Can an Order of Scribes wizard cast ‘touch’ spells through Manifest Mind?

If I wanted to cast bestow curse via the spectral mind from the Order of Scribes’ Manifest Mind ability on an enemy adjacent to it, would I be able to?

Manifest Mind lets you cast spells ‘as if you were in the spectral mind’s space’, but I’m not quite sure how that interacts with touch spells, given the mind itself is "intangible" (or if that even matters, since technically the spell isn’t saying the mind is the one casting it, and my wizard 50 feet away definitely can’t touch that creature).

(Note that the language of casting through Manifest Mind is not the same as the language used for find familiar, which explicitly specifies touch spells.)

Range Touch Attacks, and Path of War Maneuvers?

Using Adamant Entertainment’s Warlock class School Ability – Arcane Bolt, a ranged touch attack.

Arcane Bolt (Su): You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.

Can it be used with interchangeably between melee and ranged attack maneuvers with the Path of War rules or is it strictly a ranged attack? If ranged only do I still need Point-Blank Shot and Precise Shot and Defensive Shot/Casting vs AOOs?

Can Lunging Spell Touch be used on allies?

The Lunging Spell Touch feat lets you extend the reach of touch spells. Can this feat also be used when casting touch spells on willing creatures? For example, can you lunge to cast cure light wounds on an ally?

The intent is clearly for enemy-targeted spells, as the feat description specifies that it’s used to "touch foes" and applies to "touch attacks", but I’m not aware of any actual mechanical distinction that prevents this from being applied to touching an ally. You should certainly be able to lunge and cast CLW offensively on an undead creature, so is it acceptable to do the same on a willing, living creature?

What do you touch for the Forbiddance spell?

Touch spells typically either specify the target that you touch (i.e. Magic Weapon) or involve a spell attack where the rules of targeting are governed by the chapter on spellcasting:

Some spells can target only a creature (including you) that you touch.

Forbiddance doesn’t specify what you touch or whether you must. How do I cast this spell? What do I target?

Range touch […] You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can’t teleport into the area or use portals…

Why if the targetToFollow(Player) is rotating and facing the transform the player can get close to the transform even touch it?

using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using UnityStandardAssets.Characters.ThirdPerson;  public class Follow : MonoBehaviour {     public Transform targetToFollow;     public Transform missionTarget;     public GameObject naviParent;     public ThirdPersonCharacter thirdPersonCharacter;     public Text textDistance;     public Text textSpeed;     public float lookAtRotationSpeed;     public float moveSpeed;     public float followRadius = 1.5f;     public float fastRadius = 5f;     public float speedBoost = 0.5f;     public bool follow = false;     public bool reachTarget = false;      private bool isNaviChild = false;     private Vector3 lTargetDir;     private float originSpeed;     private float originFollowRadius;      void Start()     {         originSpeed = moveSpeed;         originFollowRadius = followRadius;          if (reachTarget)         {             moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;             followRadius = 0.1f;         }     }      // Update is called once per frame     void FixedUpdate()     {         if (follow)         {             if(reachTarget)             {                 moveSpeed = thirdPersonCharacter.m_MoveSpeedMultiplier * 5;                 followRadius = 0.1f;             }             else             {                 moveSpeed = originSpeed;                 followRadius = originFollowRadius;             }              lTargetDir = targetToFollow.position - transform.position;             lTargetDir.y = 0.0f;              Turn();              float ms = moveSpeed;             var distance = Vector3.Distance(transform.position, targetToFollow.position);             // Compute a position no further than followRadius away from our target.             Vector3 fromTarget = Vector3.ClampMagnitude(                 -lTargetDir, followRadius);             Vector3 stopPoint = targetToFollow.position + fromTarget;              // Compute a speed that's faster when far away and slower when close.             float speedBlend = Mathf.Clamp01((distance - followRadius) / (fastRadius - followRadius));              ms = moveSpeed + speedBlend * speedBoost;              // Move as far as we can at our speed ms to reach the stopPoint, without overshooting.             transform.position = Vector3.MoveTowards(transform.position,                 stopPoint, Time.deltaTime * ms);              var dist = Vector3.Distance(transform.position, targetToFollow.position);             if (dist < 0.1f && isNaviChild == false && reachTarget)             {                 transform.parent = targetToFollow;                 transform.localPosition = new Vector3(0, 0, 0);                 transform.localRotation = Quaternion.identity;                 transform.localScale = new Vector3(0.001f, 0.001f, 0.001f);                  isNaviChild = true;             }         }     }      private void Turn()     {         transform.rotation = Quaternion.RotateTowards(transform.rotation,                 Quaternion.LookRotation(lTargetDir), Time.time * lookAtRotationSpeed);     }      private void Mission()     {      } } 

When the bool flag follow is true and the bool flag reachTarget is false the transform that this script is attached to is moving towards the targetToFollow and then when the targetTofollow(in this case the target is the player that move by the kleys WSAD) move the transform is following him with keeping distance to follow that’s the followRadius.

