Why do twice the work, when you can just ritual cast Unseen Servant over and over and over, giving yourself 5 servants at a time. Wizard towers should always be spotless.
This is explicitly how my Noble character "helps" make camp. I took the flaw "Has never worked a day in his life."
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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!
Yeah man, it's broken ;). You can either create a bunch at once using spell slots, or just keep doing rituals over and over to constantly have 5 going (or could you have 6?... Too early for math, someone else figure that out.)
If you have access to Unseen Servant then you should never do any labor yourself... besides the labor of performing the ritual, that is.
Yeah man, it's broken ;). You can either create a bunch at once using spell slots, or just keep doing rituals over and over to constantly have 5 going (or could you have 6?... Too early for math, someone else figure that out.)
If you have access to Unseen Servant then you should never do any labor yourself... besides the labor of performing the ritual, that is.
As a ritual it's 10 minutes + 6 seconds to cast. So 606 seconds. With 1 hour duration (3600 seconds) you'll only ever have 5. The first one you cast will vanish 36 seconds before you finish the 6th. ; )
Why do twice the work, when you can just ritual cast Unseen Servant over and over and over, giving yourself 5 servants at a time. Wizard towers should always be spotless.
Speaking of which, it's no wonder so many Wizards are reputed to have poor social skills. They don't actually need to interact with anyone most of the time once they have this spell memorized.
Avoiding people is a socially-aligned skill, technically. :D
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I also liked using plant growth in conjunction with druidcraft, to make instant terrain differences to help benefit our ranger, by carrying around acorns, seeds, and etc. and then blossoming them, then dramatically growing them, as needed.
1) mold earth, mage hand, & shape water:. ME scoops into MH (about 9.5 lbs), MH moves 60 ft above an enemy, SW to turn it into mud, exceeds MH weight limit and fails, mud drops 55 ft into enemy. So in theory, falling damage applied to enemy from being struck and is encased and must break free
2) trying to get someone completely wasted in a tavern. Using real world physics, get a pitcher of booze and use SW to pull the h2o out, leaving pure alcohol, prestidigitation to have it taste weak so the don't realize how strong it is, turn a DC 10 saving throw into a DC 30. Really fun if your a rogue trying to rob a noble. Or screw a bartender by de watering the drinks so they loose money
3) piercing damage would cause someone to bleed, blood being mostly water, could you not use SW to force the water into the arms or legs so the brain and heart starve? Is since the water is in the creature not the other way, couldn't you literally freeze them solid? Definitely RAW, but got a feeling far from RAI
4) a hollow handle on a rapier filled with water. Throw it and if it hits, it should be stuck in the enemy (logically). So use SW when it's in there and animate it to literally be twisting the knife
1) mold earth, mage hand, & shape water:. ME scoops into MH (about 9.5 lbs), MH moves 60 ft above an enemy, SW to turn it into mud, exceeds MH weight limit and fails, mud drops 55 ft into enemy. So in theory, falling damage applied to enemy from being struck and is encased and must break free
1 cubic feet of loose dirt and soil weighs about 75 lbs possibly more depending on the soil. Wet soil weighs more.
Mage Hand is limited to 30 ft.
Shape Water does not create water and cannot turn soil into mud.
10 lbs worth of wet mud from 30 ft above an enemy will do very little damage, maybe 1d4 at most.
Would be easier to just manually throw a stone. Or, ya know, Firebolt.
2) trying to get someone completely wasted in a tavern. Using real world physics, get a pitcher of booze and use SW to pull the h2o out, leaving pure alcohol, prestidigitation to have it taste weak so the don't realize how strong it is, turn a DC 10 saving throw into a DC 30. Really fun if your a rogue trying to rob a noble. Or screw a bartender by de watering the drinks so they loose money
3) piercing damage would cause someone to bleed, blood being mostly water, could you not use SW to force the water into the arms or legs so the brain and heart starve? Is since the water is in the creature not the other way, couldn't you literally freeze them solid? Definitely RAW, but got a feeling far from RAI
The shape water only affects "water" not necessarily the specific H20. In otherwords if you can point at a liquid and correctly state "that is water" then the cantrip affects that whole liquid. You cannot separate types of water, you cannot separate the h20 molcecules from other liquids or substances. It would not affect blood, or moisture inside skin or brains, or anything like that.
It'd be easier to just get the alcohol normally - like shots of liquor - and add into the beer and then use prestidigitation to change the taste.
Basically, no you cannot use a cantrip - the lowest form of magic - to instant-kill anything.
4) a hollow handle on a rapier filled with water. Throw it and if it hits, it should be stuck in the enemy (logically). So use SW when it's in there and animate it to literally be twisting the knife
The amount of movement would be minor and poor choice of sword - rapiers are exceptionally difficult to throw and cause damage with. Even if you hit dead on - the thin and flexible blade would lack the thrust needed to actually pierce.
A knife would be good, but the effect of a cantrip would not cause enough movement in such small amount of liquid to "twist the knife" - something that is difficult to do even when holding the knife and while such actions can cause more pain, it rarely causes more damage. Again, you're better off just blasting them with a levelled spell or something. Or use weapon-cantrips like Booming Blade. Far more effective than the absolute maximum of 1 extra hp of damage you'd do with the "twisting" thing. Also, even if dead set on this - the mage hand would be more effective at doing this.
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I'd have two of these at once, first wall of force and conjure elemental, first create an earth elemental right next to the nearest enemy creature, with the wall of force around them.
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Please check out my homebrew, I would appreciate feedback:
I'd have two of these at once, first wall of force and conjure elemental, first create an earth elemental right next to the nearest enemy creature, with the wall of force around them.
