I don't know if I'm all the way over to "it's fine" but I also don't think "omg it makes PC's omniscient" is a reasonable criticism. I had a criticism that I think is worth discussing, but I don't think it got picked up in the discussion
I'm still on the fence a bit, but the argument about entire teams spamming Silvery Barbs to make absolutely sure someone fails a save has been running through my mind. As a tactic, if it used by NPC's against PC's I think it would be feelsbad gaming and if used by PC's against NPC's more than once it would be feelscheap gaming. And the counterargument of "well don't do that" doesn't seem like a very strong one either. I mean, it works for the coffeelock, but there are slightly shaky rules grounds in the definitions of short and long rests, but a straight up 1st level spell like this has much less to disqualify or deny a player this. Would moving it up to level 2 solve it? Actually, I think it might. It moves it out of range of a simple MC dip or Feat or spellwrought tattoo infusion.
Just like we have to design systems for the rather inept, we also have to design systems assuming that some of our user base is going to be very adept at breaking the turds out of our system. If it's possible and rules legal to use a part of the game in a certain way and if using it in that way will produce mechanically rewarding results you can be sure that it will be used that way and plan accordingly.
I'm firmly in the "shoulda been level 2" camp, but I'm also not involved in any campaigns where I think it would get abused in the ways people have been concerned about in this thread
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Level 2 solves 99.9% of the issues and doesn't impact the spell at all IMO.
You get access by level 3 for most casters so you will have for a very long time during any campaign (most campaigns don't spend much time at levels before 3).
And you still get enough slots to cast it a lot early on as well.
LvL 6 Cleric Subclass Ability - Not that easy/profitable to multiclass into
Range 30 feet
ALLY has to be in range
Only works on Critical Hits (Attacks)
Wisdom mod uses per long rest - most likely 5 times from PC LVL 6 to LVL 20
Turns a Crit into a normal Hit
Cutting Words
LvL 3 Bard Subclass Ability - Not that difficult to multiclass into; Power grows with Bard levels though so it might not be profitable for a dip
Range 60 feet
ENEMY has to be in range
Works against Attacks, Saves or Checks - covers Combat, Exploration, Social Encounters ... pretty much everything
Works on ANY creature (your Allies too) but only hinders
Charisma mod uses per long rest - most likely 5 times from PC LVL 6 to LVL 20
Substracts the number rolled on the Bardic Inspiration Die - can be as high as -12 (but everyone is always whining about campaigns ending at 14 ....)
Only works if the target is not deaf or immune to charms
Silvery Barbs
LvL 1 Spell in 3 classes - easy to get with Multiclassing or feats
Range 60 feet - double range of SaDD, same as CW
ENEMY has to be in range - doesn't help against Longbow Snipers or Dragons raining fiery destruction on your castle
Works against Attacks, Saves or Checks - covers Combat, Exploration, Social Encounters ... pretty much everything
Takes 1st LVL Spell Slots - at LVL 6 you have 10 Spellslots as a Full Caster; at LVL 20 you have 22
Wizards can cast Silvery Barbs without using Spellslots at LVL 18
Turns a Crit into EITHER a normal Hit OR a Miss OR (5%) another Crit (break out the drinks when that happens)
It forces a reroll - stacks well with disadvantage (Enemy rolls ATK with Dis - if fails no problem - if suceed force reroll with Dis)
Also ALWAYS gives an Ally or yourself Advantage on the next Attack, Save or Ability Check for 1 minute without Concentration
Works on ANY creature (your Allies too) and can be used to buff one Ally with minimal negative consequences (targeting a Rogue with Reliable Talent or someone with Evasion)
Doesn't care if you hurl witty insults at a Plant or Zombie - always works
Soooooo .... I get a first LvL spell that combines 2 great Subclass features into 1 package WHILE ALSO pretty much upgrading them AND I don't have to multiclass to get it.
....
....
Yeah I think this is pretty much OP AF.
