What happens when you break an object made by True Polymorph?

Is there an official ruling on what happens when an object made by True Polymorph is broken?


True Polymorph is cast on a Human, turning them into a Twig.
An hour passes, making the effect permanent.
The Twig is snapped in half.

Does the Twig revert to the Human it was before the spell?
Does it take overflow object damage?
Does it remain a Twig, just broken?
Does dispelling part of the broken Twig dispel the entire True Polymorph?

Are their official rulings on any of the above? If so, what are they?

How to build simple jsonb object out of multiple arrays in postgres?

If I have three (or more) Postgres arrays with the same number of elements, and I want to build a multi-level JSONB object out of them—how can I do this?


create temp table tbl1 as   select     array['a', 'b', 'c'] as keys,     array['d', 'e', 'f'] as val1,     array['g', 'h', 'i'] as val2; 

Then I can do:

select jsonb_object(keys, val1) from tbl1; 

And get:

{"a": "d", "b": "e", "c": "f"} 

Likewise I can pass val2 and get:

select jsonb_object(keys, val2) from tbl1;           jsonb_object           --------------------------------  {"a": "g", "b": "h", "c": "i"} (1 row) 

But I can’t see how I could get the following object:

{   "a": { "val1": "d", "val2": "g" },   "b": { "val1": "e", "val2": "h" },   "c": { "val1": "f", "val2": "i" } } 

I’m aware of jsonb_build_object() but that doesn’t seem to fit here.

How could the above result be created?

With the spell blink, could you deposit an object on the Ethereal plane? [duplicate]

This question already has an answer here:

  • Can you leave objects behind in the ethereal plane? 2 answers

Lets say you ready an action, that when you are on the ethereal plane you will drop your weapon. Does this work, would you return to the material plane without a weapon? Could you blink again and pick it back up later?

Blink: …you vanish from your current plane of existence and appear in the Etheral Plane… At the start of you next turn, and when the spell ends if you are on the Etheral Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.

A scenario where this could be very useful, imagine you are holding a ticking time bomb, you blink into the ethereal plane drop the bomb and blink back just in time, saving your party from the explosion.

Defining “a particular kind” in the Locate Object spell

In our latest session a question came up. The initial statement [PHB pg 256] says to;

“Describe an object that is familiar to you.”

The spell description goes on to state that known to you (not familiar to you) is defined as seen within 30 feet.

The discrepancy comes up in the phrase;

“Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.”

We are trying to decide if an item that we have never seen, but is described to us (it is a gem that does X and has been in X location for a couple of hundred years) is enough to qualify as a “particular kind” of if that is too vague?

Can I convert my SMTShowMesh Object into a mathematica graphics object in AceFem?

My question is related to a string of questions Ive asked in the last few days. I’m trying to superimpose a vectorplot on a3D plot that I’ve produced on AceFem using the SMTShowMesh Command. I’m trying to get the vector field on the surface of the block to describe fibre directions at each node. I keep getting a “Could not combine the graphics objects in ” and . “Skeleton is not a Graphics3D primitive or directive.” the following graphics:enter image description here

I’m just trying to superimpose the graphics so that the vector field plot is on top the block. Without putting my whole code up, this command and a few other things is what I have tried so far.

SCnodes = StratumCorneumNodes; info = SMTNodeData[SCnodes, "X"]; Show[SMTShowMesh["BoundaryConditions" -> True] (*this is the command I used to produce the main block*),   Epilog \[RightArrow]    Inset[VectorPlot3D[{Cos[41], Sin[41], 0}, {x, MeshXmin,        MeshXmax}, {y, MeshYmin, MeshYmax}, {z, MeshZmin, MeshZmax},       Boxed -> False, Axes -> None, VectorPoints -> info,       VectorStyle -> Black, VectorScale -> Small] /.      Arrow[x_] :> Arrow[{Mean[x], Mean[x] + Last[x] - First[x]}],     StratumCorneumMastermesh[     "Wireframe"[      "MeshElementStyle" ->        Directive[{EdgeForm[], FaceForm[LightGray]}]]]]] 

I agree that the object I have produced in AceFem is not recognized as a £D graphics object in Mathematica. Is there any way I can convert it to an object? Any help would be much appreciated. Thank you

Permissions required for row counts to show up on Object Explorer Details

I’m having a weird security issue. I have a user that’s using SSMS 18.2 on a SQL 2016 server. They are a member of db_datareader but when they pull up the the Row Count column in Object Explorer Details it’s blank. As best I can tell it is requiring DBO in order to get the row counts to show up.

