Can non-concentration spells with a duration be cast multiple times from one Spellwrought Tattoo?

Tasha’s Cauldron of Everything contains the wondrous item spellwrought tattoo, which allows you to cast a spell:

Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.

An instantaneous spell like fireball would end immediately after dealing damage. A concentration spell would end as soon as you cast another concentration spell. What happens if you cast a non-concentration spell with a duration from the tattoo – blindness/deafness, for example? Can you then cast it again on the next turn (or on the same turn, with Action Surge), assuming that the first target hasn’t successfully saved to end the spell?

Can Spells with long casting times be disrupted by being transformed?

bit of a dense and complex question here. My character was trying to cast leomund’s tiny hut as a ritual, which because it has a long casting time, requires her to maintain concentration. The group was ambushed (though we all passed perception checks so no surprise), and the DM assumed that if he were to polymorph my character, she would lose concentration, and wouldn’t be able to finish the spell because she no longer has a spell list as a CR 0 cat.

I know concentration shouldn’t matter, but is he right about the second part? Could she finish casting the spell as a cat? Does she have to turn back into a kobold first before the spell can resolve? Does anything change if she is casting Glyph of Warding, which isn’t a ritual?

Likewise, in a similar situation, if she later gets true polymorph and turns into a Planatar, while casting raise dead would break concentration as it takes more than 1 action, would she still be able to resolve the casting at the end of 1 hour, if she maintained concentration the whole time?

How many times do you roll damage for Scorching Ray?

The rules for damage rolls say:

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them.

So for the spell magic missile, it seems quite clear that you only roll the damage once. Magic missile says:

The darts all strike simultaneously.

So you roll the damage once for all the missiles, rather than rolling the damage once for each missile.

Notably, magic missile does not require any attack rolls – the missiles just hit. Additionally, magic missile explicitly states that the missiles hit at the same time.

These two facts make magic missile seem quite different from scorching ray. Scorching ray calls for an attack roll for each ray and does not have a statement concerning the simultaneity of each hit:

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Further, the rules for attack rolls seem to suggest that when you make an attack roll, you roll damage for that roll. From the rules for making an attack:

You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise.

How many times do you roll damage for scorching ray – once for each individual hit, or once for all the hits?

Note, this situation is different from the one described in this question: How many damage rolls do you make for the prismatic spray spell? Prismatic spray uses saving throws, not attack rolls.

a way to reduce amount of times it checks emails ?

is there a way to a way to reduce the amount of times it checks emails ?

i have changed the “login intervals” from 900 seconds to 1800 seconds,

under “email verification”  “time to wait between 2 logins”

and ticked “per account (else pop3 server)”

i wanted to reduce the amount of times it was logging in to check the emails to increase performance,
as well i was getting loads of errors such as –

“pop3 login failed sock error connection timed out”
“pop3 login failed sock error host not found”

but its still bringing loads of messages “skipped email checking”
how to take these off as well to improve performance ?

Does the Zealot Barbarian’s Divine Fury apply multiple times if you focus the same target?

The Path of the Zealot barbarian (Xanathar’s Guide to Everything, p. 11) gets the Divine Fury feature at level 3, which states:

At 3rd level, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

The RAI intent seems as though it should be the first successful hit to a creature on your turn deals an additional 1d6 damage, but it doesn’t seem as explicit as Sneak Attack, which states that it only happens once per turn.

Does Divine Fury truly work the same way as the rogue’s Sneak Attack, or can you proc Divine Fury multiple times if you focus fire?

Can Magical Lineage reduce a spell’s level multiple times?

Oh wise brains of the internet, I implore thee

Magical Lineage states "Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level."

If applying multiple metamagic feats to a spell, such as Maximized + Empowered, would Magical Lineage reduce the total adjusted level by 2 (once for each application of a metamagic feat) or only once regardless of the number of metamagic feats?

My initial take is that it only applies once, regardless of the number of metamagic feats applied, but might as well double check and make sure it’s right.

I just want to know whether I should be preparing Maximized Empowered Battering Blast into a 7th level slot or a 6th level slot.

Thank you.

Can a character with the Extra Attack feature and the Crossbow Expert feat shoot a hand crossbow 4 times in the same turn?

In D&D 5e, can a 5th-level fighter shoot a hand crossbow 4 times per turn using the Crossbow Expert feat?

