You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras.
Identify:
1st-level divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them...
NMA fools divination spells. Identify is a divination spell.
NMA works against multiple kinds of spells, not just Detect Magic, so long as they detect "magical auras." Identify detects magical auras and other properties of magical items.
If Identify did not read that the item was magical in the first place (detecting it's aura) it would not be a valid target to begin with.
I just realized how effective and nasty the Web spell can be after reaching level 7 and considering Evard’s Black Tentacle as a choice. There’s almost no difference between both spells but the 3d6 damage the later inflicts.
I’m playing a Necromancer and I’m often trying to create opportunities to improve the effectiveness of my skeletons attack, so Web is a great way to do it. Slow has been fantastic as well.
Find Familiar. Most DMs won't let you use it to get advantage on stuff, but they are very useful for scouting and each familiar has its own unique qualities that can be utilized in almost every situation (provided you have the hour and 10 gold of materials to change it). For example, though, owls have advantage on Perception checks, meaning that if you are looking around through your owl's eyes, you might have a better chance at seeing something you might normally miss.
Although I haven't gotten the opportunity to use it yet (I'll get a chance in an upcoming one-shot though!), I really like the look of Tasha's mind whip for combos with other spells. Drop a web or Evard's black tentacles on the battlefield and use Tasha's mind whip to force the enemies to stay there. If they've already failed the save against the web/black tentacles and are restrained, they have no option to move out of the effect even if they successfully use their action to break free, so they must make the save against being restrained once again at the beginning of their next turn and start all over from square one.
Stupid though it is, InquisitiveCode is correct. Identify would make the object "seem" nonmagical, to anything that detects magic, like Detect Magic spell. However, Identify would still reveal what properties, including magical ones, are on the item - it doesn't use auras so it bypasses Magic Aura.
The thing what gets me is identify can only get the properties of a magical item how does the spell know that the item is magical without reading the aura or do you have to obtain that information in advance
Stupid though it is, InquisitiveCode is correct. Identify would make the object "seem" nonmagical, to anything that detects magic, like Detect Magic spell. However, Identify would still reveal what properties, including magical ones, are on the item - it doesn't use auras so it bypasses Magic Aura.
The thing what gets me is identify can only get the properties of a magical item how does the spell know that the item is magical without reading the aura or do you have to obtain that information in advance
The spell can simply do it because that is how the spell works. Detect Magic let's you see auras and the school of magic, but Identify provides more focused divination of the target without there needing to be any auras at all.
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"The identify spell can tell if an object is under the effect of Nystul's magic aura. You often won't know to cast identify on the item, though, if Nystul's magic aura has made the item appear to be nonmagical."
If the merchant casts Identify on absolutely every gem, don't sell to them, it will be obvious they do so.
Mine is Sickening Radiance, or as we call it in my group, "the dance floor"
Why's it called that? Sounds like a fun story lol.
Unless it's paired with control spells like Plant Growth or Forcecage, Sickening Radiance is one of the most overrated spells in the game. But the name "the dance floor" doesn't make much sense with either of those control spells. My best guess is that they like to combo Sleet Storm with Sickening Radiance. That would make some sense with the slipping and sliding and falling down.
Mine is Sickening Radiance, or as we call it in my group, "the dance floor"
Why's it called that? Sounds like a fun story lol.
Unless it's paired with control spells like Plant Growth or Forcecage, Sickening Radiance is one of the most overrated spells in the game. But the name "the dance floor" doesn't make much sense with either of those control spells. My best guess is that they like to combo Sleet Storm with Sickening Radiance. That would make some sense with the slipping and sliding and falling down.
Wizard Picks telekinetic feat and create bonfire cantrip. Race is any that has access to flying, even small speeds.
fly directly above a target. Cast create bonfire on its spot to force a dexterity save for damage. Regardless of if it passes, use your bonus action to force a strength save with telekinetic feat, and lift up in the air toward you. They drop back down, forced to make the save again by entering the bond fires area, potentially taking more damage that turn. Then, since they creature starts its turn in that area, it must make another save, potentially taking that damage a third time in a round.
2nd level, go graviturgy for more of a chance to make a movement happen automatically if the first save is failed, pulling them upward without needing your bonus action in that moment.
Immune to divination magic means immune to divination magic, not immune to divination magic except identify which would be really dumb and isn't said anywhere in either spell...
Wizard Picks telekinetic feat and create bonfire cantrip. Race is any that has access to flying, even small speeds.
fly directly above a target. Cast create bonfire on its spot to force a dexterity save for damage. Regardless of if it passes, use your bonus action to force a strength save with telekinetic feat, and lift up in the air toward you. They drop back down, forced to make the save again by entering the bond fires area, potentially taking more damage that turn. Then, since they creature starts its turn in that area, it must make another save, potentially taking that damage a third time in a round.
2nd level, go graviturgy for more of a chance to make a movement happen automatically if the first save is failed, pulling them upward without needing your bonus action in that moment.
Gotta say this first one has given me a very fun idea for my evocation wizard. I am loving it thank you! The 6th level gravity one would require some DM fiat (create bonfire doesnt target a creature but the ground ). I like this combo though. Feels wicked fun. Also not as cheesy as the "I hit 10th level evoc now I magic missile for d4+6 x3 for a 1st level" so probably allowed at more tables haha.
