world) is also knowledge, but often requires elaborated materials, more time and often includes a more severe chance of failure. Magic healing also tends to be more effective and complete, making it the better choice in almost all situations where body and mind need a fix.
From time to time, I play a character with some non-magical healing skill, but while his service is usually good enough for NPCs it is seldom requested by the PC group, making him kind of stand back behind the overall-well positioned magician, despite healing being his primary occupation.
How do you keep non-magical healers useful to the group and fun to play?
I’m also curious how specific roleplaying games solve this (e.g., perhaps magic is really expensive to cast; or magicians are allowed to perform in only one “school” of spellcasting), but that’s secondary.
My friend has an enchanted silvered warhammer that grants it +1d6 fire damage. We’ll be fighting a fiend soon with resistance to fire and bludgeoning damage from nonmagical and non silvered weapons.
My friend’s warhammer makes half bludgeoning damage and full fire damage to the fiend?
Both Booming Blade and Green Flame Blade have the following text:
You make a single melee weapon attack against a creature you can see within the spell’s range. If the attack hits…
Reading this question makes me believe that a weapon which has been magically enchanted or enhanced, even temporarily, would overcome this immunity, and that both base weapon damage and cantrip damage would apply on a hit (and double on a critical hit).
Question: What damage, if any, would be generated by attacking a creature (with immunity to damage from non-magical weapons) with a non-magical weapon as part of a Booming Blade or Green Flame Blade attack?