User with read access: enter image description here

User with dbo access: enter image description here

Is this a bug or intentional? Does anyone know if there is a lower level of permissions that will give this row count? I know there are plenty of other ways to get the row count, sys.partitions for example, however the user insists they want to use the OED window.

Are there limits to object Sizes when a character uses Metamorphosis?

I intend to use an NPC to make him attack a vessel. The NPC is capable of using Metamorphosis as a multiclass Ardent 7, manifester level 11. My idea was to make her metamorph into a flying creature, fly directly above the vessel and then turn into a huge rock, crushing the deck and part the hull.

The vessel in question is a Dromond, I use “Stormwrack”, for sinking the vessel 15 hull sections (each a 10 feet cubes) would have to be crushed, each with hardness 5 and 80 hp. The Dromond has a 20 feet by 100 feet space. The whole ship has AC -3, attacking a hull section is AC 2.

My problem is to assess the power of my imagined kind of attack. Metamorphosis says:

You can also use this power to assume the form of an inanimate object. You gain the object’s hardness and retain your own hit points. You can take the shape of almost any simple object you can think of, such as a chair, a sword, or a rug. (…) You cannot use this power to assume the form of a psionic item or a magic item, or any object with a hardness of 15 or higher. (…)As an inanimate object, you lose all mobility. You retain your normal senses and your abi lity to speak. You can manifest a power if you make a Concentration check (DC 20 + power level); however, doing so ends the duration of this power. If you take damage while in the form of an object,your actual body also takes damage (but the object’s hardness, if any, protects you). Expanded Psionics Handbook, p. 117

Stone does have hardness 8, so turning into a rock is possible. The NPC would take falling damage minus 8 points of hardness. But how much damage would the ship take? The NPC could turn into a 11 HD creature – but there seems to be no limit regarding objects.

An inch of stone in a 5×5 feet square has 15 hp. (PHB, p.166) The character has 117 hp. The manifester retains her hp. So maybe you could say she could turn into a stone slab of 5 feet by 5 feet 7 inches thick. This slab would have 105 hp. You could transform it into a stone ball of roughly 3 feet diameter. This is a massive boulder – but just how massive in terms of damage?

A granite ball of 3 feet diameter would weigh roughly 1,16 tons. This is more than 11 times 200 lb, so the DMG section for falling objects applies: This boulder causes 11d6 points of damage on a 10 foot fall, for a 100 feet fall 20 d6 damage would be applied to the ship and 9d6 of damage to the NPC (minus 8 pts of hardness).

While this seems reasonable, I am still wondering: Are any or these specific limits inherent to the power or could you just use Metamorphosis to say “I turn into a mountain” and bury the ship?

Unity : Rotate object on touch looks weird

Touch and hold the screen then rotate object continue("Object is unity default cube") that’s my operation, but when object is Rotate then it’s look like weird.

enter image description hereenter image description here

I upload the example for better understand, it’s looks like above image.

public void StartHold() {     pointerDown = true; } public void StopHold() {     pointerDown = false; } void Update() {   if(pointerDown){     Rotator.transform.Rotate(new Vector3(0, 0, 90) * 2f * Time.deltaTime);   } } 

It’s just simple way to rotate object not to much complication then why object rotation look like this, anyone can know then help me and what is the solution of this problem. Thanks.

Can an artificer cast spells with a free hand and a shield without using an object interaction action?

Suppose an artificer has a hand free and the other wielding a shield.

Can the artificer cast spells without using up their object interaction action?

For most spellcasters, a free hand is enough to cast spells, with no object interaction action required:

Material (M): […] A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.

However, the Artificer has a special requirement for their spells:

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically thieves’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature.

Does this mean the artificer have to spend an object interaction action to wield the tool before he can cast a spell? Or, can the artificer access the tool as part of the spell?

Does Locate Object work for objects on the ethereal plane?

The spell Etherealness reads in part:

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. […] You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a Special ability or magic has given them the ability to do so.

It’s not clear to me whether or not Locate Object satisfies the qualifications of the second paragraph.

By extension, it seems like this spell’s description includes a little general description about the ethereal plane. This would mean that the second paragraph applies both to the spell Etherealness and to creature abilities like Night Hag’s Etherealness.

In either case, does the spell Locate Object work to detect an object (carried by a creature using the spell or ability above) if that creature and object are located within 1,000 feet but on the ethereal plane?