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5th dnd – Is it possible to cast spells under water if I am amphibious?

A character who is gagged or in an area of ​​silence can not use verbal components

PHB pg. 203 components:

Verbal (V)
Most spells require the singing of mystic words. the
the words themselves are not the source of the power of the spell;
rather the particular combination of sounds, with
specific height and resonance, defines the thread of magic
moving. So, a character who is gagged or in an area
of silence, like the one created by the spell of silence, can not
cast a spell with a verbal component.

Being under the water is a real gag for your character, and even if that was not enough, the need to create a specific tone and resonance would effectively eliminate your ability to speak.

To be effectively gagged: There is no provision for what constitutes a gagging in D & D 5th. Since it uses simple English definitions, gagged as a verb means that you are stuck, smothered, choked, smothered, blocked, clogged, etc. Water would effectively serve to do this.

If your field or racial characteristics allow you to speak normally when underwater, it would obviously bypass this restriction. Breathing normally is not the same as speaking normally, just to warn you.

Dungeons and Dragons – Cast Spells Under Water and Be Amphibious

I play this campaign where my whole idea was that I am a genasi of water clerk water field. It means that I am amphibious and that I thought I could cast spells under the water. When the time came and he was trying to do it, the SM said you could not cast spells under the water even when I told him I was amphibious. How do other DMs do this because I was a little angry because it does not make sense?

dnd 5th – Does a character who casts Shape Change and morphs into a caster use innate spell casting to cast spells with a long casting spell?

Trying to launch town will end shape change

As you noted, shape change is a concentration spell which means that focusing on another spell or casting a spell with a long casting spell will put an end to it (see also this Q / A).

The Innate Spellcasting of Planetar only says that (it's me who points out):

The ability of the caster to cast a spell is Charisma (DC 20 spell save). The planetary can innately cast the following spells, does not require any hardware component:

So, the only special property of Planetar's Innate spells is that they do not require any hardware components. All other aspects of spell casting function normally, according to the rules for innate spell casting, including the concentration requirement to be able to cast a spell with a long casting spell that you already have cited.

Therefore, the casting town as Planetar requires concentration for the duration, which means that trying to do so would end shape change as soon as you started the casting town.

3.5nd dnd – Is it possible to use Spellcaster's versatile spell to cast wizard spells?

For wizards, knowing a spell means having them in their spellbooks.

(Player's manual pg. 310)

This means that a wizard can take two spells of the same level, whether they are prepared or not, to cast all spells in a spellbook because Versatile Spellcaster requires a spontaneous spell cast. never specifies that its benefits apply only to spontaneous spell locations or spells you know and can launch spontaneously. In fact, since wizards are free to put spells in spellbooks, regardless of their ability to cast that spell, it means that a wizard can use two spell locations of their highest available for cast a spell that they could not cast otherwise.

It's also about knowing exactly what "keep it in their spell book" – or how much access to a spell book you need for it to be "yours". Is a spell book that you have owned? Probably not. Is a spell book that you left home? What if you prepared spells that morning, but left the book in a safe place? In the end, none of this is specified by the rules – you will have to ask your SM. But even though they are as strict as I can imagine (forcing you to literally have the spellbook handy when you use Versatile Spellcaster), the feat remains extremely powerful.

Note that a wizard does not have to be a wizard (as in the case of the ultimate mage) to qualify as a versatile spellcaster. The alternative class function of spontaneous divination Full Champion can replace the wizard bonus operation at the 5th level with the ability to spontaneously initiate divinations from slot machines prepared with other spells, as do religious cure or inflict wounds and druids spontaneously throw invoke the ally of nature. This feature meets the requirements of Versatile Spellcaster. And since spontaneous divination is already a pretty powerful ability, and no matter what wizard (not just the soothsayers) can accept it, Versatile Spellcaster can not be considered a strong reason to become an ultimate wizard. If you were already targeting the ultimate magus, it's a very good feat.

3.5nd dnd – Versatile spellcaster to cast wizard spells

For wizards, knowing a spell means having them in their spellbooks.

(Player's manual pg. 310)

This means that a wizard can take two spells of the same level, whether they are prepared or not, to cast all spells in a spellbook because Versatile Spellcaster requires a spontaneous spell cast. never specifies that its benefits apply only to spontaneous spell locations or spells you know and can launch spontaneously. In fact, since wizards are free to put spells in spellbooks, regardless of their ability to cast that spell, it means that a wizard can use two spell locations of their highest available for cast a spell that they could not cast otherwise.

It's also about knowing exactly what "keep it in their spell book" – or how much access to a spell book you need for it to be "yours". Is a spell book that you have owned? Probably not. Is a spell book that you left home? What if you prepared spells that morning, but left the book in a safe place? In the end, none of this is specified by the rules – you will have to ask your SM. But even though they are as strict as I can imagine (forcing you to literally have the spellbook handy when you use Versatile Spellcaster), the feat remains extremely powerful.

Note that a wizard does not have to be a wizard (as in the case of the ultimate mage) to qualify as a versatile spellcaster. The alternative class function of spontaneous divination Full Champion can replace the wizard bonus operation at the 5th level with the ability to spontaneously initiate divinations from slot machines prepared with other spells, as do religious cure or inflict wounds and druids spontaneously throw invoke the ally of nature. This feature meets the requirements of Versatile Spellcaster. And since spontaneous divination is already a pretty powerful ability, and no matter what wizard (not just the soothsayers) can accept it, Versatile Spellcaster can not be considered a strong reason to become an ultimate wizard. If you were already targeting the ultimate magus, it's a very good feat.

dnd 5th – Can I cast the Grease spell on ropes to knock down people who climb them?

