I was wondering if the Share Spell allows one to have 2 emanations of Conjure Woodland Beings, 1 on the ranger and 1 on the beast, and if it does is the beast now concentrating on the one affecting it? Finally, if there are 2 emanations overlapping a creature does it protc twice in 1 turn since 1 is from the ranger and 1 is from the beast. or does it depend on what the dm decides since it does seem like a grey area
Level 15: Share Spells
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
Conjure Woodland Beings Casting Time: Action Range: Self Components: V S Duration: Concentration, up to 10 minutes Classes: Druid, Ranger You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration. At Higher Levels: Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
I don't see why that wouldn't work, though I will say that different people have very different ideas about what the "target" of a spell is and what counts as "targeting" yourself, and it's been a source of a lot of heated debate. I'd be happy to allow it, but I don't think everyone necessarily would.
There's a general rule for spellcasting that the effects of the same spell cast twice don't combine. Due to that principle, I don't think a creature would be affected twice if they were in the area of two different Conjure Woodland Beings emanations at the same time. However, I do think it would be possible for a creature to take damage from more than one of them on the same turn if they moved into one, out of it, and then into the other on that turn.
I don't see why that wouldn't work, though I will say that different people have very different ideas about what the "target" of a spell is and what counts as "targeting" yourself, and it's been a source of a lot of heated debate. I'd be happy to allow it, but I don't think everyone necessarily would.
There's a general rule for spellcasting that the effects of the same spell cast twice don't combine. Due to that principle, I don't think a creature would be affected twice if they were in the area of two different Conjure Woodland Beings emanations at the same time. However, I do think it would be possible for a creature to take damage from more than one of them on the same turn if they moved into one, out of it, and then into the other on that turn.
Since they are the same spell, I would probably treat it as simply expanding the range rather than treating them as two separate effects. In that case, a creature would not be able to take the damage more than once per turn, but it would be easier to cover more of the battlefield, and it would be easier to abuse the Ready action to move the effect on and off the enemies to make them take the damage multiple times per round since you and your beast could use your reaction to move the spell on the them during different turns in the same round.
CWB actually says a creature only makes the save once a turn, so if your beast acts on the same turn as you then max one set of CWB damage, if the beast has it's own turn then it can take more damage.
What other spells are really benifitial to share with your beast besides healing you both?
Longstrider. More for medium or larger player characters, and for sky beasts. . If you're small you'd want to use your medium beast as a mount and then you only need to target one of the two of you.
Aid. You get to pick targets for the spell. Pick yourself and your beast gets the benefit for free.
Enhance ability (not sure how useful).
Lesser restoration. There are times where blind, deafen, poison, and/or paralyze can be applied to more than one person in the party. This lets you remove it from yourself and your beast with a single spell cast (assuming you weren't paralyzed).
Protection from energy.
Water walk (similar details as with Longstrider)
Conjure woodland beings.
Freedom of movement (similar to longstrider)
Stoneskin
Greater restoration
Tree stride
This would also work on multiclass spells (a single level of wizard would technically give you access to 4th level wizard spells and at character level 17 you'd have access to 5th level wizard spells). You could look into those spell options. Additionally, it's easy to get access to cantrips and first level spells with magic initiate, and some species (like tiefling's hellish rebuke. So, that would mean a thing like blade ward or armor of agathys or whatever else. I feel like I've spent plenty of time looking stuff up for ya.
I think that when you cast a spell through an item that would count also. Certainly things from something like a ring of spell storing. I would think also the weapon and armor items that can hold a spell. And, there may be wondrous items with something like that, too. I believe the deal here is any item that functions by letting you cast the spell through the item, and would target yourself or let you target yourself would be an option (not a spell like ability, just something that casts a specific spell). As a really quick example the boots of levitation let you cast levitation on yourself, and the share spell feature would let you spare that with your beast (I'm not about to go look through every magic item though).
There really are a whole lot of options for this. Basically any spell that targets or lets you pick a target or touch someone to gain the effect or whatever.
This would also work on multiclass spells (a single level of wizard would technically give you access to 4th level wizard spells and at character level 17 you'd have access to 5th level wizard spells).
Just for the record, while the Share Spells feature isn't limited to Ranger spells, this isn't how multiclass spellcasting works and if you only have one level of Wizard you'd only have access to level 1 Wizard spells.
This would also work on multiclass spells (a single level of wizard would technically give you access to 4th level wizard spells and at character level 17 you'd have access to 5th level wizard spells).
Just for the record, while the Share Spells feature isn't limited to Ranger spells, this isn't how multiclass spellcasting works and if you only have one level of Wizard you'd only have access to level 1 Wizard spells.