I think the obviious BEST control spells are Hypnotic Pattern in the hands of a Bard with an Instrument of the Bards and Mass Suggestion.
I’m playing a Necromancer and I’m often trying to create opportunities to improve the effectiveness of my skeletons attack, so Web is a great way to do it. Slow has been fantastic as well.
If you have your own stronghold or you need to defend a known, designated area for a long time: Glyph of Warding. It combos extremely well with a huge variety of control spells and the best part is: NO concentration needed.
Recently I've found Fog Cloud to be quite useful against enemy spellcasters. It shuts down most spells (not Fireball of course), because most spells require you to see your target. Upcasting it with a 2nd level spell slot fills up a huge area on the battlefield.
Magic Aura:
Identify:
NMA fools divination spells. Identify is a divination spell.
NMA works against multiple kinds of spells, not just Detect Magic, so long as they detect "magical auras." Identify detects magical auras and other properties of magical items.
If Identify did not read that the item was magical in the first place (detecting it's aura) it would not be a valid target to begin with.
please stop debating identify vs nystul's magic aura
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I just realized how effective and nasty the Web spell can be after reaching level 7 and considering Evard’s Black Tentacle as a choice. There’s almost no difference between both spells but the 3d6 damage the later inflicts.
I’m playing a Necromancer and I’m often trying to create opportunities to improve the effectiveness of my skeletons attack, so Web is a great way to do it. Slow has been fantastic as well.
Find Familiar. Most DMs won't let you use it to get advantage on stuff, but they are very useful for scouting and each familiar has its own unique qualities that can be utilized in almost every situation (provided you have the hour and 10 gold of materials to change it). For example, though, owls have advantage on Perception checks, meaning that if you are looking around through your owl's eyes, you might have a better chance at seeing something you might normally miss.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Although I haven't gotten the opportunity to use it yet (I'll get a chance in an upcoming one-shot though!), I really like the look of Tasha's mind whip for combos with other spells. Drop a web or Evard's black tentacles on the battlefield and use Tasha's mind whip to force the enemies to stay there. If they've already failed the save against the web/black tentacles and are restrained, they have no option to move out of the effect even if they successfully use their action to break free, so they must make the save against being restrained once again at the beginning of their next turn and start all over from square one.
The thing what gets me is identify can only get the properties of a magical item how does the spell know that the item is magical without reading the aura or do you have to obtain that information in advance
Mine is Sickening Radiance, or as we call it in my group, "the dance floor"
The spell can simply do it because that is how the spell works. Detect Magic let's you see auras and the school of magic, but Identify provides more focused divination of the target without there needing to be any auras at all.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Per Jeremy Crawford:
"The identify spell can tell if an object is under the effect of Nystul's magic aura. You often won't know to cast identify on the item, though, if Nystul's magic aura has made the item appear to be nonmagical."
If the merchant casts Identify on absolutely every gem, don't sell to them, it will be obvious they do so.
Why's it called that? Sounds like a fun story lol.
Unless it's paired with control spells like Plant Growth or Forcecage, Sickening Radiance is one of the most overrated spells in the game. But the name "the dance floor" doesn't make much sense with either of those control spells. My best guess is that they like to combo Sleet Storm with Sickening Radiance. That would make some sense with the slipping and sliding and falling down.
Or otto's irresistible dance...
It combos with sickening radiance pretty well (granted only for 1 creature) and makes perfect sense with the nickname.
Wizard Picks telekinetic feat and create bonfire cantrip. Race is any that has access to flying, even small speeds.
fly directly above a target. Cast create bonfire on its spot to force a dexterity save for damage. Regardless of if it passes, use your bonus action to force a strength save with telekinetic feat, and lift up in the air toward you. They drop back down, forced to make the save again by entering the bond fires area, potentially taking more damage that turn. Then, since they creature starts its turn in that area, it must make another save, potentially taking that damage a third time in a round.
2nd level, go graviturgy for more of a chance to make a movement happen automatically if the first save is failed, pulling them upward without needing your bonus action in that moment.
Immune to divination magic means immune to divination magic, not immune to divination magic except identify which would be really dumb and isn't said anywhere in either spell...
Gotta say this first one has given me a very fun idea for my evocation wizard. I am loving it thank you! The 6th level gravity one would require some DM fiat (create bonfire doesnt target a creature but the ground ). I like this combo though. Feels wicked fun. Also not as cheesy as the "I hit 10th level evoc now I magic missile for d4+6 x3 for a 1st level" so probably allowed at more tables haha.
I think the obviious BEST control spells are Hypnotic Pattern in the hands of a Bard with an Instrument of the Bards and Mass Suggestion.
Stinking Cloud + Zombie grapplers
I love that! Definitely stealing that
If you have your own stronghold or you need to defend a known, designated area for a long time: Glyph of Warding. It combos extremely well with a huge variety of control spells and the best part is: NO concentration needed.
Recently I've found Fog Cloud to be quite useful against enemy spellcasters. It shuts down most spells (not Fireball of course), because most spells require you to see your target. Upcasting it with a 2nd level spell slot fills up a huge area on the battlefield.
https://twitter.com/jeremyecrawford/status/705101071123787776?lang=en
And per Jeremy Crawford, it even prevents spellcasters with True Sight from casting spells that require them to see their target.