Does a magic item giving +3 to spell save DC break bounded accuracy?

In Tasha’s Cauldron of Everything p.134, there is a magic item: Rhythm Maker’s Drum. It gives bonus to spell attack rolls and spell saving throw DCs of the user depending on rarity: uncommon +1, rare +2, very rare +3.

Even though the same +X for a magic weapon is normal, and some weapons have specfic extra effects, it seems a dodgy for spells, because that is +X for every spell attack roll, with all their different extra effects covered. But then +3 save DC for "save or suck" spell effects, like 1st level Ray of Sickness or 4th level Polymorph, just seems way out there at any character level.

Question: Am I overreacting, is there something I am not seeing? Or is this drum, and any similar item, just something which a balance-concerned DM should not allow anywhere near their table, or maybe limit it to +1 version and making that very rare or something?

Reminder: I’m not asking for opinions. An answer like "it’s fine" or "it’s broken" must be backed up by facts (other items, rules quotes, sage advice…).

Can a spellcaster anticipate that the duration of a spell he’s concentrating on is about to end?

For example, when a wizard casts invisibility, that target is invisible until they attack or after the duration of an one hour. Say a player wants to explore for 59 minutes, then duck into an alley as the duration expires. It would be a challenge for anyone to anticipate, by the second or even by the minute, when a 60 minute interval is going to end. Or maybe they would feel the spell waning?

This is similar to Does a spellcaster know when concentration ends?, but it’s a different question.

Spell Acquisition – How to Reign it in?

So, when using all the books (including the Arcana Exxet), it looks like 1st level players with a say, 8 int (40 Spell levels) and 2 ranks of + spell list (+10), can start the game with….3 Lv 80 Spells? Or a group of lv 50-60 spells? I can’t see anything in the rules that prevents players from doing this, and it would be even easier if players spend advantages to get more int and/or more Zeon. Sure, their low MA would stop them from being able to cast a big combat spell, but a 1st Level character being able to cast a spell like "Tsunami" feels really wrong.

Is there something we are missing? It feels like the only way to reign in my character’s growth is for me to put arbitrary limits on the spells they are allowed to aquire and grow in throughout the game, which feels just like I’m doing my own balancing on the fly. It’s also problematic if I slip up and let a spell through that I should have blocked.

GM’s, how do you guys handle spell acquisition for your players, at creation and as they grow? I’m thinking of putting a limit on purchasing one-of spells, increasing the cost, or somehow making it so players can’t just arbitrarily decide to learn powerful magic on their own without help or a library or something.

Thanks for your input!

Does the blindness inflicted by wall of light end when concentration on the spell does?

The wall of light spell states

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute.

Xanathar’s Guide to Everything, page 170

The spell duration is "Concentration, up to 10 minutes," so the durations are already different. Would this imply that the blinded condition it affects would continue even if the spellcaster ended the spell or were knocked unconscious?

How many spell slots does a Level 3 Warlock have?

The Warlock Table in the PHB (p106) states that a Warlock has the following:

  • 1 First-level spell slot at level 1.
  • 2 First-level spell slots at level 2.
  • 2 Second-level spell slots at level 3.

Does this mean that a third level Warlock has a cumulative 5 Spell Slots? (3 First-Level slots and 2 Second-Level slots)

Or do the new slots just replace old slots between levels such that a 3rd-level Warlock ultimately has only 2 second-level spell slots?

Is there a RAW way to allow the PCs to recover only some of their spell slots etc?

My party were rather foolhardy and have got themselves knocked out and captured. Their captors want to keep them alive for a bit to question and then to sacrifice.

The party expended pretty much all their resources in the battle and so without a long rest are not going to have much chance of escape. However, it also feels wrong to say "you spend the night tied up in a stable and now you have all your spells and HP back". Which would make escape probably quite easy and anticlimactic.

Is there a way to reflect that they got some rest, but not a good night’s sleep?

Can Magic Mouth be used to speak the verbal component of a spell?

Could a wizard use the magic mouth ritual on an item, telling it to repeat the Verbal Component of a specific spell when the wizard touches said item, thus allowing a wizard to cast a Verbal spell without speaking? I realise that this would only ever be situationally useful, but I’m just curious to see if I am interpreting the rules on both the Magic Mouth ritual and verbal components correctly.

Is a target pushed into a wall by a spell effect subject to collision damage?

Some spells can push the target X feet away (like thunderwave, which pushes 10 feet away on a failed save). I was wondering what happens if the target, while being pushed, encounters a wall or other rigid object. Does it take (bludgeoning) damage? To me it seems logical that it would: it is like falling, sudden force applied to a creature due to encountering resistance from an object.

I couldn’t find any rules about this in the Player’s Handbook nor online.

What do you do when a spell or something says that the target needs to do a saving throw without a number for the throw? [duplicate]

For command, it states, "The target must succeed on a Wisdom saving throw or follow the command on its next turn" without any context to how high the target needs to roll for it to succeed. What does the target need to roll to succeed that saving throw? Is the number specific for command or is it the same for all spells like this? I’d like to get all the info I can for this.

Can an arcane trickster use a spell scroll from the wizard spell list?

Basically, we have a haste scroll, 2 warlocks, a druid, a cleric, and me, an arcane trickster.

To use the spell scroll it must be on your spell list. The arcane trickster gets his spells from the wizard spell list. Nobody else has haste on their spell list and I can’t cast 3rd level spells…yet. Potentially, I can choose haste as a spell at a higher level.

Does this count as being part of my spell list for the purpose of attempting to use the spell scroll? If so, would I cast it by making an ability check with my spell casting ability, as per the rules of casting a spell from a spell scroll that is on your spell list but is of a higher level than you can cast?