If you cast Darkness using sorcery points (Shadow Sorcerer) do you need material components?

Shadow Sorcerers at 3rd level gain the spell Darkness which doesn’t count against spells known. In addition, you can cast this spell by expending 2 sorcery points. I wanted to know if you could circumvent the material cost by using sorcery points. I’m assuming you do need the components as sorcery points seem to function like auxiliary spell slots.

How does Master of Shadow Prestige class effect Shadowcaster?

I am playing a Forgotten Realms (3.5e) campaign as a Shadowcaster and I was looking into taking the prestige class Master of Shadow. Would this prestige class effect whether or not I can get Apprentice and Master mysteries and would it effect the way they are cast (treated as a spell, spell-like ability, or supernatural ability)?

If an Oath of Devotion paladin uses Sacred Weapon on the Shadow Blade spell, do they lose advantage from attacking a target in dim light?

The Oath of Devotion paladin gets the Sacred Weapon Channel Divinity option at 3rd level:

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

The shadow blade spell description (XGtE, p. 164) says:

You weave together threads of shadow to create a sword of solidified gloom in your hand. It counts as a simple melee weapon with which you are proficient. In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If my Devotion paladin conjures a shadow blade and attacks a target in the dim caverns, I attack with advantage.

If use Sacred Weapon on it, it now emits bright light. Do I lose all advantage gained with the shadow blade?

If an Oath of Devotion paladin uses Sacred Weapon on the Shadow Blade spell, do they lose advantage from attacking a target in dim light?

The Oath of Devotion paladin gets the Sacred Weapon Channel Divinity option at 3rd level:

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

The shadow blade spell description (XGtE, p. 164) says:

You weave together threads of shadow to create a sword of solidified gloom in your hand. It counts as a simple melee weapon with which you are proficient. In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If my Devotion paladin conjures a shadow blade and attacks a target in the dim caverns, I attack with advantage.

If use Sacred Weapon on it, it now emits bright light. Do I lose all advantage gained with the shadow blade?

Can a Shadow Sorcerer see through Darkness cast into a Ring of Spell Storing via Eyes of the Dark?

A sorcerer with the Shadow Magic origin has a feature called Eyes of the Dark, which states the following (XGTE, p. 51):

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

A Ring of Spell Storing (DMG, p. 192) states:

This ring stores spells cast into it, holding them until the attuned wearer uses them.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring.

While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.

If a sorcerer cast darkness using sorcery points as per their Eyes of the Dark feature into the Ring of Spell Storing, then when they later “released” the spell from the ring, would they be able to see through the darkness as per their Eyes of the Dark feature?

(Bonus question: what if the ring was used by someone else; would the sorcerer who cast the spell originally still see though it, even though someone else “released” the spell? This is just out of interest, though; the main question I care about is in the case where the sorcerer uses the ring.)

I imagine one could argue yes, because it was originally cast via sorcery points, but one could also argue no, because of the technicality of the ring’s description saying “but is otherwise treated as if you cast the spell”, or something like that. Which is it?

Do the Shadow Magic sorcerer’s Strength of the Grave feature and the half-orc’s Relentless Endurance trait work together?

I have a player that wants to create a character that is a Half-Orc Shadow Sorcerer; specifically they want to use the combination of the Shadow Sorcerer’s Strength of the Grave feature and the Half-Orc’s Relentless Endurance to be very hard to kill.

If the character is reduced to 0 hp and decides to use Strength of the Grave, but fails the saving throw, can they then use Relentless Endurance to avoid being knocked out anyway?

Are Shadar-Kai and Shadow Elves the same?

Now that Shadar-Kai are officially elves in 5e D&D, is there an official source or even semi-official (WOTC tweets, Designer blogs / podcasts / videos, Unearthed Arcana, etc.) that links these pale neutral-ish elves with the pale, neutral-ish Shadow Elves from the known world aka Mystara.

I have so far not been able to find even semi-official confirmation, especially since Mystara is seldom officially mentioned in a 5e context. But it really seems like they have many points of overlap.

Personally, I intend to make them one and the same.

White shadow map

I am implementing the shadow map with OpenTK and c#, I do everything as expected but I always got a white shadow map if I render it to a quad.

First I initialize the frame buffer object

 private void initShadowBuffer()     {         FBO = GL.GenFramebuffer();         GL.BindFramebuffer(FramebufferTarget.Framebuffer, FBO);         GL.GenTextures(NUM_CASCADED, shadowMap);          //for (int i = 0; i < NUM_CASCADED; i++)         {             GL.BindTexture(TextureTarget.Texture2D, shadowMap[0]);             GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.DepthComponent, shadowSize, shadowSize, 0, PixelFormat.DepthComponent,                          PixelType.Float, IntPtr.Zero);             GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);             GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Linear);             GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);             GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);              //float[] borderColor = { 1.0f, 1.0f, 1.0f, 1.0f };             //GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, borderColor);              GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, TextureTarget.Texture2D, shadowMap[0], 0);         }          GL.DrawBuffer(DrawBufferMode.None);         GL.ReadBuffer(ReadBufferMode.None);         GL.BindTexture(TextureTarget.Texture2D, 0);         GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);     } 

then render to depth path

_3DShadowProgram.Use();  GL.Enable(EnableCap.DepthTest); GL.CullFace(CullFaceMode.Front); GL.Enable(EnableCap.PolygonOffsetFill); GL.PolygonOffset(1.0f, 1.0f); GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, FBO); GL.Viewport(0, 0, 1024, 1024); var lightOrthoMatrix = Matrix4.CreateOrthographicOffCenter(-50, 50, -50, 50, -1, 50); var lightViewMatrix = Matrix4.LookAt(light.Direction * -50, new Vector3(0), new Vector3(0, 1, 0)); lightProjectionView[0] = lightOrthoMatrix * lightViewMatrix;  GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, TextureTarget.Texture2D, shadowMap[0], 0); GL.Clear(ClearBufferMask.DepthBufferBit);  GL.UniformMatrix4(GL.GetUniformLocation(_3DShadowProgramId, "lightProjectionView"), false, ref lightProjectionView[0]);             renderObjectsToDepthBuffer();  GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.CullFace(CullFaceMode.Back); GL.Disable(EnableCap.PolygonOffsetFill); 

then I render and bind the shadow map. I get always no shadow when I render the shadow map to a quad I get a white map.

How to add shadow and remove bottom line in NavigationBar globally?

So I’m looking for how can I add shadow to NavigationBar and remove the bottom black line from NavigationBar? Also if I have searchBar in NavigationBar then shadow should go below to search bar. I want to make a change globally without making a change in every viewController.

https://imgur.com/a/8ogGRaf.jpg

So I already archive these changes except add a shadow below to search controller.

  1. For Shadow:

    self.navigationController?.navigationBar.isTranslucent = false self.navigationController?.navigationBar.layer.shadowColor = UIColor.black.cgColor self.navigationController?.navigationBar.layer.shadowOffset = CGSize(width: 0.0, height: 0.0) self.navigationController?.navigationBar.layer.shadowRadius = 7.0 self.navigationController?.navigationBar.layer.shadowOpacity = 0.2 
  2. For Remove a Bottom Bar:

    UINavigationBar.appearance().backIndicatorImage = UIImage(named:"normal") UINavigationBar.appearance().backIndicatorTransitionMaskImage = UIImage(named:"normal") 

This is What issue I’m getting with search Bar

View post on imgur.com