3.5nd dnd – What is the caster level of a creature summoned with the Greenbound pattern?

The Greenbound pattern gives your summoned creatures the ability to cast spell-like abilities at will, with the following description:

The caster level is equivalent to the character level of the creature linked to the green; save DC 10 + spell level + charisma modifier of the creature linked to the greenery.

Now, Greenbound gives the +8 level setting. Some models have no level adjustment. Others have some here and there.

So, help a noobie, what is the "level" resulting from your invocation of Nature Summon's Ally, if only to know the level of the caster in this case?

dnd 5th – When can a caster stop focusing on a spell?

Interrupting the turn of another character usually requires a reaction

The problem here is that the mechanical means of the game to interrupt the turn of another player are: reaction. Abandoning its concentration requires no action (and since the action and the reaction are a similar motto, no reaction is required), you must discuss with your DM the possibility (1) by default interrupt any action / event currently declared stop focusing at a given time, or (2) if you have to wait to stop it when it is your turn.

  • For case 2, if, when approaching the flying creature, he sees you falling, would he not change his course to try to intercept you?
  • And for case 1, How does the DM determine if it has been successful before you have stopped concentrating? Dex check? Int verification? A defender of this character might claim that he dropped the shot "at the top" before he noticed and chose to stop focusing.

    It may seem to a given DM that you handle the mechanics of the turn system to provide a minimum ofstop time this allows you to interrupt their turn. Talk with your DM. The only mechanical means for an instant response (reaction) does not seem to correspond to this situation.

Some special abilities, spells and situations allow you to take a
special action called reaction. A reaction is an instant response to
any trigger that may occur in your turn or on somebody
others. (Basic rules, page 73)

Since none of these periods explicitly has this provision, nor the text on concentration, interrupt the turn of another so this requires a DM decision in terms of timing.

Arguments for the interruption

Since your concentration can be broken on the turn of another character (When damage is caused to you), you can reasonably argue that losing focus on someone's turn is consistent with that because

You can end the concentration at any time (no action required).

Lino's answer is a valid decision, just like a decision that requires you to act only your turn unless you have a mechanic who allows you to interrupt
the turn of another character. If you lose your concentration then (only your turn), your action would not be consumed – you would still take any action – but you would need to wait your turn. state that you are giving up concentration.

Whose turn is it?

During a turn, each character has his turn.

The game organizes the chaos of combat into a cycle of rounds and turns. One turn is about 6 seconds in the game world. During a turn, every participant in a battle takes his turn. The order of the rounds is determined at the beginning of a battle, when everyone launches the initiative. Once everyone has played his turn, the fight continues until the next turn if neither side has defeated the other. (Basic rules, page 72)

OK, when is it someone else's turn … what's going on?

Your turn
In turn, you can advance to your speed and perform an action. You decide to act first or act first. Your speed, sometimes called your walking speed, is indicated on your character sheet. The most common actions you can take are described in the "Actions in Action" section later in this chapter. Many class features and other capabilities provide additional options for your action.

As the text on concentration does not require action (small a) to drop the concentration, nor a reaction, then the analysis of this text literally supports Lino's answer: you do not use an action, so "at any time" can be interpreted as "at any time, to include when another character performs an action in only six seconds turn. "

But everything happens "at the same time" during a race

A deputy minister may also decide to declare only what you do when he is your turn. Interrupting others (even NPCs and monsters) in turn is not compatible with the fact that this is a turn-based game. Waiting for your turn is consistent with the fact that D & D 5th is a turn-based game, with the exception of the reaction you are not obliged to use, that is when you can interrupt the turn of another character.

  • How often will you be happy to see monsters interrupt your turn?

    When you play a turn-based game, how often do you want others to
    to interrupt you during your turn? And elsewhere though, as the flight
    the creature approaches you and sees you fall, does not he adjust his
    Of course to try to intercept you? It does not take action to see that your position is starting to change, is not it?

    Talk to your deputy minister and get a decision. Hopefully, for your idea to work, the General Manager will see what Lino is doing. If not, then wait your turn and do / declare things then.

dnd 3.5e – What are the take rules for the Batman Entanglement spell caster when he successfully grabs a creature?

The spell Staff entanglement (Compendium of spells p.83) states that once the effect of the spell has been entered:

If your grappling hook is successful, your quarterback's vineyards contract your enemy and deal 2d6 damage (you may choose to deal non-lethal damage instead of normal damage if you wish). You then have two choices:

Liberation: you release your opponent from the grappling hook. Some vines remain attached to your enemy and leave them entangled for the duration of the spell. You can attack different enemies in subsequent rounds with the bat, potentially attacking and strangling or entangling them.

Hold: you hold your grip. On subsequent turns, you inflict constriction damage with successful grapple control. You can then choose to release or hold the hold.