Also if you give your Order Domain Cleric Silvery Barbs it should trigger Voice of Authority, giving an allied Rogue an Advantaged Reaction Attack which means a 2nd Sneak Attack in a round.
That Sage Advice is remarkable for its ability to... not answer the question. The twitter thread is slightly better, but, being Twitter, isn't actually official.
If you have silvery barbs on your character, he basically now knows every time an NPC succeeds on a save, ability check, or an attack roll that is within 60ft of himself.
I'm pretty sure I just got done saying that I think this is an unreasonable interpretation of the ability.
A thought occurs to me: D&D allows spellcasters to cast spells on targets that are ineligible targets for the spell, right? It just means that the spell fails and wastes the slot, correct? Why wouldn't that apply here as well? A spell doesn't have to tell you when a target is eligible. So wouldn't that mean that people could fire off a Silvery Barbs at just about anything and the DM isn't obligated to tell you anything? On the other hand, isn't it also a rule that Reactions don't exist unless a legitimate trigger occurs? Hmm ....
Yeah, because of the requisite trigger for this spell. This spell can only be cast when the conditions for the trigger are met AND this is information the spellcaster must necessarily understand and know. It means the person with this spell, in character must necessarily know every time the trigger exists, otherwise they could never respond to it in the first place.
It, as written, is super problematic.
It is problematic because it is a spell. Too. BTW. Some abilities work by vague forces in action. But a spell must be intentionally and knowingly cast, consciously decided upon and done with intent, by the character himself. There are specific words and etc that need be intoned. This isn't the luck or fate, or cosmic forces working on their behalf or something vague and mystical to keep the separation of meta knowledge from the character themselves. This is a conscious character choice to interdict into fate itself as a d20 result succeeds. They must consciously understand each and every time this happens now, else they could never cast the spell at all.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I would point out that nothing in the rules for reactions (spells or otherwise) grants the ability to detect what you're reacting to.
So you're of the mind that the spell, as written, can't be used at all because no character has the ability to detect d20 successes and therefore cannot ever use this as a reaction in response to them? Huh. Interesting take.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That Sage Advice is remarkable for its ability to... not answer the question. The twitter thread is slightly better, but, being Twitter, isn't actually official.
It gives us more data points to try and reach a working theory about the meta-abilities of this spell.
We are all in agreement that if a spell is cast without Verbal, Somatic and Material components then you can't Counterspell it - right? Evil Lich looked at us and now we are on fire! Spntaneous Combustion is a thing!! ;-)
But at what point are you aware that a Saving throw was made and succeded? Or an Ability Check?
Skeletons can be charmed - Ghosts are immune to charm. What tells you that the Ghost didn't just succed on their saving throw?
Two people try to climb up a wall - one of them has had Spider Climb cast on them beforehand. If both of them behave in the same way - slow, labourous movement upwards - what tells you that one of them had to make an Ability Check to climb?
That Sage Advice is remarkable for its ability to... not answer the question. The twitter thread is slightly better, but, being Twitter, isn't actually official.
It gives us more data points to try and reach a working theory about the meta-abilities of this spell.
We are all in agreement that if a spell is cast without Verbal, Somatic and Material components then you can't Counterspell it - right? Evil Lich looked at us and now we are on fire! Spntaneous Combustion is a thing!! ;-)
But at what point are you aware that a Saving throw was made and succeded? Or an Ability Check?
Skeletons can be charmed - Ghosts are immune to charm. What tells you that the Ghost didn't just succed on their saving throw?
Two people try to climb up a wall - one of them has had Spider Climb cast on them beforehand. If both of them behave in the same way - slow, labourous movement upwards - what tells you that one of them had to make an Ability Check to climb?
Well at this point the Silvery Barbs spells if the Character has it. The Trigger for it will activate. And in theory indicate which being to target as well. This is an ill written spell. and Overpowered for its level.
I would point out that nothing in the rules for reactions (spells or otherwise) grants the ability to detect what you're reacting to.