The problem is that if I rotate my place to face the transform and then moving the player forward he will be able to get too close to the transform even touching it.

But in my logic if the radius to follow is 1.5 so even if the player will face the transform and try to move forward to it the transform should always move to the back of the player or move back and keep the follow radius of 1.5 or if the follow radius is 66.3 then 66.3

The player should not be able to get so close to the transform.

How can I solve it ?

What is the interaction between “Touch of Death” and “Undead Fortitude”

The "Way of the Long Death" monk has a feature called "Undead Fortitude":

Touch of Death

Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

(Bold added for emphasis). How does this work when a WotLD Monk reduces a zombie to 0 hit points and the blow is shrugged off by undead fortitude?

Undead Fortitude

If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

I could see this working one of two ways:

  1. A zombie takes a hit, and drops to 0 hit points. Then Undead Fortitude kicks in and on a success, the zombie comes back to 1 HP. The zombie had been reduced to 0 hp, so ToD activates.

  2. A zombie takes a hit, and makes a roll to see whether it drops to 0 or 1 HP. On a success, it drops to 1 HP and had never dropped to 0, therefore ToD does not activate.

Is there any official ruling on this case? If not, what is a reasonable interpretation of these rules?

Does Ocular spell make every eligible damage spells have a critical chance since it becomes a ranged touch attack (ray)?

Ocular spell states:

(…)When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell.(…)

Every spell that has a touch attack (melee/range) Do have a critical hit chance (20X2)

So If I was to release an Ocular Fireball (only affects 1 creature now and it still gets the Reflex Half saving throw though). It could indeed be a critical hit.

Correct?

Sidenote:

I know fireball might not be the best spell for this combination, it was just for the sake of the question.

Can Touch Range Spells/Effects Function Through Armor?

I am planning on playing a Grung PC for an upcoming homebrew campaign. The Poisonous Skin feature in Grung racial traits state:

Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. (One Grung Above p.4)

Now, this would be a problem if I wanted to support my party. (ie. Touch range spells) Would coming "into direct contact with your skin" mean skin on skin contact, or would the poison affect still work on skin and armor contact? Furthermore, is this the same deal with touch range spells? I guess I’m trying to find out: Can I, as a Grung, cast a touch range spell, like Cure Wounds, and bypass the poison effects by specifying that I touch the target’s armor? I’m not worried about enemies, because they are enemies, but more for my fellow party member’s sake.

Can Cold Spell Specialization affect Shivering Touch?

I have a player trying to apply the benefits of Cold Spell Specialization to the spell Shivering Touch.

Shivering Touch:

On a successful melee touch attack, you instantly suck the heat from the target’s body, rendering it numb. The target takes 3d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of shivering touch.

Cold Spell Specialization:

In cold areas (temperature at or below 40° F), you gain a +1 bonus per die to any dice rolled to determine damage caused by cold spells you cast. In areas of extreme cold (below -20° F), the damage bonus increases to +2 per die.

I told the player that this doesn’t work for 2 reasons:

  1. The spell has a duration, and so the Dex damage isn’t really damage, it’s really a penalty, and thus wouldn’t apply.

    Reasoning:

    1. Ability damage is persistent, being removed at 1 point per day, not all being removed in 1 round per caster level.
    2. Ray of Enfeeblement was originally worded very similarly, and was later errata’d to being a penalty instead.
  2. Unless specified otherwise, "damage" refers to hit point damage, not any other kind of damage that the player might try to twist in.

I was coming up with these reasons on the fly based on because I couldn’t find the RAW that prevented the use of this in a timely manner.

I would prefer to remain in the RAW than to create either reasoning as a house rule that could have later unforeseen repercussions. Can someone point out where this is specified, or was it something that was assumed as carryover from previous editions?