## Can killing the spellcaster undo a ‘permanent’ True Polymorph?

So I have a character (E) that, Many years ago, was True Polymorphed into an elf so his also-elven spouse (N) wouldn’t outlive him so drastically. The result ended in E being roughly thirty years older than A to compensate for what we labelled as the difference between Elf Years and normal lifespan years.

Things happened, and due to time screw ups in the Feywild, A is now much older than E. If A dies before E, would it dispel True Polymorph and also leave me with a dead character?

## Does the spellcaster knows when a spell ends with a variable duration?

For example Time stop has a duration of 1d4+1 rounds.

I’m looking for a RAW answer (pathfinder or 3.0 is ok if there is no info in 3.5), I haven’t found one here nor in the rules.

Does the player knows he has 2-5 rounds only?

Does he know exactly how long he has since the spell affects himself (if he rolled 1 he knows he has 2 rounds)?

What about color spray since it is cast on another person?

If there is no such info, what suggestion do you propose me as a GM?

## How to find an NPC spellcaster to cast Raise Dead on a person?

TL:DR Where can I find a spellcaster to cast Raise Dead? Where’s the nearest large city to Sandpoint in Golarion? Any other avenues to bring someone back from the dead?

My group is running through the Rise of the Runelords campaign currently (still around Sandpoint). For a contingency plan, I would like to have access to Raise Dead just in case things go south and a friendly NPC gets killed before we can save her. We don’t have any casters that are capable of casting it and no easy access to temple-castings.

I was looking through the d20 PFSRD and particularly the NPC spellcasting services section. Per this section, the cost to have someone cast it would be 5,450 GP (9th lvl caster x 5th lvl spell * 10 gp + 5,000 gp for material component). This wouldn’t be an issue except for a statement in the rules that declares that

If these additional costs put the total spellcasting price above 3,000 gp, the spell is not generally available.

If this is the case, then it stands to reason that it is generally unavailable to have cast, which seems to me to defeat the purpose of the spell for anyone who doesn’t have class access to that spell.

Second, the book states that spellcasters of sufficient ability must be found in a large city.

you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells.

Where in relation to Sandpoint would be the nearest Large city? I didn’t want to look to heavily into it for fear of spoilers (happened twice before now).

One alternative is to get a scroll and Use Magic Device to cast it. To do so, my sorcerer would have to make a UMD check to emulate the 15 Wis to be able to cast it (a UMD DC 30) as well as the DC 25 to actually cast the spell. It would also be more expensive (6,125 GP) as well. Also, finding the scroll could be a problem as well.

## Can a character who casts Shapechange and turns into a spellcaster use innate spellcasting to cast spells with a long casting time?

Can a character who casts Shapechange and turns into a spellcaster use innate spellcasting to cast spells with a long casting time?

A specific example is when a druid casts Shapechange to turn into a Planetar that has innate spellcasting. They then cast the Commune spell that Planetars can cast 1/day. The problem is, Commune has a casting time of 1 minute, and Shapechange is a concentration spell.

On pg. 202 of the PHB under “Longer Casting Times”, it states:

When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so.

I’m wondering if the spellcasting being innate changes that in some way.

## Color Spray vs. Sleep: which spell should a low-level spellcaster use?

One of the easiest ways of winning low-level combat encounters is casting Color Spray or Sleep. Those two are both save-or-lose spells, and low-CR enemies usually have weak Will saves.

However, choosing one spell or another is tricky. What are the advantages and disadvantages of both?

I am mainly playing PFS scenarios.

## If I mandated that full casters take 1 non-spellcasting class level for every 2 spellcaster levels, would they be balanced with 2/3 casters?

I’ve been asking about how to balance player characters, and others have suggested using tier 3 classes only, or using only spellcasters who cast 6th-level spells.

This is not the place to contest those ideas, even if they happen to be the starting point for what happened next.

My players want to run a campaign where they all play dwarves, and dwarves have a malus to charisma. This arguably cuts out the bard, the skald, the bloodrager, the summoner and the paladin unless they take the Tortured Crusader archetype.

Along with the ban on wizards, sorcerers, druids, clerics, shamans, oracles, arcanists and witches, the playable classes are greatly reduced.

