Can the Celestial Bloodline Sorcerer’s Heavenly Fire power heal a friendly character?

The Sorcerer Celestial Bloodline has this power:

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

(emphasis mine)

I’ve seen posts about this being castable on yourself. Can it be cast on yourself or a good party member?

If not, what good is the ability to heal a foe?

Did I miscalculate this Variable Power? (Mutants and Masterminds)

I’ve been messing around with Character Creation in Mutants and Masterminds 3e and I want to double check to see if I have this right. I wanted to have the Variable (p132) power manifest through reciting prayers to inspire the masses, thus it’d be a bit weaker in the end, but be able to buff an absurd amount of people with it. The buffs that I came up with so far are ‘up to 5 ranks of modifiers to attacks for up to 10 rounds (4 ranks if the power comes from a device, is a piece of equipment or is removeable)’, ‘up to 5 ranks of a defensive power for up to 10 rounds’, ‘may attempt to unreliably “grant a free heroic action for the next minute” once a session’, and ‘grant low levels of extra speed, leaping, partial concealment and/or quickness’

The way I Judged this was that it was An Affects others version of Variable, as well as a split and enhanced ranged version, ergo being 10 points per rank (7+1+1+1)

Did I do this correctly?

execute script on low UPS power

I have attached my UPS to ubuntu and it’s recognised. However I don’t like the options that I see in ubuntu power settings. I have another PC also attached to same UPS. So I want ubuntu desktop to execute script when power is about 50% so my second pc can also properly hibernate. And then I can hibernate my ubuntu PC with same script.

Is it possible to do that in the way that is not breaking ubuntu implpementation of UPS monitor? I have read that I can install nut but I have some errors, maybe it’s a conflict

‚óŹ nut-monitor.service - Network UPS Tools - power device monitor and shutdown controller    Loaded: loaded (/lib/systemd/system/nut-monitor.service; enabled; vendor preset: enabled)    Active: failed (Result: protocol) since Sat 2019-07-13 02:09:46 MSK; 11ms ago   Process: 13906 ExecStart=/sbin/upsmon (code=exited, status=0/SUCCESS) 

Maybe I can catch some dmesg message or check the status of UPS with some native tool?

Power Apps form embedded in Power BI to update Sharepoint List

I created a Sharepoint online list that tracks cases. Users review and update cases through a power apps form on the site. I also have a power bi visualization that is querying the Sharepoint list to display graphs. Is there a way to put the existing power apps form into the power bi so that users can update the cases from there? I want users to be able to update the power apps form in the power bi and have those updates reflected in the sharepoint online list.

Coefficient of power $p$ in polynomial expansion : mathematica doesn’t answer me

I would like to access the coefficient in front of $ n^p$ for a polynomial expansion.

I wrote the following code:

f[n_, q1_, q2_] := (n^q1 + (n + 1)^q1)* (n^q2 + (n + 1)^q2)  SeriesCoefficient[f[n, q1, q2], {n, 0, p},   Assumptions -> {Element[q1, Integers] && q1 >= 0,     Element[q2, Integers] && q2 >= 0 }] 

However, mathematica doesn’t compute anything. Why ?

I would expect an expression that would make appear the binomial coefficient (I can do it by hand it is not very complicated thus I wonder why mathematica cannot).

Cannot set power button action to hibernate

I’m running Ubuntu 19.04 Desktop on my laptop, with Gnome version 3.32.

I want to set “power-button-action” to “hibernate” and changed the file /etc/systemd/logind.conf accordingly:

#  This file is part of systemd. # #  systemd is free software; you can redistribute it and/or modify it #  under the terms of the GNU Lesser General Public License as published by #  the Free Software Foundation; either version 2.1 of the License, or #  (at your option) any later version. # # Entries in this file show the compile time defaults. # You can change settings by editing this file. # Defaults can be restored by simply deleting this file. # # See logind.conf(5) for details.  [Login] #NAutoVTs=6 #ReserveVT=6 #KillUserProcesses=no #KillOnlyUsers= #KillExcludeUsers=root #InhibitDelayMaxSec=5 HandlePowerKey=hibernate HandleSuspendKey=hibernate #HandleHibernateKey=hibernate HandleLidSwitch=ignore HandleLidSwitchExternalPower=ignore #HandleLidSwitchDocked=ignore PowerKeyIgnoreInhibited=yes SuspendKeyIgnoreInhibited=yes #HibernateKeyIgnoreInhibited=no #LidSwitchIgnoreInhibited=yes #HoldoffTimeoutSec=30s #IdleAction=ignore #IdleActionSec=30min #RuntimeDirectorySize=10% #RemoveIPC=yes #InhibitorsMax=8192 #SessionsMax=8192 

yet pressing the power button still shows the reset/shutdown dialog!

What am I missing? How can I enable hibernate on power button action?

How do I assemble this Perception-based Defensive power into Mutants and Masterminds?

