For the Ring of Shooting Stars, what is the spell save DC of Faerie Fire?

The Ring of Shooting Stars has the following feature:

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Since it does not specifically state that you use your spell save DC or list a spell save DC (unlike its Ball Lightning or Shooting Stars features), what is its spell save DC?

Stampede: How does this custom spell compare to Cloudkill, another 5th level spell?

Is this stampede spell (a proposed custom spell for Druids and Rangers in my upcoming campaign) as strong as, or weaker than, the 5th level spell cloudkill? I used a similar base damage, the duration is reduced from 10 minutes to 1 minute, and the “persistent” effect of the poison is replaced by a chance to be trampled if knocked prone. I reduced the directional control somewhat.

Spell level 5 (conjuration)
Casting Time: 1 action
Range: 120 feet
Components: V, S Duration: Concentration, up to 1 minute

You create a 40′ wide, 20’deep, line of spiritual herd animals1 (buffalo, horses, giraffes, zebras, etc) at a point you choose within range. The animals stampede in the direction that you choose and will continue in that direction until either the spell ends or you cease concentration on it. The stampede moves at a speed of 40′.
Effects on Creatures
Any creature in the spell’s area of effect on the caster’s turn takes 5d8 bludgeoning damage on a failed Dexterity saving throw, and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
Any creature knocked prone takes an additional 2d4+3 bludgeoning2 damage unless the saving throw roll would have succeeded on a DC 12 Dexterity save3.
Effects on Objects
Objects in the path of the stampede take 5d8 bludgeoning damage. Objects not destroyed by the bludgeoning damage cause the stampede to flow around the object. Any creature caught in the area of that flow around an object has to make a saving throw, but the spell’s bludgeoning damage is reduced by half.
Effects of Terrain on the Spell
The herd will plunge through rivers, go over cliffs, or try to flow around a cliff base’s face (likewise with castle walls that are not knocked down, gigantic rock outcroppings, etc). Difficult terrain will not reduce the speed of the stampede.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

In trying to get the flavor right, I am not sure if the relative power level of the spell is retained at 5th level. Is this comparably powered to cloudkill at 5th level?

1 These herd animals are similar to what is summoned by spirit guardians, rather than creatures that are summoned by the conjure animals (Druid, level 3)(Response to @MikeQ). There isn’t a stat block for a herd in the way that there is for a swarm.

2 This is based on MM/PHB riding horse hoof damage.

3 The fiddly bit was intended to avoid making two saving throws. One roll covers it. Some spells do have multiple save chances, so an alternative would be that the second roll is DC 12 Constitution or Dexterity to avoid trample damage, or to use “if the saving throw result is 6 or lower, take the additional damage” which is similar to how the Sprite’s put them to sleep ability works.

Does a Lich need spell books to relearn all spells after rejuvenating?

If someone takes the phylactery of a Lich, and carries it off, and then someone else “kills” the Lich, it reappears near the phylactery. But if the Lich is basically a wizard, then wouldn’t it have to relearn all the spells? In that case, if the spell books weren’t around (the phylactery wasn’t in the lair after all), then what powers does the rejuvenated Lich have? Would it then have to go back to the lair for the books? When a Lich travels, it must at least carry a copy of the books, right? Those books would be left behind with the newly destroyed Lich, I would imagine. Just trying to think through how all this might play out.

Where are the details for this spell?

On page 803 in the Priest’s Spell Compendium Volume 3 listed under Elven deity Erevan Ilesere there’s a spell called Faerie Form which is supposed to be 7th level.

When I went to the “F” section in the book, which begins on page 257 in the Priest’s Spell Compendium Volume 1, the spell wasn’t there. The section begins with Faerie Fire then Faerie Flames – Elf but moves into Faith Armor instead of Faerie Form. The spell is not listed in the index on page 818 in the Priest’s Spell Compendium Volume 3 either.

Sylvan Form exists in the compendium but it is a 4th level spell as to where Faerie Form is clearly a 7th level spell. Monster Mythology where the Elven deities are described doesn’t seem to contain the spell either.

So, where are the details for this spell? Which book is it located in?

Can you move the Hunter’s Mark spell on the same turn that the affected creature dies?

The hunter’s mark (and also hex) spell contains the following text:

[…] If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature […]

Does this passage prevent the following scenario:

  1. Cast hunter’s mark on somebody
  2. Your turn ends
  3. Another one of your turn’s begins
  4. You kill the targeted creature
  5. You place hunter’s mark onto a new target as a bonus action

Is step 5 in the above prevented from working due to the wording of the hunter’s mark spell? It seems like it would be to me, but perhaps I’ve missed something somewhere.

Does the Scatter spell actually scatter the targets?

Based on the spell’s name, you would think that all of the targets would end up all over the playing field, but per the Scatter spell description:

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

But there are two ways to read this;

  1. This is a many-to-one reading. Each of the up to five creatures are teleported to an unoccupied space. So all five go to one space.
  2. Each is for both target and destination. Each target is teleported to each target’s unique designated unoccupied space.

My issue is, that the first interpretation is more “plain English” whereas the second is “loosely based”.

So does Scatter really scatter, or does Scatter just teleport up to 5 people as a cluster to a single location?

With the Blink spell, can a creature be carried into the ethereal plane? [duplicate]

This question already has an answer here:

  • What happens if I Blink while my Familiar sits on my shoulder? 1 answer

Consider a 5th level chain pact archfey Warlock named Tasmir.

Tasmir casts find familiar creating an imp named Molo. Molo shapechanges into raven form.

Tasmir carries Molo in his cloak and casts Blink.

At the end of Tasmir’s turn he disappears into the ethereal plane. Molo flies out of Tasmirs cloak.

Tasmir blinks back into the material plane leaving Molo behind in the ethereal fog.

Is this scenario reasonable?

5e Familiar using a magic item to cast a concentration spell

As there are items that do not require concentration and allow the casting of spells through them, such as the wind fan, is it possible to have the familiar take the concentration for this spell?

While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Note that this fan does not require attunement and is a totally stand-alone tool in your familiar’s hands. An octopus, rat or weasel would arguably have the ability to hold and wave such an object around.

When do objects take damage from being inside the Whirlpool option of the Control Water spell?

The control water spell allows you to create a whirlpool which includes the following in its description:

[…] The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

I understand that an object takes damage on any turn that it enters the vortex, even if it does so multiple times in a single round. But when exactly is “each round”; when does the re-occurring damage for remaining in the vortex actually happen; when does an object inside of a whirlpool actually take the 2d8 bludgeoning damage?

Note, that if they instead had said “each turn” then these objects would be taking damage multiple times per round. I hesitate a guess that some of the unusual wording here comes from the fact that objects don’t even have turns of their own so they couldn’t have used the wording they usually do for creatures.