So you're of the mind that the spell, as written, can't be used at all because no character has the ability to detect d20 successes and therefore cannot ever use this as a reaction in response to them? Huh. Interesting take.
In many cases (e.g. grapple) success or failure is visible and the spell can be used normally. It just can't be used on any roll where success would not be visible to the characters.
I would point out that nothing in the rules for reactions (spells or otherwise) grants the ability to detect what you're reacting to.
So you're of the mind that the spell, as written, can't be used at all because no character has the ability to detect d20 successes and therefore cannot ever use this as a reaction in response to them? Huh. Interesting take.
When a character perceives an action they see is about to succeed, Silvery Barbs allows them to intercede and possibly nudge Fate in that moment to prevent the success.
If a spellcaster sees an enemy's claws about to rend flesh, they can try and turn the edge. If a spellcaster sees an enemy about to overwhelm and grapple an ally, or if they see, for example, an enemy guardsman start to react to their sneaking colleague's presence (i.e. guard succeeds on Perception), they can intercede. If a spellcaster sees their spell starting to fail, sees a foe start to break free of the effects of debilitating magic, they can try to bend luck and reassert their control.
The caster must be able to see the event that triggers the spell, and there must be something to see. That's all. It's a simple, intuitive, logical way to run the spell that still grants it a great deal of power and leeway. Enemies make lots of d20 rolls relating to visible actions a spellcaster can see. Not being able to do dumb shit like Barbs an enemy Stealth roll or an enemy Insight check does not make the spell bad, or break the rules of the game.
Again - overly mechanical, computer-code execution of the game's rules is what breaks D&D, not a specific spell. It's why Adventurer's League is such a horrible, toxic, fundamentally awful way to play the game - a DM forced to sacrifice their own judgment in order to run the game as soullessly as they can, try to conform to the game code and substitute their own brain for a silicon processor, is a DM unable to run the game properly and thus a game that can't be run or played for spit.
That Sage Advice is remarkable for its ability to... not answer the question. The twitter thread is slightly better, but, being Twitter, isn't actually official.
It gives us more data points to try and reach a working theory about the meta-abilities of this spell.
We are all in agreement that if a spell is cast without Verbal, Somatic and Material components then you can't Counterspell it - right? Evil Lich looked at us and now we are on fire! Spntaneous Combustion is a thing!! ;-)
But at what point are you aware that a Saving throw was made and succeded? Or an Ability Check?
Skeletons can be charmed - Ghosts are immune to charm. What tells you that the Ghost didn't just succed on their saving throw?
Two people try to climb up a wall - one of them has had Spider Climb cast on them beforehand. If both of them behave in the same way - slow, labourous movement upwards - what tells you that one of them had to make an Ability Check to climb?
Well at this point the Silvery Barbs spells if the Character has it. The Trigger for it will activate. And in theory indicate which being to target as well. This is an ill written spell. and Overpowered for its level.
Point me to the rule that gives a character omniscience. Because they will need to be to act as you propose.
I would point out that nothing in the rules for reactions (spells or otherwise) grants the ability to detect what you're reacting to.
So you're of the mind that the spell, as written, can't be used at all because no character has the ability to detect d20 successes and therefore cannot ever use this as a reaction in response to them? Huh. Interesting take.
When a character perceives an action they see is about to succeed, Silvery Barbs allows them to intercede and possibly nudge Fate in that moment to prevent the success.
You can homebrew it to function that way, but that isn't what the spell says.
If a spellcaster sees an enemy's claws about to rend flesh, they can try and turn the edge. If a spellcaster sees an enemy about to overwhelm and grapple an ally, or if they see, for example, an enemy guardsman start to react to their sneaking colleague's presence (i.e. guard succeeds on Perception), they can intercede. If a spellcaster sees their spell starting to fail, sees a foe start to break free of the effects of debilitating magic, they can try to bend luck and reassert their control.
