Is this 9th-level spell Find Greatest Steed balanced with respect to other 9th-level spells?

Since the paladin gets the spells find steed and find greater steed, it only seemed natural to take this theme to its logical end: find greatest steed:

FIND GREATEST STEED
9th-level conjuration

Casting Time: 10 minutes
Range: 30 feet
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of the loyalest, majestic-est mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a unicorn, a bulette, a felidar, or a nightmare. The creature has the statistics provided in the appropriate statblock for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 7 or lower, its Intelligence becomes 8, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

A mount summoned with this spell cannot take legendary actions. If it normally would have legendary actions, on its turn, it can use its action to take one of its legendary actions.

A paladin can cast this spell consuming two 5th-level spell slots, instead of one 9th-level spell slot.

This spell would appear only on the Paladin spell list, and could be prepared and cast by a paladin once the paladin was 19th-level. Additionally, this spell would be available to an 18th level Bard via magical secrets. I think this spell only being available to 18th level and higher characters is going to be enough to balance it. Compared to true polymorph, the effects here actually seem pretty modest for a 9th level spell; and for the paladin, casting is always going to be limited to once per long rest, as it uses up all of their highest level spell slots.

The mounts I have chosen range from CR 3 to CR 5. The original 2nd-level spell find steed mounts range from CR 1/8 to CR 1/2, and the now penultimate 4th-level spell find greater steed provides mounts ranging from CR 1 to CR 2. These two spells are given a comparative analysis in this answer. This CR 3-5 range seems like an appropriate increase in power, but as with both its predecessors, some of these greatest steeds will be less greatest than others. I’ve carefully chosen four creatures for this spell, I feel that each brings something unique to the table, even though one of them seems to be a head above the rest. Speaking of which…

The Unicorn (CR 5)

If I’m being totally honest, this spell could have been called find unicorniest steed. The unicorn is easily the best mount on the list. It is not the best damage dealer, not even close, but the utility and support the unicorn provides is unparalleled by other creatures on this list. It can cast pass without trace at will, and its ability healing touch is equivalent to a 2nd-level cure wounds twice a day.

The unicorn is the only creature on the list with legendary actions. I felt that giving the unicorn unbridled access to its legendary actions was too much. Additionally, its just easier to keep track of things when I’m not keeping up with my own turn, my mount’s turn, and legendary actions for my mount on other turns. Instead, the unicorn can opt to use one of its legendary actions on its turn. In particular the unicorn’s shimmering shield ability is quite good, and allows the unicorn to excel in its support role.

The Bulette (CR 5)

This guy is the bruiser of the group. At +7 to hit for 4d12+4 damage, the bulette’s bite attack hits like a truck, and AC 17 averaging 93 hp gives him respectable staying power. The bulette really gets interesting with his movement: burrow 40 ft. If you’re nostalgic about catching your first diglet in a cave outside of Vermilion City, the bulette is for you.

The Felidar (CR 5)

The felidar packs a similar punch to the bulette with identical AC and hitpoints, but the felidar is for the more psychically minded adventurer. The felidar has the ability to form a special bond with another creature, granting these benefits:

  • The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence.

  • As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.

Similar combat prowess as the bulette, but has some interesting abilities that make the felidar an excellent scout and great insurance policy if his owner gets kidnapped.

The Nightmare (CR 3)

This goth version of the pegasus features an ability that makes it better than his winged celestial brother, earning him a spot on this list. For the most part, the nightmare is identical to the pegasus, which makes him probably the weakest choice on this list. But the nightmare has one ability the earns him his place here:

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

This guy can disappear to the ethereal plane at will. And he can bring his three closest friends. The utility of this ability is limited only by your imagination and how annoyed your DM is that your flaming horse can walk through walls.

Is there a class ability, spell or other, that lets you share spells with your familiar?

Scenario:

I have a Wizard/Warlock with pact of the chain feature, who I have themed off He-Man. I love the idea of using Tenser’s Transformation to buff both he and his familiar up for combat. However, it has a range of self, which seems to really limit my options.