Does this spell limit the options available to the caster during the take, or add options? For example, if a giant hill druid uses this against a party and establishes a grappling hook, does that hill giant have to specifically run a grappling test to do damage to the staff, or does the staff simply add throttling damage to regular grapple checks the creature a lesser form of constriction? If the giant has to throw specifically for the stick to be able to tighten his or her restrictions, can multiple casts be allowed based on the remaining iterative attacks of the creature, or can there be only one check each turn in because of the formulation of the spell?

5th dnd – Does a caster know when his concentration ends?

Yes…

It would be quite logical for the pitcher to be aware when he lose concentration on a spell of their own.

"This guard hit me very hard, I can feel that the invisibility that I gave Tim to enter secretly into the palace of the king has dissipated!" must be in trouble now! "

however

The situation you describe is do not loss of concentration.

if the character attacks and the spell ends, the wizard knows …

It's the very subject of the spell that pulls it out of their own free will, something completely independent of the caster. Concentration is a different mechanism and in this case, not the only one that can cause the end of a spell before its duration.

In the end, there are no rules specifying this, so it's up to the DM to decide if all the throwers in his world have some kind of "dark meaning" to know exactly which spells are still operational or not.

However, keep in mind that accepting the decision above can lead to unexpected and possibly unwanted situations. For example, a mage casts a long-lasting spell that ends on a trigger such as Magic Mouth in his sanctuary / lab / tower / house in order to know exactly when someone entered it (triggering its end).

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.

5th dnd – What is the importance of the exploit of War Caster?

I've seen many people get carried away by the exploit of War Caster, but I've never really understood that. Although I can see some situations in which this would be good (Polymorph comes to mind …), this does not seem to be worth most of your racial bonuses with varying human or increasing ability score.
The reason I want to know, is because I have a level 7 wizard, close to the eighth, and I want to know if that would help.

So it's worth it?

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.

dnd 5e – Dillingant Whispers Chaining via War Caster feat

This will not make the chain you are looking for.

Although Dissonant Whispers' move causes opportunity attacks and War Caster allows Dissonant Whispers to be launched instead of an opportunity attack, all this is limited by of the target economy of action:

In case of failure, it takes 3d6 psychic damage and must immediately use his reaction, if available, to move as far as its speed allows.

A second cast on the same target will do normal damage, but the target has already used its reaction (to move from the first Dissonant Whispers), so the second one will have nothing to convert from strength to movement and no Will not affect their movement. the first Dissonant Whispers at all.

5th dnd – Does a caster need a free hand to cast a spell from a roll of spells?

The description of a scroll of spells includes the following line:

If the spell is on your class's spell list, you can read the scroll and cast its spell without providing hardware components.

Note that it specifically mentions hardware components but does not mention verbal or somatic components.

The entry on somatic components includes:

If a spell requires a somatic component, the caster must be able to use at least one hand to perform these gestures.

Since the spell scroll does not remove the somatic component of a given spell, you must still perform the required movements with the hands-free as stated above.

There is one possible exception: if the spell on the parchment does not need a somatic component, you would not need to have your hands free.

War Launcher

Operation War Caster mentions:

You can execute the somatic components of spells even when you have weapons or a shield with one or two hands.

It sounds simple, although a roll of spell is neither a weapon nor a shield.

This DM can allow a person with the gift of war hunter to use the spell scroll without the somatic component, if the spell requires one. I can not imagine any particular scenario in which such a minor breach of the economy of action "would break the game" per se.

Regarding magic items

Magic item rules include a section on spells. This section includes (it's me who points out):

Some magic items allow the user to cast a spell from this item. The spell is cast at the lowest possible spell level, does not spend any of the spell checkboxes of the user, and does not require any componentunless specified otherwise in the article description …. Some items derogate from these rules by changing the casting time, duration, or other elements of the spell.

But we also have another rule in Specific Beats General (italics are as follows):

… many racial traits, class characteristics, spells, magic objects, monster abilities and other elements of the game violate the general rules, creating an exception to the operation of the rest of the game. Remember this: If a specific rule contradicts a general rule, the specific rule wins it.

In this case, the rules for scrolling spells are as follows: more specific and cover almost all the same details as the general rule of casting magic item spells, so they should have priority, including the part regarding the material requirements.

dnd 5th – If a caster wishes to use a spell parchment as a reaction, do they need to hold it in their hand already?

You must hold the parchment in your turn and have it in hand when you want to read it.

Cast the spell by read the roll requires the normal casting time of the spell.

This is necessary because the interactions between objects (like getting parchment somewhere) happen on your turn and you need to have scrolling access to read it, according to Spellcasting rules.

Before a caster can use a spell, he must keep it firmly in mind or have access to the spell contained in a magic object.

the warcaster feat allows you to simply cast the parchment in response, for an opportunity attack, if the spell meets the criteria.

The spell must have a cast time of 1 action and must target that creature only.

If the spell of the scroll has had a casting time of 1 reaction, you do not need Warcaster to use it as a reaction. More discussion here.