All very reasonable homebrew. Yep. homebrewing the spell can fix it's problems, I agree.
The caster must be able to see the event that triggers the spell, and there must be something to see. That's all. It's a simple, intuitive, logical way to run the spell that still grants it a great deal of power and leeway. Enemies make lots of d20 rolls relating to visible actions a spellcaster can see. Not being able to do dumb shit like Barbs an enemy Stealth roll or an enemy Insight check does not make the spell bad, or break the rules of the game.
100% agree this would be an excellent homebrew fix for the problem.
Again - overly mechanical, computer-code execution of the game's rules is what breaks D&D, not a specific spell. It's why Adventurer's League is such a horrible, toxic, fundamentally awful way to play the game - a DM forced to sacrifice their own judgment in order to run the game as soullessly as they can, try to conform to the game code and substitute their own brain for a silicon processor, is a DM unable to run the game properly and thus a game that can't be run or played for spit.
This is unfounded. The ability, to work the way you want, would need only a minor tweek. it would work differently than what is printed. Your version is a better version. But insulting people for not using your homebrewed version instead of the one the devs printed isn't necessary.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I would point out that nothing in the rules for reactions (spells or otherwise) grants the ability to detect what you're reacting to.
So you're of the mind that the spell, as written, can't be used at all because no character has the ability to detect d20 successes and therefore cannot ever use this as a reaction in response to them? Huh. Interesting take.
In many cases (e.g. grapple) success or failure is visible and the spell can be used normally. It just can't be used on any roll where success would not be visible to the characters.
That is a reasonable homebrewed version. I agree homebrewing the spell can fix it.
The printed version, has no such restriction, however. It requires only being able to see the target creature. So, you must see the creature who is succeeding, not the successful action.
Again, you can and probably should run it the way you describe and just homebrew it. Because as written it is bad for the game.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
It is not homebrew for the DM to make a ruling on how an ambiguous, unclear, or problematic Thing works at their table. Your stance that Silvery Barbs grants a character complete and utter invincible omniscience, the ability to perceive and act upon absolutely everything within sixty feet of them as if they are a supreme god within their divine domain, is as much a "ruling" as is my demonstrably more reasonable ruling of "if you cvan't see the target and you can't perceive/recognize the action, you can't cast the spell". DMs make rulings all the time.
Your own signature line stats "RAW < RAI. Play as intended." You know - you know - how this spell was intended to be used. Please stop being so ridiculous with the RAW and switch to the RAI you and everyone else knows is how the spell was meant to work.
You can homebrew it to function that way, but that isn't what the spell says.
The spell does not say that it grants any information abilities. The rules in general do not state how to handle reactions to imperceptible triggers, but ready does specifically say a perceivable trigger, and there is no reason to think any other reactions work differently.
It is not homebrew for the DM to make a ruling on how an ambiguous, unclear, or problematic Thing works at their table. Your stance that Silvery Barbs grants a character complete and utter invincible omniscience, the ability to perceive and act upon absolutely everything within sixty feet of them as if they are a supreme god within their divine domain, is as much a "ruling" as is my demonstrably more reasonable ruling of "if you cvan't see the target and you can't perceive/recognize the action, you can't cast the spell". DMs make rulings all the time.
Would you mind referencing the post # in which I claimed this? I'd be curious to see it. I'm sure you're not misrepresenting me or what I've said in some sort of hyperbolic screed, so, just go ahead and pop that post reference in a quick reply. That'd be lovely dear.
Your own signature line stats "RAW < RAI. Play as intended." You know - you know - how this spell was intended to be used. Please stop being so ridiculous with the RAW and switch to the RAI you and everyone else knows is how the spell was meant to work.
You still aren't addressing the argument you're very clearly avoiding it with as many redirects as possible. Just ask yourself how the Silvery Barbs'er is supposed to know when they can cast this spell. And then provide an answer to that question that isn't entirely made up from your own fiction, but instead found within the game rules.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
You can homebrew it to function that way, but that isn't what the spell says.
