If a wizard cast fire shield and is later hit by a melee attack, then a fighter uses cloud rune to switch targets. Would the fire shield still do damage?
Fire Shield Whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Cloud Rune When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range.
During tonight’s game, the party’s wizard became confused because of a failed save against Yeenoghu’s flail, which had the effect of:
The target must succeed on a DC17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.
The wizard was in this position because they’d had multiple buff spells placed on them like Shapechange, Haste, and something else.
However, being confused was a big problem that the party decided needed to go. So the cleric cast Dispel Magic with the intent to just target the magical effect of confusion caused by Yeenoghu.
Dispel Magic says:
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
With this in mind, the question I have is two-fold.
First all, is the confusion effect targetable by dispel magic? It seems like it should be because the effect is described to be like a specific spell’s effect.
Secondly, if the cleric casts dispel magic on the wizard to end the confusion, can they do so without risking removing all of the other buff spells?
The text of Mordenkainen’s Magnificent Mansion (mmm) states:
You conjure an extradimensional dwelling in range that lasts for the Duration.
Plane Shift states:
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
Can a party plane shift from the mansion to the same plane they where in when they created the mansion? i.e. they create the mansion in the material plane, go into the mansion and then plane shift to a new location in the material plane?
The School of Necromancy wizard has the Command Undead feature (PHB, p. 119):
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
The Nightwalker from Mordenkainen’s Tome of Foes (p. 216) has 8 charisma, 6 intelligence and a CR of 20.
Isn’t it a bit crazy? Outside of simply not putting this thing in the game if you have a necromancy wizard in it, what else can happen (or can the DM do) that is gonna prevent the game from breaking?
Maneuvers. You learn three maneuvers of your choice, which are listed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
but unlike other maneuvers, grappling strike uses "immediately after you hit" instead of "when you hit"
Is grappling strike limited to the one maneuver per attack clause?
The relevant portion of the creatures stat block:
Eat Memories. […]
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
The standard die for DND have 4, 6, 8, 10, 12, and 20 sides. Does the ability skip from 12 to 20? or does it does it continue to move up by 2 each time – hitting 14, 16, and 18 – as in the stat block? There is precedent for non-standard die size rolls, such as a d3 used in the Wild Magic Barbarian’s Bolstering Magic.
There are several qualities in the game that relate to specific weapon categories, most notably the "[weapon category] Fighter I-III" line. Some of these are pretty clear in that their benefits apply to only this weapon, such as Short Blade Fighter I adding Piercing 1 to the weapon or Polearm Fighter I stating "you can sweep your pole-arm". Others are pretty clear in that they don’t – Water Dancer I and II require points in Fencing, but grant passive benefits that are written to be universally active.
Some don’t mention anything of the sort, but can be argued to be self-evident. Spear Fighter I doesn’t mention spears at all, and by RAW probably could be used with any weapon, but I would be receptive to the argument that the quality is meant for use with spears only. The flavour text supports this.
Where I run into trouble is the qualities that require you to have a weapon equipped, but don’t explicitly require its use. If I look at Bravoosi Fighter III for example, it requires the character to have a fencing weapon equipped. However, imagine someone using a left-hand-dagger (a fencing weapon) in one hand and another one-handed weapon, maybe a battleaxe or longsword*, in the other. It could be well argued that the character is "armed" with a fencing weapon and thus fulfills the requirements to use this quality, but could make the counterattack with the other (more damaging) weapon. It’s not even implausible in terms of fencing, on the contrary, using one weapon to parry and the other to counter is perfectly sensible. Several other such qualities can lead to similar combinations.
I assume that the RAW here is just sloppily written, but do we have any source on what the RAI is and what are the balance considerations towards allowing or disallowing such combos?
*in the sense of an arming sword that the game calls a longsword.
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?
As stated in the title: is an arrow, bolt, or other object that is generally used as ammunition, count as a weapon when determining bonus effects from other feats/abilities? For example:
Dreadful Strikes – 1d4 psychic damage – TCoE, pg. 58
When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.
It seems clear that hitting a creature with a sword via melee, or even a thrown weapon, like a dart or dagger, would benefit from this feature. But since Arrows and Bolts are “considered” ammunition, they would not (unless used in some other improvised way).
I am a Computer Science student and I have been playing to Travian for years.Travian is a browser based MMOG where you have to build your village and compete for resources. There is no animation, there is 3 main views which is the map, your village and your fields.
I was looking at some Travian clones on GitHub and I found 3 clones, all of them using PHP. Travian has itself build using PHP.
I am wondering if PHP is better in some way than Python for example for building this kind of games? And if so, why would be the reason?