From the PHB (page 167) - Spells a wizard can copy into their book -
Expanding and Replacing a Spellbook
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Preparing wizard spells (page 165) -
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
So, the key feature is basically if you have a spell slot to cast the spell. It doesn't differentiate between where you got that spell slot from. So, if your highest spell slot level is 3rd level spell slots you cannot mess around with a 4th level spell slot spell. But, it doesn't matter which class granted you that the spell slots.
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).
Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.
You have to determine what spells you can prepare as a Wizard based on only your Wizard levels. Even the "Preparing Wizard Spells" section you quoted referred you to the Wizard Features Table, which is where you have to look to determine which/how many Wizard spells you can prepare. Since you can't prepare spells higher than level 1 as a Wizard 1, you can't scribe any higher level spells either.
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I was wondering if the Share Spell allows one to have 2 emanations of Conjure Woodland Beings, 1 on the ranger and 1 on the beast, and if it does is the beast now concentrating on the one affecting it? Finally, if there are 2 emanations overlapping a creature does it protc twice in 1 turn since 1 is from the ranger and 1 is from the beast. or does it depend on what the dm decides since it does seem like a grey area
Level 15: Share Spells
When you cast a spell targeting yourself, you can also affect your Primal Companion beast with the spell if the beast is within 30 feet of you.
Conjure Woodland Beings
Casting Time: Action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Druid, Ranger
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell's duration.
At Higher Levels: Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
I don't see why that wouldn't work, though I will say that different people have very different ideas about what the "target" of a spell is and what counts as "targeting" yourself, and it's been a source of a lot of heated debate. I'd be happy to allow it, but I don't think everyone necessarily would.
There's a general rule for spellcasting that the effects of the same spell cast twice don't combine. Due to that principle, I don't think a creature would be affected twice if they were in the area of two different Conjure Woodland Beings emanations at the same time. However, I do think it would be possible for a creature to take damage from more than one of them on the same turn if they moved into one, out of it, and then into the other on that turn.
pronouns: he/she/they
Nice idea. I'd say only you concentrate for both effects.
Life's hard - get a helmet!
Since it's still just one spell being cast, if you lose concentration on it, both Emanations would go away.
pronouns: he/she/they
Since they are the same spell, I would probably treat it as simply expanding the range rather than treating them as two separate effects. In that case, a creature would not be able to take the damage more than once per turn, but it would be easier to cover more of the battlefield, and it would be easier to abuse the Ready action to move the effect on and off the enemies to make them take the damage multiple times per round since you and your beast could use your reaction to move the spell on the them during different turns in the same round.
What other spells are really benifitial to share with your beast besides healing you both?
Depending on interpretations of targeting again, but you could double up on Conjure Barrage.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
CWB actually says a creature only makes the save once a turn, so if your beast acts on the same turn as you then max one set of CWB damage, if the beast has it's own turn then it can take more damage.
Life's hard - get a helmet!
This would also work on multiclass spells (a single level of wizard would technically give you access to 4th level wizard spells and at character level 17 you'd have access to 5th level wizard spells). You could look into those spell options. Additionally, it's easy to get access to cantrips and first level spells with magic initiate, and some species (like tiefling's hellish rebuke. So, that would mean a thing like blade ward or armor of agathys or whatever else. I feel like I've spent plenty of time looking stuff up for ya.
I think that when you cast a spell through an item that would count also. Certainly things from something like a ring of spell storing. I would think also the weapon and armor items that can hold a spell. And, there may be wondrous items with something like that, too. I believe the deal here is any item that functions by letting you cast the spell through the item, and would target yourself or let you target yourself would be an option (not a spell like ability, just something that casts a specific spell). As a really quick example the boots of levitation let you cast levitation on yourself, and the share spell feature would let you spare that with your beast (I'm not about to go look through every magic item though).
There really are a whole lot of options for this. Basically any spell that targets or lets you pick a target or touch someone to gain the effect or whatever.
Just for the record, while the Share Spells feature isn't limited to Ranger spells, this isn't how multiclass spellcasting works and if you only have one level of Wizard you'd only have access to level 1 Wizard spells.
pronouns: he/she/they
From the PHB (page 167) -
Spells a wizard can copy into their book -
Expanding and Replacing a Spellbook
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Preparing wizard spells (page 165) -
The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
So, the key feature is basically if you have a spell slot to cast the spell. It doesn't differentiate between where you got that spell slot from. So, if your highest spell slot level is 3rd level spell slots you cannot mess around with a 4th level spell slot spell. But, it doesn't matter which class granted you that the spell slots.
You missed this bit about multiclassing:
You have to determine what spells you can prepare as a Wizard based on only your Wizard levels. Even the "Preparing Wizard Spells" section you quoted referred you to the Wizard Features Table, which is where you have to look to determine which/how many Wizard spells you can prepare. Since you can't prepare spells higher than level 1 as a Wizard 1, you can't scribe any higher level spells either.