The spell does not say that it grants any information abilities. The rules in general do not state how to handle reactions to imperceptible triggers, but ready does specifically say a perceivable trigger, and there is no reason to think any other reactions work differently.
So, since a character cannot see d20s getting rolled, then they simply can never cast this spell. That is your take? The spell, as written, can never be cast because the d20 roll is imperceptible to the character?
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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I would point out that nothing in the rules for reactions (spells or otherwise) grants the ability to detect what you're reacting to.
I'm firmly in the "shoulda been level 2" camp, but I'm also not involved in any campaigns where I think it would get abused in the ways people have been concerned about in this thread
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Level 2 solves 99.9% of the issues and doesn't impact the spell at all IMO.
You get access by level 3 for most casters so you will have for a very long time during any campaign (most campaigns don't spend much time at levels before 3).
And you still get enough slots to cast it a lot early on as well.
Lets break this down:
Sentinel at Death's Door
Cutting Words
Silvery Barbs
Soooooo .... I get a first LvL spell that combines 2 great Subclass features into 1 package WHILE ALSO pretty much upgrading them AND I don't have to multiclass to get it.
....
....
Yeah I think this is pretty much OP AF.
Also if you give your Order Domain Cleric Silvery Barbs it should trigger Voice of Authority, giving an allied Rogue an Advantaged Reaction Attack which means a 2nd Sneak Attack in a round.
#OpenDnD
Also regarding if you would have Meta information when you have access to Silvery Barbs:
https://twitter.com/JeremyECrawford/status/745694961912287234
https://rpg.stackexchange.com/questions/91834/how-much-does-a-bard-know-when-they-decide-to-use-cutting-words
https://media.wizards.com/2019/dnd/downloads/SA-Compendium.pdf
#OpenDnD
That Sage Advice is remarkable for its ability to... not answer the question. The twitter thread is slightly better, but, being Twitter, isn't actually official.
Yeah, because of the requisite trigger for this spell. This spell can only be cast when the conditions for the trigger are met AND this is information the spellcaster must necessarily understand and know. It means the person with this spell, in character must necessarily know every time the trigger exists, otherwise they could never respond to it in the first place.
It, as written, is super problematic.
It is problematic because it is a spell. Too. BTW. Some abilities work by vague forces in action. But a spell must be intentionally and knowingly cast, consciously decided upon and done with intent, by the character himself. There are specific words and etc that need be intoned. This isn't the luck or fate, or cosmic forces working on their behalf or something vague and mystical to keep the separation of meta knowledge from the character themselves. This is a conscious character choice to interdict into fate itself as a d20 result succeeds. They must consciously understand each and every time this happens now, else they could never cast the spell at all.
Deeply problematic.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
So you're of the mind that the spell, as written, can't be used at all because no character has the ability to detect d20 successes and therefore cannot ever use this as a reaction in response to them? Huh. Interesting take.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
It gives us more data points to try and reach a working theory about the meta-abilities of this spell.
We are all in agreement that if a spell is cast without Verbal, Somatic and Material components then you can't Counterspell it - right? Evil Lich looked at us and now we are on fire! Spntaneous Combustion is a thing!! ;-)
But at what point are you aware that a Saving throw was made and succeded? Or an Ability Check?
Skeletons can be charmed - Ghosts are immune to charm. What tells you that the Ghost didn't just succed on their saving throw?
Two people try to climb up a wall - one of them has had Spider Climb cast on them beforehand. If both of them behave in the same way - slow, labourous movement upwards - what tells you that one of them had to make an Ability Check to climb?
#OpenDnD
Well at this point the Silvery Barbs spells if the Character has it. The Trigger for it will activate. And in theory indicate which being to target as well.
This is an ill written spell. and Overpowered for its level.
In many cases (e.g. grapple) success or failure is visible and the spell can be used normally. It just can't be used on any roll where success would not be visible to the characters.
