If someone takes the phylactery of a Lich, and carries it off, and then someone else “kills” the Lich, it reappears near the phylactery. But if the Lich is basically a wizard, then wouldn’t it have to relearn all the spells? In that case, if the spell books weren’t around (the phylactery wasn’t in the lair after all), then what powers does the rejuvenated Lich have? Would it then have to go back to the lair for the books? When a Lich travels, it must at least carry a copy of the books, right? Those books would be left behind with the newly destroyed Lich, I would imagine. Just trying to think through how all this might play out.
Imagine that some wizard found his death in fire, and his spellbook burned out, too. He was in the afterlife for about a month and after that was resurrected. He no longer has a spellbook.
Does he remember his prepared spells?
For example, say you have 2 levels in Dweomerkeeper, meaning you have Arcane Sight (Su). Does this count as one of the two required divination spells to take levels in Unseen Seer?
Crafting magic items takes one day for every 1,000 gold pieces of its value and spells have to be cast every day. Although it takes one day for every 1,000 gold pieces to craft a construct as well, I can find no mention that you have to cast the required spells every day.
Can I nonetheless assume that spells have to be cast every day to craft a construct?
I’m working on a death themed Bladesinger. She died early on to a crit and since being brought back she’s been touched by death. I’ve been working on a few death/melee spells to work with her and I’d love some feedback.
Level 1: Necromancy 1 reaction
The passing of a soul opens a gateway through the world. When a living creature dies within 30ft of you, you may spend a reaction teleport to the spot of the dying body. Alternatively, if you are next to them you may teleport to any spot within 30ft that you can see. Touched by the death realm, you gain 1d8 necrotic damage on your next attack after a deathwalk.
Drain the Dying
Level 4: Necromancy 1 action
Duration: 10min (non-conc?)
You feed off the death of nearby enemies. Each time a living creature dies within 10ft of you, you absorb tendrils of their lifeforce to gain 2d6 bonus necrotic damage on your next attack or heal 1d6 health.
Upcasting this spell increases the damage and heal by 1d6 for every two levels.
And a melee spellcaster focused option.
Level 3: abjuration 1 action
Make a melee spell attack against an enemy. On hit, you send a pulse of psychic dissonance into them dealing 2d8 psychic damage and preventing spellcasting. At the end of their turns, they make an intelligence save against your spell DC to regain casting. If they are concentrating on a spell, at the start of their turns they make a concentration checks against your spellsave DC. This does not prevent innate magical abilities such as a dragon’s firebreath.
Proactive alternative to the classic reactive dispel magic/counterspell. It doesn’t undo their spells, but it temporarily stops them from casting.
The locate city bomb is a series of metamagic feats you can apply to a the locate city spell to do high damage over a very wide area.
Cast locate city from Races of Destiny.
Use the Snowcasting feat from Frostburn to add the Cold descriptor to locate city.
Use the Flash Frost feat from Player’s Handbook II, which can only be applied to cold spells, to add 2 cold damage to all creatures within the area of the Snowcasted locate city.
Use the Energy Substitution feat from Deities & Demigods, which can only be applied to a spell that deals acid, cold, electricity, fire, or sonic damage, to turn the cold damage to electricity (or sonic) damage.
Use the Born of the Three Thunders feat from Complete Arcane, which can only be applied to an electricity or sonic spell. Among other things, this forces creatures within locate city’s area to make a Reflex save.
Use the Explosive Spell feat from Complete Arcane, which can only be applied to a cone-, cylinder-, line-, or burst-area spell that allows a Reflex save, to force those within who fail the Reflex save to the edge of the effect, taking 1d6 damage for every 10 feet moved.
If the locate city spell were banned, what other spells could use this combination of feats to produce a similar effect?
The locate city spell has a radius of 10 miles/level; I’d consider a spell to have a similar effect if its area of effect was also very large (and if the rest of the locate city feat stack worked with it).
All of the magic staves in the 5E DMG simply state that the wielder can use an action and expend 1 or more of its charges to cast one of the spells from it. Literally none of them require the spell to be on the caster’s spell list.
But a few of the magic staves from the Lost Mines of Phandelver–the Staff of Defense and the Spider Staff–specifically say “if the spell is on your class’s spell list”…is this a typo? A new addition to the rules on magic staves? Or just something specific to these particular staves (for some unknown reason)?
I’m toying with the idea of giving a player a wand, and this wand would allow him cast all Necromancy spells as one level higher, if the spell can be cast using a higher level spell slot (e.g., vampiric touch, ray of sickness, animate dead).
I haven’t seen a similar item so it is hard for me to sort this out. I’m happy with this item having uncommon/rare qualities.
Greater Dispel Magic works as Dispel Magic for the Targeted Dispel option.
This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. The DC of this check is equal to the curse’s DC.
Nestled in the Dispel Magic Targeted Dispel option is the ability to choose which spell you dispel
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
Does Greater Dispel Magic inherit this clause? If so, do you have to select one spell to roll multiple checks against or do you select one spell per check?
I’m playing a homebrew version of “Broomstix” with my nephews and am looking for a resource that doesn’t just list all the Harry Potter universe spells and their functions but also lists the approximate “level” of the spell (age at which it is learned at Hogwarts for the average student). I don’t have time to read the books again, but does anyone know of a resource (website) that does this? Alternatively, can you suggest a rule of thumb for deciding how advanced a spell is?