dnd 5th – What happens when a shadow blade on which darkness has been cast disappears?

You are right; the darkness would disappear when the object would disappear, but when it would come back, the darkness would come back.

darkness emanates from the object

So, if the darkness can not come from the sword, there is no darkness until they are gone.

I guess the darkness the spell would continue to exist if the object disappeared, because the darkness came from the sword, and the sword still exists, contrary to the question you mentioned. There is no final condition for the darkness a spell, aside from overlapping with a higher level spell that gives off light and prevents the concentration from being broken. The object still exists, so when it comes back, it will emit darkness.

dnd 5th – How to cast a creature against his will?

There are no official rules for throwing other creatures.

However, if homebrew is an option, the PHB has rules regarding grappling and shoving, to begin with.

Grappling means you catch a creature and hold it in place. Shoving means you, well, push a creature far from you, usually 5 feet or 1 square, if you use a card. When you have a creature caught, you can drag it with you at half your movement speed.

Grappling (PHB page 195):
When you want to catch a creature or fight it, you can use the Attack action to launch a special melee attack, a grappling hook.
[…]
By using at least one free hand, you try to grab the target
by performing a grapple check, […]
Moving a grappled creature. When you move, you
can drag or carry the creature struggling with you but
your speed is halved unless the creature is two or more
sizes smaller than you.

shove (PHB pp. 195/196):
By using the Attack action, you can create a special scrum
attack to push a creature, either to knock him out, or to
keep him away from you. […]
You are doing a force control (athletics) challenged by the
Target strength (athletics) or dexterity (acrobatics)
check (the target chooses the ability to use). If you win
the contest, you hit the target or push
It's 5 feet from you.

Now, allowing a player to throw a creature instead of shove it certainly would certainly be a homebrew, I am not aware of any official rule for that.

Therefore, let's take a look at the rules for throwing weapons. Most of the time, when you throw a weapon (improvised weapons and most disposable weapons, such as handaxes), you have a range of 20/60, that is, a range of 20 feet for a normal attack and a range of 60 feet with disadvantage. Spears, which are specifically designed to be thrown, have an upper reach (30/120) and the nets have a lower reach (5/15).

thrown (PHB page 148). If a weapon has the property launched, you
can launch the weapon to make a ranged attack.
[…]

Improvised weapons (PHB page 147/148)
[…]
An object that looks nothing like a weapon
inflicts 1d4 damage (the DM assigns a damage type)
appropriate to the object). If a character uses a row
weapon to make a melee attack, or throw a melee
weapon that does not have the property thrown, he also
Inflicts 1d4 damage. An improvised throwing weapon has a
normal range of 20 feet and a long reach of 60 feet.

Obviously, a creature weighs more than a stick (improvised weapon) or an ax, so you should clearly have a shorter reach. Yet, no official rule about it, then: how could your DM rule?

My ideas come to mind:

  • Require the player that he take the prowess "grappler", which allows him to pin creatures at stake to further limit their mobility by making them more sober. You could allow lifting as an alternative to pin a creature, and toss them would be a push action.

    grappler (PHB page 167):
    […]
    • You can use your action to try to attach a creature to the
    by you. To do this, perform another check of the grapple. Yes
    you succeed, you and the creature are both mastered
    until the end of the grapple.

  • If the DM thinks that asking for a feat would be too much, he might also ask you to catch a creature, then perform a contested force test against the creature's power to lift it, then another strength test (that- this). do not challenged) to throw it away.

  • The scope could be based on range for throwing weapons (20/60), but reduced because of huge weight differences between a handful and a wolf. I would suggest a range of about 10/30, that is, 10 feet for a normal attack (since you can already push a creature to 5 feet without additional force control or attack roll), and 30 feet with a disadvantage on the attack roll.
  • Instead, the maximum launch range could also be based on the player's strength score (5-foot modifier * STR). However, this does not take into account the weight of the creature, although you can obviously throw a rat further than a bear-owl. As a result, you can subtract the creature's weight at the player's maximum weight at lift (that is, 30 * STR score (without modifier), in pounds) and develop a formula from the rest.
    • Example: the creature weighs 125kg, the PC has a STR score of 16, that is, a lifting capacity of 480kg. 480 - 250 = 230, so the PC can throw the creature 230: 50 = 4.6 squares, that is, 4.6 * 5 feet = 23 feet. Rounded, it's 4 squares (obviously). Keep in mind that using this rule could allow your player to cast a halfling or creature of similar weight (~ 50 lbs). very very very far.

Again, note that the suggestions above are mine, which I have not tested in a real game. That's what I would consider reasonable – you would be the first tester (s) if you want it.

All accentuation and page references mine.

What characteristics allow me to cast spells of another class as a spell of my own class?

For example, the Bard Magical Secrets feature says:

Choose two spells of any class[…] The chosen spells count as bard spells for you.

I am looking for a conclusive list of these characteristics. All official versions.

5th dnd – Can I choose to cast a spell with a reduced effect area?

I have little understanding of the rules and systems of the 5th edition because I have never played myself.

Can you cast effect area spells such as silence or darkness on a smaller (or significantly smaller) area than normal?

For example, could a monk from the Path of Shadow silence within 3 feet of their feet to run in silence (even if the standard radius of the spell is 20 feet)?

dnd 5th – How does the November 2018 PH errata change the use of multi-class spell locations to cast spells?

The player's manual, p. 114, once read:

The wizard table shows the number of spell locations needed to cast your first level spells or more.

With the errata of November 2018

In the first sentence, "your spells" is now "your wizard spells".