Thought this was interesting:
https://www.reddit.com/r/dndnext/comments/rrt3wd/i_got_into_an_argument_about_silvery_barb_so_i
Overall SB + Highten Metamagic is = Super Disadvantage
Just food for thought.
When a character perceives an action they see is about to succeed, Silvery Barbs allows them to intercede and possibly nudge Fate in that moment to prevent the success.
If a spellcaster sees an enemy's claws about to rend flesh, they can try and turn the edge.
If a spellcaster sees an enemy about to overwhelm and grapple an ally, or if they see, for example, an enemy guardsman start to react to their sneaking colleague's presence (i.e. guard succeeds on Perception), they can intercede.
If a spellcaster sees their spell starting to fail, sees a foe start to break free of the effects of debilitating magic, they can try to bend luck and reassert their control.
The caster must be able to see the event that triggers the spell, and there must be something to see. That's all. It's a simple, intuitive, logical way to run the spell that still grants it a great deal of power and leeway. Enemies make lots of d20 rolls relating to visible actions a spellcaster can see. Not being able to do dumb shit like Barbs an enemy Stealth roll or an enemy Insight check does not make the spell bad, or break the rules of the game.
Again - overly mechanical, computer-code execution of the game's rules is what breaks D&D, not a specific spell. It's why Adventurer's League is such a horrible, toxic, fundamentally awful way to play the game - a DM forced to sacrifice their own judgment in order to run the game as soullessly as they can, try to conform to the game code and substitute their own brain for a silicon processor, is a DM unable to run the game properly and thus a game that can't be run or played for spit.
Please do not contact or message me.
Point me to the rule that gives a character omniscience. Because they will need to be to act as you propose.
You can homebrew it to function that way, but that isn't what the spell says.
All very reasonable homebrew. Yep. homebrewing the spell can fix it's problems, I agree.
100% agree this would be an excellent homebrew fix for the problem.
This is unfounded. The ability, to work the way you want, would need only a minor tweek. it would work differently than what is printed. Your version is a better version. But insulting people for not using your homebrewed version instead of the one the devs printed isn't necessary.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That is a reasonable homebrewed version. I agree homebrewing the spell can fix it.
The printed version, has no such restriction, however. It requires only being able to see the target creature. So, you must see the creature who is succeeding, not the successful action.
Again, you can and probably should run it the way you describe and just homebrew it. Because as written it is bad for the game.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Rav.
It is not homebrew for the DM to make a ruling on how an ambiguous, unclear, or problematic Thing works at their table. Your stance that Silvery Barbs grants a character complete and utter invincible omniscience, the ability to perceive and act upon absolutely everything within sixty feet of them as if they are a supreme god within their divine domain, is as much a "ruling" as is my demonstrably more reasonable ruling of "if you cvan't see the target and you can't perceive/recognize the action, you can't cast the spell". DMs make rulings all the time.
Your own signature line stats "RAW < RAI. Play as intended." You know - you know - how this spell was intended to be used. Please stop being so ridiculous with the RAW and switch to the RAI you and everyone else knows is how the spell was meant to work.
Please do not contact or message me.
The spell does not say that it grants any information abilities. The rules in general do not state how to handle reactions to imperceptible triggers, but ready does specifically say a perceivable trigger, and there is no reason to think any other reactions work differently.
Would you mind referencing the post # in which I claimed this? I'd be curious to see it. I'm sure you're not misrepresenting me or what I've said in some sort of hyperbolic screed, so, just go ahead and pop that post reference in a quick reply. That'd be lovely dear.
You still aren't addressing the argument you're very clearly avoiding it with as many redirects as possible. Just ask yourself how the Silvery Barbs'er is supposed to know when they can cast this spell. And then provide an answer to that question that isn't entirely made up from your own fiction, but instead found within the game rules.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
So, since a character cannot see d20s getting rolled, then they simply can never cast this spell. That is your take? The spell, as written, can never be cast because the d20 roll is imperceptible to the character?
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.