The spell rules stipulate that the ground is covered with a slippery substance and that it gives saving throws against falls that may cause creatures in the area. It says nothing about the application of objects or, according to your example, ropes used for climbing, nor to be potentially knocked out has no effect about creatures that hang on a rope.

Slippery grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the fat appears, each creature in its area must make a Dexterity save throw or be prone to falling. A creature that enters or completes the turn must also make a dexterity save roll or be prone to falling.

Fat, Player's Manual, p. 246

Personally, as a DM, I do not think I would just approve of saying "nothing happens". This is a clever use of a spell in a way that the rules are not designed to accommodate the situation, so I think it's appropriate to allow it to have some effect. In this context, I would probably allow 10 "of rope to be covered in fat, and for the creatures that are trying to cross it, I would force them to make backup jets of dexterity to stay attached to the rope.

But it's finally the call of a DM, and the rules of the game are not changed to allow this type of use.

5th dnd – Can a level 14 Theurgy Wizard with Arcana Domain cast his 8th / 9th level spells after raising three levels in another Full Caster class?

Let's look at it in order.

As a Theurgy Wizard, you reach level 14 and earn the Arcane High Priest, which gives you the level-17 Arcana skill, Arcane Mastery. This allows you to add a level 6, 7, 8 and 9 spell to your domain spell list, so that they are always prepared.

Spell domain

Each domain has a list of spells – its domain spells-
that you gain at the cleric levels noted in the field
the description. Once you've earned a domain spell, you still have
have it prepared, and that does not count against the
number of times that you can prepare each day.
If you have a domain spell that does not appear on the
list of cleric spells, the spell is nevertheless a cleric spell for you.

PHB p.58

The section on spellboxes in Chapter 10 states the following:

It does not matter how many spells a launcher knows or
prepare
he can only launch a limited number of
spells before resting. Manipulate the fabric of magic
and channeling his energy into a simple spell is
physically and mentally distressing, and higher level spells
are even more. So, every class of caster
the description (except that of the warlock) includes a table
showing the number of spell locations each spell level a
character can use at each level of character. For example,
the third-level wizard, Umara, has four top-level spell locations
and two 2nd level locations.
When a character casts a spell, he spends
a slot of the level of this spell or more, actually "filling"
a slot with the spell. You can think of a spell location as a
groove of a certain size – small for a top-level location, larger
for a higher level spell. A 1st level spell is written in a slot
of any size, but a level 9 spell is only appropriate for a level of 9
slot. So when Umara launches a magic missile, a 1st level
fate, she passes one of her four top-level slots and has
three remaining.

PHB, p.201

So, you have prepared these spells, but you do not have the spell locations to use them: at the 14th level, you have a slot for the 6th and 7th levels, but not the 8th and 9th. As you said, you have to earn 3 extra levels in a class of spellcasters to get those slots (what about the 17th level wizard or the 3 tier mashup? levels in another).

Assuming you take these three multi-grade levels and then reach level 14 of the Theurgy Wizard, you would have spell locations to cast your prepared spells and thus be able to use them at that level.

The potential argument against this comes from the section on multicast spell locations:

If you have more than one spell class, this table
could give you spell locations of a higher level than
the spells you know or can prepare. You can use those
slots, but only to cast your lower level spells. If a lower-level spell that you cast, such as a burning hand, has a
improved effect when you use a top-level location, you
can use the improved effect even if you do not have
all the spells of this higher level.

However, in this case, you are assigned a number of slot locations for the spells you want. can prepare, because you always have them prepared. The rule that clerical domain spells still appear in your prepared spell list bypasses the rule that you can only choose to prepare a spell if you have a location of the same level or higher. You do not choose to prepare it.

5th dnd – Does a "melee attack" use my ability to cast spells or my strength?

the Player's manual says about spell attacks:

Some spells require the caster to roll an attack roll to determine if the spell effect hits the target. Your attack bonus with a spell attack equals your spellcasting skill modifier + your skill bonus.

So, in the case of the flame blade, you would use your spell casting ability modifier + your skill bonus.

There are spells that use a melee attack that are not "melee spell attacks". For example, Booming Blade and Green-Flame Blade (SCAG, pp. 142-143) do not depend on a melee. to spell attack. Instead, you must attack with a melee weapon. They say:

As part of the action used to cast this spell, you must make a melee attack with a weapon against a creature within range of the spell, otherwise the spell fails.

It would be different from the fate in question because you make a attack with a melee weapon, you will therefore add your modifier that applies to this weapon (Strength or Dexterity) and your mastery (if you master this weapon).

5th dnd – Is it possible to cast two level 9 spells without resting long in 5th?

Epic boon can allow this

The DMG has rules for awarding epic rewards (starting on page 231) that include:

A gift of high magic

You gain a level 9 spell slot, as long as you already have one.

A spell callback

You can launch any spell you know or have prepared without spending a lot of time. Once you do it, you can use this windfall until the end of a long rest.

Either or both of these benefits would allow you to run forethought twice (or another level 9 spell) before resting for a long time.