Spell Mastery + Mind Spike + Expert Divination [closed]

So, I was planning on making a divination wizard build but something dawned on me. Could I technically cast infinite level 1 spells, by choosing Mind spike as a spell mastery and have Expert divination

Spell mastery: (Level 18) Choose a level 1 and Level 2 spell. I can cast this at the lowest level without expending a slot. This allows you to cast a level 1 spell and level 2 spells as many times as you want

This means i can just spam mind spike. But there’s more. If you read expert divination-

Expert divination: When you use a level 2 or above divination spell, you regain a spell slot of a spell lower than that level

With Mind Strike being a Divination spell, it works with Expert Divination. It also does a 3d8 damage (though it does require concentration which sucks)

So technically, couldn’t i just spam mind spike, while continuously regaining first level spells? I dont think i’ll do this in the campaign because if this technically works, it is pretty broken, as i’ll be able to spam a first level spell (like shield for example) or if i multiclass into Cleric, be able to spam Cure wounds forever if I use Mind spike each turn (which is crazy) or other spells using the first level spell slot. Though i do want to know if this is possible, and i haven’t been able to find a question / research based on this

Can a caster of Dispel Magic just target a specific spell on a creature? [duplicate]

Dispel Magic says (emphasis mine):

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At high level play, I’ve found that players often have long-term buff spells in effect (i.e. Heroes Feast, Mindblank, etc.), which are a major factor in them being able to survive.

If one of these characters is affected by a save or suck kind of spell (i.e. Mental Prison, Irresistable Dance, etc.), the need to remove that spell becomes imperative.

With this in mind, can a caster of Dispel Magic target only a negative spell under the assumption that it is a discrete ‘magical effect’ subject to removal? Or must they target the ‘creature’ and risk removing all spells, both positive and negative?

For reference, we see a potentially unique ‘magical effect’ in this question about Yeenoghu’s flail. This effect is similar to a spell in its function (target is affected by the Confusion spell if they fail the save), but has clear differences from a spell because the spell would require Yeenoghu’s concentration and have a different duration. Conversely, this answer suggests that a ‘magical effect’ only applies to things that wholly separated from the creature.

Does the spell Feather Fall prevent damage from falling down stairs?

Inspired by this Q&A: How to handle falling down stairs?

Feather fall says:

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

It has a casting time of 1 Reaction:

which you take when you or a creature within 60 feet of you falls.

In my answer to the above Q&A, I document three (stair) cases where the characters can fall down stairs and take damage.

From Tales from the Yawning Portal:

From Rime of the Frostmaiden:

From Rise of Tiamat:

In the example from Yawning Portal the word "falls" is used to describe our descent of the stairs. In the latter two examples, the word "tumbles" and the phrase "sliding and tumbling" are used instead. As noted in my answer to the linked question, the module guidance for falling down stairs is very similar to the usual rules for falling.

Does feather fall work to prevent falling-down-stairs damage?

if you use Enhance Ability: Cat’s Grace on a creature that rolls initiative, does that creature lose the better roll when the spell ends?

Let’s say the caster uses Enhance Ability and chooses Cat’s Grace on themselves and rolls a 13 and a 16 with advantage on initiative, so they take 16. If the caster then loses Enhance Ability in-combat, or ends concentration on that spell, does their initiative roll revert to 13?

When can a magical effect be targeted with the dispel magic spell?

Inspired by the following:

  • Can Dispel Magic be used on a specific magical effect without removing other spells?

The dispel magic spell states:

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. […]

The question for me is what sorts of magical effects can be targeted, we already have (at least) two somewhat related questions:

  • What happens when you target a "magical effect" with Dispel Magic?
  • Can you Dispel a spell buff on a Rakshasa?

The first is just a general explanation that dispel magic ends spells that cause magical effects by targeting their magical effect. It does not address what magical effects you can target, but instead addresses what happens if you’ve already targeted an effect. The latter question asks specifically about the haste spell and has an answer stating:

[…] The haste spell isn’t creating a magical effect in the space (that is things like illusions, walls of fire, etc.). If you would like to argue otherwise you are very quickly into the realm of things 5e doesn’t define properly (ie. what is an object, magical effect, etc.?). […]

My question is basically whether or not this is true. Does the haste spell create a targetable magical effect? Are there rules that help answer the question "Does X create a magical effect that can be targeted with dispel magic?"

How do I know if I can target an effect with dispel magic?

Is a Wild Shaped druid effectively immune to the Detect Thoughts spell?

For standard usage of the Detect Thoughts spell,

"If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected" (PHB, pg 231).

Additionally one may use the Detect Thoughts spell to detect the presence of creatures they can’t see, however

"You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language" (231).

The description for Wild Shape states,

"your ability to speak or take any action that requires hands is limited to the capabilities of your beast form" (67).

Apart from the crow, no non-awakened beast has the ability to speak (the crow specifically has the Mimicry abilty and notably has no languages listed on its stat block).

So it begs the question, can a Wild Shaped druid be affected by the Detect Thoughts spell?

Going one step further, would a druid with the ability to speak telepathically while Wild Shaped be affected any differently by the spell?

Related questions:

  • Does the Detect Thoughts spell work against an Intellect Devourer?
  • In what ways can a druid’s Wild Shape be detected?
  • Can a druid speak while in wild-shape?
  • Can I Wild Shape or Polymorph into an Awakened Beast?

This question was inspired by the Telepathic feat from Tasha’s Cauldron of Everything.

Can Arcane Abeyance allow you to cast a spell longer than one action in one action? [duplicate]

I recently did this in a campaign of mine and it… ruffled the DM’s feathers to say the least.

Arcane Abeyance is a 10th level Arcane Tradition for the Chronurgy Wizard that allows the caster to condense a 4th level spell or lower into a "mote":

When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Emphasis mine. As one might tell from my profile, I’m a huge fan of the wonderfully balanced Leomund’s Tiny Hut. The following occurred last night in our campaign:

Obnoxious, power-gaming Wizard and party come face to face with a horrible monster with many claws. With an initiative of 31 (because Chronurgy Wizard is wonderfully balanced), the Wizard releases his pre-prepared mote of Leomund’s Tiny Hut and summons a hemispherical dome inside of the dungeon, blocking the exit with the party inside.

Because Leomund’s Tiny Hut allows for objects to pass out of the barrier but not in, the party peppered to death the poor monster without it having any ability to respond while the Wizard smoked his pipe wistfully. The monster, having no magical ability whatsoever, proceeds to waste its turns digging and attempting to dodge as the party massacres the creature in its own home.

My question is, was the above situation legal, RAW? Is this really allowed and can Arcane Abeyance allow for spells with long cast times to be shortened to a single Action?

Is there a resource anywhere that lists every spell and the classes that can use them?

There are now a number of resources that provide lists of spells, the PHB, Tashas Cauldron, XGTE etc. As well as spells that are included in specific adventure or campaign books.

There are also new classes that come with new spell rules, artificer is one.

Is there a single resource anywhere that lists all the spells currently published for 5th edition, the classes they can be used by and the level? I am not looking for the spell rules just an updated list as per the PHB that includes every published spell by class.

Or a list that lists out every spell and the classes that can use them.