My Tabletop group has been discussing running a game of Mutants and Masterminds in the future, so I thought I should get a head start and attempt to build a character. The character i have in mind is a fairly Strong, Fast and Tough guy with a selective High-Cognition vision. The way that I had imagined this working is that whenever someone makes an attack at my character that they’re aware of, they can take a reaction to increase their visual perception range to -1/1000ft, increase their processing time by x1000, gain analytical levels of sight and be able to accurately judge distances for however long they wish. Using the information they gather from this, my character would gain advantage on avoiding attacks from the attacker(s) depending on how well I rolled and/or how many ranks they have. The drawbacks for this are fairly steep; firstly, they would loose all other senses until their next turn (where the power would wear off). Secondly, and this is the most important one, the character would get tunnel vision regarding the attackers, something as small as the guy immediately in front of them in melee range and a maximum of 5 guys relatively close together at long range. As a result, his Parry and Dodge potentially skyrocket verses a select few opponents, but absolutely diminish verses opponents outside their limited field of vision.

I’ve been referencing the Powers section in the Mutants and Masterminds 3e Book (starting on page 91), and the things I found in there sort of fit the ideas that I’ve been working with. While there are the Analytical, Danger Sense, Increased Range and Fast Reaction additions to senses AND I could squeeze my tunnel vision idea under Limited and Unreliable, all of these modifiers are permanent and not reactionary. Moreover, the Deflect power is the closest thing I could find to the defensive buff I was looking for, but it only counts as a subsitute for Parry and Dodge, not an additive.

So here is what I am SPECIFICALLY asking people familiar with this system:

Can I make my concept happen through Powers exclusively?

Can I make my concept happen through mixing Powers and Advantages?


Is my concept impossible in this ruleset?

How can I either heat air for a balloon or heat another material to power a machine, without consuming fuel?

I am looking for a means, by RAW or RAI, to generate heat that can be used to provide life for a balloon, or to power mechanisms that could generate lift, while not consuming fuel, so most likely a spell or magic item, but I dont know which ones.

Adjusting power of Animate Dead in custom DarkSun campaign with slower recovery mechanics (24hr/1wk for short/long rests)

tl;dr Because of slower recovery mechanics, my Wizard cannot raise or sustain as many undead as a RAW 5E Wizard. What would be a fair alteration to the spell to bring it back inline with the intended effectiveness.

Background: I’m a player in a custom DarkSun campaign converted to 5E where we have a bit more focus on some of the grittier mechanics and realism (resource mgmt and player vs. environment). One of the changes is that the recovery mechanics were changed to 24 hours for a short rest and 1 week for a long rest. We’re not doing back-to-back dungeons so it fits our play-style fine.

My character is a Lvl 5 Wizard, wannabe necromancer. It’s become apparent that RAW, my character may not be able to fully leverage the Animate Dead spell. At lvl 5 the character has two lvl 3 spell slots but can only recover one lvl 3 spell per day/short rest (gets weird since Arcane Recovery is once per day/once per short rest but they’re the same now.. anyhow).

The Problem: My contention is that a normal 5E Wizard could potentially summon and maintain up to 4 undead. It’d take a few short/long rests to get to the max but once there it’d be easy to sustain and even make the occasional replacement. However, with our modified rest mechanics, it’s not possible for me to get above 2, and even then that assumes the DM is generous on the timing (casting time is 10 min each plus 10 for the recast, but do I need precisely 24 hour or is 23.5hr good enough?). I’m not concerned about splitting hairs on that last point, but it helps illustrate the squishy situation.

My DM tends to agree that it seems like my character is slightly powered down by this mechanic but he’s unclear on what kind of modification would be appropriate. Do you have any suggestions?

My thoughts:

  • Animate Duration – Since our long rest is 21 times longer than RAW and a RAW animated dead would last 3x the length of a long rest, why not let my animations last longer? Downside is that keeping a zombie around for a month isn’t useful in a darksun campaign, or any campaign where you spend healthy amounts of time in civilization (not that DarkSun is all that civilized but pet undead still aren’t welcome)
  • Casting time – The 1 minute casting time makes it impractical to use the spell reactively. However, we also don’t tend to have back to back fights in a dungeon crawl either. Perhaps leave everything else the same but allow the spell to be used as an instant cast.
  • Ritual – Because of the slower recovery mechanics, I love my rituals. What if this spell was reframed as a ritual cast?

Last thought, in my head I’ve been trying to balance the impact/power of this spell compared to others that impacted less by our rest mechanics. For instance, for the price of two lvl 3 slots I could instead have 16d6 worth of fireball damage across multiple enemies (if it was 3 each that, that’d be 48d6!). But in our last fight my zombie got focused pretty hard (saving us from a healthy chunk of damage) but only successfully delivered three or four blows (so ~4d6 of single target damage). Given the obvious crowd control benefit, a couple zombies/skeletons obviously shouldn’t match the damage potential of a fireball but surely they deserve to do more than this?

Anyhow, thanks!