How do I count regeneration spells against the Druid’s daily and per-battle total?

The level progression chart for the Wild Healer Druid (13 True Ways, page 63) has both daily and per-battle uses for regeneration spells. Does this mean that a druid can cast the spell the per-battle amount in battle, and then expend daily uses whenever they please over the adventuring day? Or is the per-battle use a hard cap on usage per battle, leaving daily uses for use between combats?

For an example, I have two per-battle uses and one daily use of the spell on level 4. Can I use both of my per-battle uses and the daily use in a single combat encounter?

If I cast Darkness at 4th level and someone else casts Daylight at 4th level, how do the two spells interact?

If I cast Darkness at 4th level and someone else casts Daylight at 4th level, how do the two spells interact?

I found this Twitter post by Jeremy Crawford back in October 2014 that says the spell does not get stronger when upcast, but as is written in the Player’s Handbook (p. 201):

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting.

Therefore, if we both cast Darkness and Daylight at 4th level, they do not dispel each other – but how would they interact when they meet each other?

Can Swarms/Troops in Pathfinder 1e cast spells and deal damage in the same turn?

I’m creating a Troop of casters and wanted to know if they could both deal their “swarm damage” and cast a spell in the same turn.

It makes sense to me since an attack for a swarm reads as follows:

creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed.

This means they don’t spend their Standard Action to deal damage, it just happens because some of the creatures in the swarm are biting/hitting the target. That leaves other creatures available to do other things.

Am I missing some ruling against this?

What range categories exist for spells?

The SRD gives us a helpful list of possible ranges for spells: Personal, Touch, Close, Medium, Long, Unlimited, and Range Expressed in Feet. However, this is clearly not a comprehensive list of all of the possible range categories in the game. For example, Persistent Spell’s text claims that “Spells with a fixed or personal range can have their duration increased to 24 hours”. This is despite, to my knowledge, “fixed range” not being a term that is defined in game or obviously understandable in plain English (e.g. this question shows one potential source of confusion).

This leads me to my question: What range categories does the game acknowledge, what are their definitions, and where are these definitions found or derived from?

Can the undead heal other players with normal healing spells?

So I’ve been trying to create a character (a Skeleton Bard using this homebrew race option) and I know that there are some spells that cannot heal the undead. But what about the other way around?

As a skeleton, would I be able to use Cure Wounds or Healing Words on my other (living) teammates?

I like the idea of not being able to be healed by certain spells because it would be interesting to play around with. But I feel like it would be rather difficult as a healer if I can’t use one of the more vital spells in my kit.

Security of PIN that spells out words?


PayPal suggests that generating a PIN by spelling words (on a numeric pad, e.g., [ABC] = 1) is a good method for security and memorability, e.g., B-L-U-E-C-O-W = 2583269.

My knowledge about password security is limited and I have not found any information about this. While these PINs are not completely random it seems to me that they should be (depending on words) quite secure, at least for what PINs usually protect and with other measures such as 4–8 numbers and limited attempts.


  1. Can anything be said directly about the security of PINs that spell out words?

  2. Has any research or attacks been made regarding these kinds of PINs?

Does Illusion spells block sunlight for the effects of sunlight sensitivity? [closed]

I’m planning to choose the drow sub-race for my character, and i’m thinking of ways to overcome the Sunlight sensitivity. So, my question: does illusion spells block sunlight? For exemple, if someone cast Major Image, creating a illusionary carpet (haha) direct above a target that is under direct sunlight, and I attack the target (considering I am not under sunlight), will the attack still be made with disadvantage? If so, this work only for higher level illusion spells?