Anyone have a work around? I am willing to change my class or multi class as needed. (We stick to using the hardcover books, and not UA or 3rd party stuff)

Does a Wizard copying a spell count as one of their two new spells for a level?

In D&D 5E Wizards get an additional two spells per level to add to their spellbook:

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook.

If a Wizard has a handful of Scrolls and another Wizard’s spellbook they have found while adventuring, can they attempt to scribe them all (assuming they are of the necessary spell level and have the time and money to do so), or are they limited to 2 new spells per level?

Does the Spirit Guardians spell stack with multiple casters?

Recently played with a group, where 3 of their clerics would cast spirit guardians, claiming monsters in the area had to make 3 wisdom saves for 3d8 damage each, potentially adding up to 9d8 damage per round.

Is this any different then trying to have two casters cast insect plague or cloudkill on the same area, or bless on the same individual?

Can a Circle of the Stars druid fire an arrow from its star form and cast a spell of 1st level or higher during the same turn?

The druid subclass Circle of the Stars from Unearthed Arcana: Subclasses, Part 3 has the 2nd-level feature Starry Form, part of the description of which states:

You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Does “making a ranged spell attack” count as casting a spell and therefore limit your action to a cantrip or can you cast a spell of first level or higher because the arrow is not a spell? Could I cast one of the freely available Guiding Bolts and fire an arrow or do I have to stick with something like frostbite and an arrow?

Does the spell Rope Trick fail if the rope is longer than the height of the room?

The spell description for rope trick (PHB, pg. 272) states:

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground.

What happens if I cast rope trick on a 60 foot rope in a 12 foot high room? The ceiling is not high enough for the whole rope to hang perpendicular to the ground; conceivably, it either stops rising when it hits the ceiling or it begins to pile up on the ceiling until 12 feet of it dangle to the floor. Either way, the rope does not satisfy the bolded condition in the spell description.

Does the spell fail? Do I need to cut down my rope to be less than the height of the room before casting the spell?

Can the area of the additional spell effect of Druid Grove extend outside the area of Druid Grove?

The spell druid grove (XGtE, pg. 154) lists several effects that the caster may impose on the spell’s area (30-90 ft. cube). The spell also comes with an "Additional Spell Effect"; this reads:

You can place your choice of one of the following magical effects within the warded area:

  • A constant gust of wind in two locations of your choice
  • Spike growth in one location of your choice
  • Wind wall in two locations of your choice

So you select one of these spell effects and choose the location of its point of origin within the druid grove area.

The each spell’s listed area of effect can easily extend beyond the boundaries of the druid grove, especially if you only create a 30 foot cube grove.

Can the area of effect of the additional spell effect extend beyond the boundaries of the grove, or does the grove restrict the spell’s listed area?

As an example see this diagram. Here we have a 30 by 30 foot druid grove, and a 20 foot radius spike growth centered at the center of the grove:

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Does such an arrangement work? Or must the spike growth be confined to the 30 x 30 foot area of the grove?

Multi-class Spell Preparation [duplicate]

EDIT: In case this wasn’t obvious, this is D&D 5th Edition I’m talking about. 🙂

So, I have a character who’s just gained their 3rd level in Druid who I intend to multi-class into Cleric. I’ve been looking at the multiclassing rules in the PHB and I’m clear enough on the fact ath by 20th level I will have the full number of spell slots for a 20th level spellcaster.

What I am not clear on, is what my preparation restrictions are. Let’s assume that I’ve gone Druid 3/Cleric 17, which gives me spell slots all the way up to 9th level, ans let’s assume I have Wisdom 20. Now, if I look at the text for Druid’s Spellcasting it says the following under ‘Preparing and Casting Spells’:

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

My reading of this says that I would be able to prepare Druid spells of ANY level (because I have spell slots up to 9th level, even though most of them come from Cleric), but I would only be able to prepare 8 Druid Spells to my 20 Cleric spells.

Is that accurate? Even though I’m only a 3rd level Druid, can I prepare and cast 3rd-9th level druid spells as long as I prepare only 8 spells from the Druid list?