Does the target choose which side they move to for Wall of Ice?

The description for Wall of Ice states

“If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.”

For both Wall of Stone and Wall of Force the spells specificity it is “Your choice” which side they arrive on, with Wall of Stone triggering a Dex save to see if they can avoid it. Wall of Ice’s save only state doing damage, but nothing about getting a chance to escape.

Does that lack of specifying the caster’s choice mean that it is the target’s choice by default? Do creatures surrounded by the walls not get a chance to escape as long as they are untouched?

My current reading is that if a target is hit by the wall they can escape freely, but if you can enclose the targets without the wall touching them they would be trapped without a save to escape. Would that be correct?

Can I target a specific hit location with a ranged weapon attack?

A few sessions into our campaign and somebody noticed the Hit Location rules are in the Melee Attack Options section of the rules:

Basic Campaigns, pg 369:
Hit Location
It is assumed that you are attacking the target’s center of mass unless you specify otherwise…

This resulted in a small discussion about whether or not these rules are actually applicable for Ranged attacks, as there was no solid reference for this that could be found in the book.

After a cursory search on google returned only side-comments in unrelated discussions, and my own perusal of the attack rules in Basic Campaigns turned up nothing of note, I decided to put it to the wealth of knowledge here.

Can a character make a ranged attack against a specific hit location – such as the Eyes – and as such can they buy off the attack penalties for such a maneuver with the Targeted Attack technique?

possible new Target URLs from present accounts.

i  keep getting the same message thousands of times, i have deleted/blocked the domain/url in the global system as well as in the specific project (after turning off all projects except one to isolate the problem)
the same message again & again is :-
15:46:00: [-] 1/1 PR-0 too low –
15:46:00: [+] 001 possible new Target URLs from present accounts.
it is already listed in
project > options > skip sites with the following words in url/domain

save xevent target file in specific folder dynamically in sql server

i need to create an xevent in sql server to capture all the executed queries while my server is running and to save them in a file under a folder with the database name.

so my problem is i need to save the file in a dynamic path ( with variables..etc) :

here is the code : DECLARE @file varchar(50); declare @path nvarchar(250); SET @file = ‘D:\XE\’+DB_NAME() set @path = ‘D:\XE\’+DB_NAME()+’day’; EXECUTE master.dbo.xp_create_subdir @file CREATE EVENT SESSION newSession1 ON SERVER ADD EVENT sqlserver.sql_statement_completed ( ACTION (sqlserver.sql_text, sqlserver.tsql_stack, sqlserver.client_app_name, sqlserver.client_hostname, sqlserver.username ) WHERE ( sqlserver.database_name = ‘School’ ) ), ADD EVENT sqlserver.sql_statement_starting ( ACTION (sqlserver.sql_text, sqlserver.tsql_stack, sqlserver.client_app_name, sqlserver.client_hostname, sqlserver.username ) WHERE ( sqlserver.database_name = ‘School’)

this code shows an error in set Filename = @path.

any help please ?

PS: i need to do with the code because iam going to include it in c# project method. thanks in advance

(DnD 5e) How large a target can you cast Heat Metal on?

I was running a game and the party was trying to flee from a flying Illithid raiding skiff. It was made of metal and had two Illithid crew members on the deck. The bard in the party cast Heat Metal on the hull of the skiff. I had no idea how to run it so, to keep the game moving, I ran it as close to RAW as possible. It was a manufactured metal object in range, so everyone on the deck had to take damage and try to make the save. If I had more time I’m not sure how I would have ruled it.

As it stand I can think of a few possible alternatives and want some external input.

  1. As RAW the whole metal hull heats up. (As I played it)
  2. The spell targets on plate of the hull, and heats that up, anyone in contact with that plate are effected by the spell. (Each plate is manufactured, then assembled, kinda nitpicky.)
  3. The spell fails as the entirety of the object was not in range. (Very Nitpicky)
  4. the spell heats only a certain mass or volume, perhaps a 10 ft by 10 ft region of the hull. (Assuming that the armor of a huge giant is only large spread around)

Option one has the implications that you could cast it on an Aircraft Carrier and doom them all.