The fighter’s Extra Attack feature says (PHB, p. 72):

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Crossbow Expert feat says (PHB, p. 165):

  • You ignore the loading quality of crossbows with which you are proficient.

  • […]

  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Is the following statement valid?

The fighter is holding a hand crossbow. He begins his turn. He takes an Attack action; using his Extra Attack feature along with the first benefit of Crossbow Expert, he shoots twice during this action. Then he takes a bonus action. Using the last benefit of Crossbow Expert, he makes this an Attack action. He is limited to using a hand crossbow during this action. He shoots twice using his Extra Attack feature. (Assume he can do this with the same hand crossbow.)

It is ambiguous whether "you can use a bonus action to attack" means "you can use a bonus action to take exactly one shot" or "you can use your bonus action for the round as an Attack action". Or even if it does mean "you can use a bonus action to take one shot", it is ambiguous whether it means "an Attack action in which you use a one-handed weapon gives you an opportunity to shoot during your bonus action" or "a one-handed weapon attack made during an Attack action gives you an opportunity to shoot during your bonus action". (One bonus shot per Attack action, or one bonus shot per attack within the Attack action?)

Recurrence with a function of n times T()

The master method works well on problems like $ T(n)=kT(an)+cn$ , but it does not handle problems like $ $ T(n)=n^{\frac{1}{3}}T(n^{\frac{2}{3}})+n^2$ $ With the number of branches for each partition is a function of $ n$ . I wonder if there’s a good solution to this kind of problems, I have no idea how to solve this, any help is appreciated!

Is it possible to lift things multiple times with different castings of reverse gravity?

My players came up with an interesting idea using reverse gravity recently which at the time I let them do because it made sense and I like to keep things flowing but wondered about the actual mechanics of it.

Reverse Gravity lifts everything centered on a point in a 50ft circle 100ft up. 2 of the players in the party had taken it, in player ones turn he cast it at ground level to lift a group of enemies the full 100 feet, the 2nd player then cast the spell a second time centering at the top of the previous spell and lifting the enemies another 100 feet. In player ones turn he stopped his version of the spell meaning player 2 could then drop them 200 feet. As there was nothing to grab hold of on the second casting there was no saving throw

At the time I was unsure if the initial casting of the spell would lock them in at 100 feet but decided to go with it. My players have also asked me if one of them could cast it repeatedly turn after turn. Effectively cancelling it as they cast it a second time lifting people multiples of 100 feet into the air before then dropping them.

Is this a DM decide situation, which I am fine with, or are there any rules stated anywhere for this situation?

My any-dice program times out, when calculating large limit break checks

Someone in chat helped write an anydice program to calculate limit breaks in an RPG I’m developing, but after making some changes, it times out for dicepools > 7.

The system I have in mind, is that if any of the dice you roll is below a threshold, you can bank the sum of all failed rolls for later use, by converting it into a limit break token (currently, at an exchange rate of 1:4). I’m toying with requiring a certain number of successes before you can convert failed, which may or may not be slowing down the program.

function: sum X:s less than L with at least K successes {   R: 0   S: 0   loop I over X {      if I <= L { R: R + I }      if I > L { S: S + 1 }   }   if S >= K { result: R/4 }   if S < K { result: 0 }  } 

Is there a more efficient way of running this program? Initially before my tweaks, the same helpful person suggested this as an alternative to the function: output 3d{1..6, 0:6} named "Alt dice" but I can’t figure a way of running that, which is probably less likely to time out, and still check for a minimum number of successes.

Here is the code that causes the time out:

output [sum 1d12 less than 7 with at least 0 successes] named "1 die limit break" output [sum 2d12 less than 7 with at least 1 successes] named "2 die limit break" output [sum 3d12 less than 7 with at least 1 successes] named "3 die limit break" output [sum 4d12 less than 7 with at least 1 successes] named "4 die limit break" output [sum 5d12 less than 7 with at least 1 successes] named "5 die limit break" output [sum 6d12 less than 7 with at least 1 successes] named "6 die limit break" \Times out around here\ output [sum 7d12 less than 7 with at least 1 successes] named "7 die limit break" output [sum 8d12 less than 7 with at least 2 successes] named "7 die limit break" output [sum 9d12 less than 7 with at least 2 successes] named "7 die limit break" output [sum 10d12 less than 7 with at least 2 successes] named "7 die limit break" 

I found the timeout point by running each line individually.