Now he reads

The assistant's chart indicates the number of spell locations that you need to launch. your magician spells 1st level and more.

Errata also apply the same change to classes and archetypes with the Spellcasting class feature.

Only one classified assistant will not notice the difference, but I wonder if this means that multicasting means that spell locations obtained from multiclasses to clerics, for example, can not be used to cast wizard spells that are not included in the list of clerical spells?

How does this error change how multi-class spell locations work?

Chronicles of Darkness 2nd – How can a character cast truly powerful spells in Mage the Awakening 2ed?

I'm starting to update myself with Mage the Awakening 2ed and something really bothered me:

Compared to the first edition and Ascension, which includes success as a damage (eg for an attack spell), the caster must increase his effectiveness by removing the dice from the reserve. (-2d for each +1 damage).

This is good because the mage can have more control over the effect (a single success still inflicts complete damage) but I see some disadvantages:

  1. Including the yantras and the will, the mage can add more or less 6 dice to the pool, which basically doubles a Disciple base pool. Considering that the damage can reach 12, more or less, I have fallen that is still little compared to guns.

  2. The rules of 10 again do not add much here because additional successes do not increase the damage, but can only lead to an exceptional success that can only add one to one. to the power.

  3. No matter the power of a spell, it does not influence Paradox.

Maybe I'm missing something here. So my question is:

How can a character cast very powerful spells while increasing the risks for the caster?

5th dnd – Can the Storm Sphere bonus action be used on the same turn as the spell is cast?

I wonder if it is possible to cast Storm Sphere as an action and, in the same turn, immediately follow it with the bonus action of the spell to inflict more damage.

I have the feeling that it does not work, according to the rule of the PHB on bonus action spells (that's me who points out):

A spell cast with a bonus action is particularly fast. You must use a bonus action to cast the spell, provided you have not done bonus action this turn yet. You can not cast another spell during the same turn, except for a cantrip with a casting time of 1 action. (PHB, 202)

But I wanted to check and make sure that, in case there is little chance that the wording means to say, if you start a trick with a bonus action, you can not follow the bonus action with a fate non-cantrip.

What happens if you cast Banishment on a Dark Lord in Ravenloft?

When playing in Ravenloft, if my sorcerer tried to banish one of the black lords, what would happen? I know that the campaign guides say that the Dark Lords will always be sent back to their quarters, but will they even be able to leave their jail for a moment?

spells – What happens if you cast Immunity to Energy (Fire), then Immunity to Energy (Acid)?

Yes, they would stack as described.

I could not find this spell in the wonderful SRD (which is still a great resource and can answer a lot of rules questions for you), so @JonathanHobbs and @BESW found a link to the spell Complete Arcane. The text is as follows:

This abjuration ensures a creature and its equipment full protection against damage from any of five types of energy: acid, cold, electricity, fire or sonic.

The energy immunity absorbs only the damage, so that the recipient can still experience side effects such as drowning in the acid, being deafened by a sonic attack or being sore. immobilize in the ice.

Note: the immunity to energy overlaps protection against energy and withstand energy.

As long as the energy immunity is active, the other spells absorb no damage.

The accent of mine, of course.

Repeat castings do not actually stack, creating almost total immunity against energy damage (this spell does not protect you from force damage, positive energy damage, or negative energy damage). On the one hand, it's pretty powerful. On the other hand, casting spells on the 6th and 7th levels is not a joke and Is burn slot machines.

The stacking rules in 3.5 relate to two things and two things only unless there is a specific exception in the wording of a spell or ability – type of bonus stacking, and same source stack. Bonus types – such as dodge bonuses, inherent bonuses, or insight bonuses – differentiate sources of a bonus in a throw. With a few exceptions, two bonuses of the same type (such as two bonuses for improvement) do not stack if you try to apply them to the same value. Similarly, two bonuses from sources with the same name do not stack, nor two abilities or spells with the same name stack – if, and only if, they try to add or change the same values ​​or abilities. Although several instances of Energy Immunity have the same name, they do not try to change the same values ​​or abilities – each confers immunity on a different kind of energy. So, they pile up.

But you can not have a wand.

The player can not buy a wand from energy immunity for the simple reason that it's a 6th level spell for Divine casters and a 7th level spell for Arcana, both well above the limit chopsticks (ie, they can only contain 4th level spells or less).

dnd 5th – Can I cast a warlock spell with another (higher) spell location of a different multiclass?

You can cast the spell with any available spell slot for you.

It is a problem of multiclass, the following questions arise.

Can you prepare the spell / Do you know the spell?

Yes. Since Armor of Agathys is a first-level warlock spell and you have 2 levels in the Warlock class, it's clear that you have this spell.

Known and prepared spells. You determine which spells you know and can
prepare for each class individually, as if you were a single class
member of this class.

Do you have the slot of spell?

Yes. In your example, at Sorcerer level 17, you will get your 9th level hex location.

You determine your available spell locations by summing all your
levels in the bard, cleric, druid, sorcerer and wizard classes, half
your levels (rounded) in paladin and ranger classes, and a
third of your level of fighter or thief (rounded down) if you have the
Eldritch Knight or Arcane Trickster function. Use this total for
determine your spell boxes by consulting the multiclass broadcaster
table.

Can spells obtained with Pact Magic be cast in other spell locations?

Yes. It is explicitly stated that this is possible.

you can use the spell locations obtained with the Pact Magic function for
cast spells that you know or have prepared from classes with
Orthographic diffusion class function, and you can use the spell locations you earn
Spellcasting class to cast warlock spells you know.