Option two has the implication that only one piece of a full plate suit of armor is tagered by the spell and the heat is conducted to the rest.

Option three has implication that casting a targeting spell while only only having a creatures hand in range would fail.

Option four has the implication that its heat is limited in scope.


What happens when the target of Ensnaring Strike enters the Ethereal Plane?

Ensnaring Strike states the following (abridged for brevity):

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. If the target succeeds on the save, the vines shrivel away.

Ensnaring Strike has a duration of Concentration, up to 1 minute.

What happens if the target of Ensnaring Strike enters the Ethereal Plane? They might accomplish this through methods such as the Etherealness spell.


  • Do the effects of the spell remain while they’re in the Ethereal Plane?
  • Can they pass through the vines that are holding them while in the Ethereal Plane?
  • Are the effects of the spell restored when they return from the Ethereal Plane?

Can you hit an unlocated target by throwing a weapon at it after casting True Strike and Guided Shot?

I’ve recently been discussing a combo found in this chapter of Harry Potter and the Natural 20. If needed, ctrl+f for “I am not walking in that” for the start of the encounter. The relevant part is quite short, damn good, near the end of the chapter, and does not overflow in to the next chapter. As I understand it, the situation is as follows:

  • Milo, our protagonist, is being hit by ranged magical attacks from an unknown location.
  • There is a blizzard, presumably giving the enemy concealment.
  • Because Milo does not know where the enemy is, he can’t target it with magical attacks.
  • To counter this, he casts True Strike, following by Guided Shot (swift action – Complete Adventurer, I believe) and throws his dagger “in a completely random direction”.
  • His plan is to find his target by using another divination to locate the dagger after it has hit, but that’s not relevant to my question.

My question is this. To my understanding, Milo has the following benefits before throwing the dagger:

  • A +20 insight bonus to his attack role
  • He is not affected by the miss chance that applies to attackers trying to strike a concealed target
  • His ranged attack suffers no penalty due to distance, but he still can’t exceed his max range
  • His ranged attack ignores the AC bonus granted to targets by anything less than total cover.

However, as great as all of these are, are they enough to actually allow you to attempt to attack such a target? The rules have precedent for attacking targets that you can’t see but can approximately locate (e.g. the rules for Invisibility), but in this case we only have the vaguest idea of where the target is.

Does casting a spell with a long casting time require the target to stay in range and line of sight the whole time?

When casting a spell with a casting time greater than an action, do range and line of sight need to be maintained for the entire time?

For instance, does a cleric casting Prayer of Healing need the targets to be within 30 ft. and in line of sight for just the start of the spell, just the end or for the entire casting time.

Certain spells, such as Identify or Planar Binding, explicitly mention needing to stay within range for the casting time. Other spells like Magic Circle only imply you stay in range since the casting time represent drawing out the circle.

I’m fairly confident that one does indeed, need to stay in range at least. This line suggests that before a spell is cast, it remains limited by its range:

Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

I haven’t found a rule requiring that one maintains line of sight.

The situation that this question arose from had an uncontrolled celestial being summoned into a magic circle. The wizard began to cast Planar Binding on it and realized that they could simply step into another room while they completed the spell, which seemed to trivialize what might otherwise be a very challenging task.

Would it be better to target a rider or mount with a banishing arrow?

I’ve an arcane archer character who chose the banishing arrow feature.

In our campaign we often come across hobgoblins riding worgs.

If I wanted to really put a thorn in the side of the enemy, when the mount and rider are charging into combat, would it be better to target the rider or the mount with a banishing arrow?

Is one strategy optimal over the other?

Can a Drunken Master Monk spend a ki point to use flurry of blows, but use the disengage part to move to a different target before attacking with it?

Can a Drunken Master Monk spend a ki point to use flurry of blows, but use the disengage part from the Drunken Technique feature to move to a different target before attacking with the flurry of blows?