Let’s say that I want to cast Soul Cage. I know that I need the tiny silver cage worth 100gp. Can I just have it attached to my belt and cast the spell using my Spellcasting focus, or do I need to hold specifically the tiny silver cage?
I’m a Hexblade Warlock with a glaive and the Improved Pact Weapon feature, wich makes my summoned glaive my Spellcasting Focus. I wonder if there’s a way to kill an enemy with my glaive then use my reaction to cast Soul Cage.
I have looked for any rules on this and cannot find any, and before you say "It doesn’t matter flavour however you like" I have a specific example.
In the alchemist subclass for the artificer class the 5th level feature alchemist Savant reads:
Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus
does this mean that if the spell has no matterial componants that it cannot use this feature?
Prior to D&D5e, Forgotten Realms lore included various situational methods and circumstances that could change the way spells and spellcasting worked. For example, the 1e product Volos’ Guide to All Things Magical includes a lengthy section on the use of various materials as special spell components. Using, say, a star sapphire in the casting of globe of invulnerability would increase level of spells warded off by the globe (see VGtATM p. 51). On the other hand, consuming the herb spellbane detailed in the 2e product Volo’s Guide to Cormyr would entirely suppress spellcasting ability for a period of time (VGtC p. 110).
Faerûn has changed a lot across editions, however, and nowhere is that more true than in the way magic and spells work. Maybe those old methods of amplifying or weakening spells and spellcasting are still effective, or maybe they aren’t. Is there any lore either way in 5e-era publications, i.e., in the Realms as they are post-Second Sundering, circa 1489 DR? Are there any other, different but comparable methods available?
To be clear, I’m interested here in methods that are temporary, ephemeral, and external to the caster and/or target — not innate abilities, learned skills, divine gifts, etc. Magic items are fair game, as are special substances (magical or otherwise). Even locations with special properties that change the way spells function would fit the bill.
So I’ve played a caster in several Pathfinder games with my friends over the years, but I’ve continued to have the same problem with a lot of them. Namely, because of how save DCs work and how a lot of creatures are stated, it often feels pointless to use most spells on my list because FORT and WILL mods are always so high that I’d have to hope for 1 on the die half of the time. Even DEX saves can be remarkably high on an enemy’s side so my only recourse is touch attacks or spells without DCs and even then I’ve dumped everything into my casting stat to even hope to make my save DC high enough to force a spell through.
The system is very content-dense, but so far I’ve only managed to find some small buffs like Spell Focus feats to bump up DCs. I think Arcanists have some exploits that can help too but I am currently playing a witch and my options feel rather limited. But it seems like there must be other options out there since so many people swear by casters’ abilities and I know that to be true of this system and others, especially as I’ve seen other friends power game other builds. In particular, my friend’s (current GM) previous oracle build was untouchably powerful. Is there just something that I am missing to make my caster viable? Able to land a spell on a creature with decent saves?
One of our players does not enjoy the metagame of spell memorization / resource management that comes with spellcasting. Our GM has allowed us to retcon her archetype to replace or scale back the spellcasting aspect of a Witch so that she can focus more on Hexes and possibly countermagic. Our characters are currently 5th level and I don’t think she’s cast anything other than Cure Light Wounds once or twice. Neither of us is exceptionally familiar with Pathfinder and haven’t been able to find any options on our own. According to our GM homebrews that are well balanced might be acceptable.
Some additional info about the character: L5 Gnome Jinx-Eater Witch with a Goat Familiar (Black Philip) and the Decadence patron.
What the player would love: For her Goat to be more powerful or hearty so that it can play a bigger role in our adventures.
In a campaign amongst my friends and myself, I am playing a divination wizard who enjoys utilizing suggestion in social activities from time-to-time. In this particular scenario, my party and I were in a were in a church speaking to a Cardinal in his office. A monk friend of mine decided to say some heretical words which prompted the Cardinal to yell "Guards!" thus beginning a train of 15 guards rushing into the room. In this time, I wanted to cast suggestion as a means of evading subsequent conflict. Whether or not my suggestion would have been seen as reasonable is not a part of this question, but instead I am interested in the manner in which the guards would have viewed this spell cast.
Suggestion, of course, is composed of a verbal component and a material component which is then followed by up to a two sentence suggestion.
The immediate feedback from the DM upon attempting to use suggestion is that the cast would be obvious to the guards as spellcasting in itself is not a secret to bystanders thus no opportunity to roll out any plays. DM ruling accepted with some pushback, but we tabled this until after the session where we basically agreed that in situations such as a busy bar or a busy marketplace I could potentially get away with pulling off a suggestion without drawing too much attention to myself. Seems reasonable to me.
Now my issue lies in how this was handled. If these guards are rushing in, certainly making some noise, they don’t necessarily know I’m a wizard before hand, and I’m not facing these guards; should my verbal and material components use be painfully obvious to the guards or is this something that can be done with some subtlety given the situation?
The Dungeon Master’s Guide classifies an immovable rod as a rod rather than a wondrous item. Does this imply that it is a valid spellcasting focus? If not, what purpose does this classification serve?
Do Cantrips stack when you multiclass Spellcasting class of the same casting type (Wizard, Edlrich Knight, Arcane Trickster)?
Ex: Lv 10 Arcane Trickster has 4 cantrips & Lv 10 Wizard has 5. Does the mean this PC knows 9 cantrips?
When I multiclass Sorcerer/Wizard do I unlearn a cantrip?
Sadly this did not help as they used two different spellcasting type.
With the Dual Implement Spellcaster feat, you can add the off-hand implement’s enhancement bonus to damage rolls.
1) What if you cast a spell with the off-hand implement? Do you get nothing from the main hand implement?
2) Is it even possible to cast a spell through the off-hand implement or do you have to designate one of your hands as your main hand and hold the implement you use in that one?
Im having a bit of a quarrel with my DM about if spellcasting focuses are magical. He believes that they are magical since it seems magical to him that you now dont need actual material components since your holding one, but I counter with that no where does it state they are magical and that they are just a conduit for your magical power to come out.
I have looked around on the internet a bit but have found nothing about it, does anyone know a definitive answer to this?