Does the bonus from an Amulet of Mighty Fists apply to touch attacks made with spells, such as Shocking Grasp?
The situation is as follows:
Boris is a 13th level Illusion Wizard. Boris and his party have a method for reaching a height of up to 1km above ground level (whether it be an airship or repeated casts of the Fly spell), and Boris has a plan for eviscerating the bbeg’s evil city. He flies up 1km above the city, and begins casting Creation at 7th level to create a 25ft long pointed Tungsten rod in mid air over the city. Tungsten, as per (somewhat rough) 5e rules, should be classed as a non-precious metal – so the rod lasts for a total of 12 hours.
Immediately after being cast, it should begin falling towards the city, and quickly reach terminal velocity. Moments before it hits ground, Boris will use his 6th level feature Malleable Illusions to change the form of the Rod to a 3375 ft^3 cube of pure tungsten. The cube has a mass of ~ 1844.5 Metric tonnes (1,844,488.46 kg or 4,066,400.99 lbs for reference), and impacts directly in the centre of the city.
What would happen on impact – would there be enough energy to cause destruction on a city-wide scale, or would it be more centralized & underground? Would there be any benefit to the increase in mass at the end? And most importantly, how would you rule this as per the 5e ruleset?
Another question as well – if Boris and his party were somehow able to increase the velocity of the Rod, how much would this aid him?
- Density of Tungsten: 546.5151 kg/ft^3
- Area of Creation spell at 7th level: 3375 ft^3
The sleep spell description says:
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends […]
So an unconscious creature has penalties, and these two in particular are why I am confused:
- The creature drops whatever it’s holding and falls prone.
- Attack rolls against the creature have advantage.
But when you look at the rules for the prone condition:
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
The unconscious condition says that attack rolls against my target have advantage, but the prone condition says that if I’m not within 5 feet I have disadvantage on my attack. Do these cancel out?
Let’s say a Wizard finds a trove of spell scrolls. Rather than spending an hour per scroll identifying and then additional time and money copying it into their spellbook, can they simply copy the spell into their spellbook?
And, if so, would the act of copying identify it?
Summarizing the question into parts here. I am looking for abilities that do one of the following regarding walls.
- Increasing the size of the wall
- Changing the shape of a wall
- Allow for the moving of a wall
The area of a wall is usually determined by Caster level. Aside from increasing the caster level, is there a way to increase the area of the wall?
Some walls have a distinct shape they need to be formed in while others have the shape-change ability. Is there a way to give these walls the shape-change ability or to add another shape the wall can form into?
Is there anything that could let me move a wall after it’s created? Such as having a Wall of Stone slide along the ground towards a target or to have a Wall of Fire (ring shaped) close in around something?
I can only use first party stuff but the ability can come from any where. Feats, magic item, class feature, etc. are all fair game.
Also does not need to be a Wall of X spell. Spells like Rampart or Forcecage that create a semi-permanent area that restricts or confines movement work as well.
For background I’m making a “Wizard of the Walls” type character. The Wizard’s primary form of combat utilizes walls to corner enemies and forcing them into DoT spells like Flaming Sphere. As such, he scorns the use of any Temporary magic that exists for only the moment it’s cast, such as fireball. So I’m searching for ways to add versatility to the walls he casts.
Considering that in higher levels, cantrips deal more damage than L2 spells (especially if you dip 2 levels of Warlock, with EB + Hex + Agonizing Blast), I’m wondering whether it’s more efficient for an (MC) Sorcerer to use L2 Slots to power Quickened (EB) cantrips.
The Quickened Spell metamagic option says:
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
The idea would be to Quicken EB a few times (or in a big fight, until you run out of SP), and at the end of the fight (or during, if needed), convert L2 slots to more SP. Since you keep these until a long rest, you can basically stock up in SP in between fights.
Can a sorcerer use the Quickened Spell metamagic option to cast cantrips?
If a caster uses a higher level slot for the Enhance Ability spell, can they specify different effects for different targets?
Example: target 1 gets Bear’s Endurance, and target 2 gets Bull’s Strength.
Jeremy Crawford previously noted that the Magic Missile spell causes a separate concentration roll by a spell caster for each hit. (Of note, this is different than Mike Mearls’ answer which viewed a Magic Missile as one source of damage. As we understand it, Crawford’s answer takes precedence.)
An Aboleth’s charm notes: “Whenever the Charmed target takes damage, the target can repeat the saving throw.”
Does this mean that a PC struck by Magic Missile would get to re-roll the savings throw for each hit by a missile?
This is looking at what appears to be a somewhat bizarre rules exploit, and attempting to determine if it is, in fact, viable under the rules.
Premise: We have a Bard who likes having friends – a lot of friends. He has Find Familiar. At level 10, he takes Find Steed and Find Greater Steed as his magical secrets and the DM has given him a ring of Spell storing.
Now, it’s pretty clear that by himself, he can have one Familiar, one Greater Steed, and one Steed (perhaps a mastiff, because he wants a dog, and can’t ride two things at once). We’ll say that he chooses a hawk as his familiar.
Can the bard allow the creatures summoned by the spells to attune to and use the ring of spell storing containing Find/Familiar spells to summon Steeds/Familiars of their own?
A DM might adjudicate that a hawk/mastiff/griffin has no fingers and cannot use a ring, but Polymorph is available to a Bard of that level, and seems like it should be able to handle the issue for the Steed and Greater Steed. (I’m not sure if there are any beasts of low enough CR for the familiar that would have something appropriately finger-like.)
Is there a reason why the dog would not be able to have a perfectly loyal griffin of its own? Is there any real limit to the potential pyramid of perfect loyalty/obedience that would result?
This is in some ways similar to the linked question, and may have the same answer, but it is distinct on a couple of points. The first is that the linked question is about the Pact of the Chain familiar, most of which have obvious fingers already, as compared to the generic Familiar, Steed, and Greater Steed. The second is that this question is specifically about the three Find spells, which seem like they might be a special case – it’s not merely about whether your dog (polymorphed into an octopus/monkey/whatever) is able to cast the spell, but whether they are able to permanently maintain the found creature afterwards. In particular, this seems to severely break the intended limit of one steed, greater steed, and familiar per PC, and it seemed like there might be some further limit in place preventing it from working out this way.
Both my DMs say that if you have the components for the spell you can cast the spell without using a spell slot. Is this true normally in D&D 5e, or is it more of a DM discretion thing?