What would happen, balance-wise, if I were to introduce full casters again, mandating one level of a non-spellcasting class every 2 spellcaster levels?

Specifically, I have a player who would like to play a druid focused on earth magic, which I think is a great concept, but under the no-full-casters rule this is just not possible.

I expect the reduced caster level to harm those multiclassed characters more than the actual lack of favored class bonuses.

Examples:
Would a hunter 17 be better or worse than a druid 12 / ranger 5?
Would a warpriest 17 be better or worse than a cleric 11 / fighter 6?

Note: I will also be using martial initiators from Path of War, who work best when multiclassing due to their peculiar mechanics. I already expect the answer to be different for them (also because a fighter 6 / stalker 11 can reach level 7 maneuvers).

## Introduction

The eldritch knight fighter (EK) in my game is contemplating whether to dip into wizard (Wiz) for more magical versatility in combat.

## Spell Slots

The multiclassing spellcasting rules (PHB p.164/165) say:

You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster archetypes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

So a EK6/Wiz5 would add up to a 7th level spellcaster (6/3 + 5). A snippet of the mentioned table shows:

$$\begin{array}{l} \text{level} & \text{1st} & \text{2nd} & \text{3rd} & \text{4th} & \text{5th} & \text{6th} & \text{7th} & \text{8th} & \text{9th} \ \hline 1 & 2 & – & – & – & – & – & – & – & – \ 2 & 3 & – & – & – & – & – & – & – & – \ 3 & 4 & 2 & – & – & – & – & – & – & – \ 4 & 4 & 3 & – & – & – & – & – & – & – \ 5 & 4 & 3 & 2 & – & – & – & – & – & – \ 6 & 4 & 3 & 3 & – & – & – & – & – & – \ 7 & 4 & 3 & 3 & 1 & – & – & – & – & – \end{array}$$

The table implies that the EK spell slots and the Wiz spell slots are simply one and the same pool of spell slots, but I didn’t find an explicit mention of this. Or is this table only for the added class through multiclassing? We’re both unsure of how to interpret this when it comes to expanding spell slots.

## Question

Multiclass Spellcaster: do the classes have a shared pool of spell slots? If so, does it matter which class’ spells are cast when expending spell slots?

Our confusion comes from our inexperience with 5e and multiclassing – let alone spellcasters. Are we missing something, or are we just overthinking it?

Related (but without clear answer to this question):

• How do paladin and ranger class levels add up for multiclass spellcasting?
• Can a multiclass Wizard/Fighter (Eldritch Knight) add EK known spells to the wizard spellbook?

## Versatile Spellcaster to cast Wizard spells

Every time Ultimate Magus is mentioned on a forum, someone adds that Versatile Spellcaster would be great with it. I do not see how.

Versatile Spellcaster (Races of the Dragon, p. 101):

You can use two spell slots of the same level to cast a spell you know that is one level higher.

Does a Wizard know any spells?
He has clearly some in his spell book, he has some prepared, but what does he know?

## Ultimate Magus and Practiced Spellcaster

A Q/A proposes Practiced Spellcaster to keep increasing the more valuable (Wizard) class.

Practiced Spellcaster increases CL by 4, up to the character level.
Ultimate Magus increases CL on levels 1, 4, 7 and 10, without any such limitation.

Can I count Practiced Spellcaster first, to reach my class level, then increase it by four, or is the feat completely wasted, is the difference between my CL and character level less than 4?

## Does a spellcaster know when their spell has no effect due to a save or immunity?

Suppose a cleric casts Zone of Truth on a captured enemy. Unbeknownst to them, the enemy is a rakshasa. Zone of Truth says (PHB, p. 289):

You know whether each creature succeeds or fails on its saving throw.

But (MM, p. 257):

The rakshasa is immune to spells of 6th level or lower unless it wishes to be affected.

Assuming the rakshasa doesn’t wish to be affected by the Zone of Truth spell, does the caster know this?

More generally, does a caster know when targets are unaffected by a spell they have cast, either because they have made saving throws, or because they are outright immune to the spell or its effects (e.g., casting Ray of Sickness on a shadow demon, which is immune to poison damage and the poisoned condition)?