Forcecage is better. Wall of Force is concentration as is Conjure Elemental, but Forcecage is not concentration and even harder for an enemy to get out of.
I think combining Forcecage with Cloudkill is better as long as the enemy isn't immune to poison. Guaranteed to kill anything, even if they saved every time and had resistance to poison damage.
For creatures immune to poison but not immune to Exhaustion there's Sickening Radiance - out of 100 saves, if they fail 6 (does not need to be consecutive) they immediately die, no matter the HP.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
I'd have two of these at once, first wall of force and conjure elemental, first create an earth elemental right next to the nearest enemy creature, with the wall of force around them.
Forcecage is better. Wall of Force is concentration as is Conjure Elemental, but Forcecage is not concentration and even harder for an enemy to get out of.
I think combining Forcecage with Cloudkill is better as long as the enemy isn't immune to poison. Guaranteed to kill anything, even if they saved every time and had resistance to poison damage.
For creatures immune to poison but not immune to Exhaustion there's Sickening Radiance - out of 100 saves, if they fail 6 (does not need to be consecutive) they immediately die, no matter the HP.
Yes, these are all good options. I was trying to use some slightly lower level spells (I understand cloudkill is level 5), and like the imagery of walking down a hallway and suddenly an Earth Elemental appears in front of you, and a wall of force surrounds you, isolating you from your party. They have to watch you battle to the death, and your body being squished to death against the forceful cage you're trapped inside.
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Please check out my homebrew, I would appreciate feedback:
need to be small race then cast reduce/enlarge on your self then use mage hand to carry yourself around. Works by raw since small is roughly 40lbs reduce cuts weight by a factor of 8
Open any Door
reduce/enlarge on a door. The door goes to half size either leaving a gap to pass through or the door falls off the hinges
Stopping invisibility efficiently
shield of faith cast on the invisible creature negates invisibility since the shimmering effect reveals them also the spell does not require you to see them.
Using Heal Spirit (Druid, Ranger) between combats is good way to heal the party. For 1 minute you a 5' cube heals a target 1d6 hit points if it moves through the space or starts it turn there. Essentially, you can drop it and have the party conga line through the spot for one minute. If everyone can get through the spot in 6 seconds then you get 10d6 of healing from a 2nd level spell for everyone.
Using Heal Spirit (Druid, Ranger) between combats is good way to heal the party. For 1 minute you a 5' cube heals a target 1d6 hit points if it moves through the space or starts it turn there. Essentially, you can drop it and have the party conga line through the spot for one minute. If everyone can get through the spot in 6 seconds then you get 10d6 of healing from a 2nd level spell for everyone.
Technically you can get 20d6 from it at 2nd level. Move through it, ready action to move through it again on someone else's turn. Broken spell is broken.
shield of faith cast on the invisible creature negates invisibility since the shimmering effect reveals them also the spell does not require you to see them.
This wouldn't work. The shimmering is just flavor text. They would still be invisible so you would still have disadvantage on attacks against them. Now you've just given them a +2 AC as well. Only spells like Faerie Fire that actually say things can't benefit from being invisible or otherwise grant advantage to balance out the disadvantage would work.
That would be nice if you could actually move the book - but with Glyph of Warding you can't.
If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
How would this work on a ship? Would the ship's movement break the glyph?
From what I've heard about similar stuff (like teleportation circles), RAW, no, that would break the glyph. But a lot of it is up to DM interpretation... there's always some joker who comes along and mentions, "Well, the planet is rotating around the sun, so shouldn't that break the spell anyway?", but also going in the opposite direction... sometimes you can justify it by saying a sufficiently large, mostly stable vehicle could be considered a solid location.
there's always some joker who comes along and mentions, "Well, the planet is rotating around the sun, so shouldn't that break the spell anyway?", but also going in the opposite direction... sometimes you can justify it by saying a sufficiently large, mostly stable vehicle could be considered a solid location.
Bold of them to assume space works the same way in D&D. That's certainly not been the case in previous editions and while there still aren't any official rules for that kind of thing, there's still small references to that content in 5e.
Using Heal Spirit (Druid, Ranger) between combats is good way to heal the party. For 1 minute you a 5' cube heals a target 1d6 hit points if it moves through the space or starts it turn there. Essentially, you can drop it and have the party conga line through the spot for one minute. If everyone can get through the spot in 6 seconds then you get 10d6 of healing from a 2nd level spell for everyone.
Technically you can get 20d6 from it at 2nd level. Move through it, ready action to move through it again on someone else's turn. Broken spell is broken.
shield of faith cast on the invisible creature negates invisibility since the shimmering effect reveals them also the spell does not require you to see them.
This wouldn't work. The shimmering is just flavor text. They would still be invisible so you would still have disadvantage on attacks against them. Now you've just given them a +2 AC as well. Only spells like Faerie Fire that actually say things can't benefit from being invisible or otherwise grant advantage to balance out the disadvantage would work.
the shield surrounds its not carried nor worn so it is completely visible this is in the spell effect not flavor text so its not even debatable
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This is explicitly how my Noble character "helps" make camp. I took the flaw "Has never worked a day in his life."
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!
I am only just now realizing that there's nothing preventing a player from summoning multiple Unseen Servants at the same time.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
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Yeah man, it's broken ;). You can either create a bunch at once using spell slots, or just keep doing rituals over and over to constantly have 5 going (or could you have 6?... Too early for math, someone else figure that out.)
If you have access to Unseen Servant then you should never do any labor yourself... besides the labor of performing the ritual, that is.
As a ritual it's 10 minutes + 6 seconds to cast. So 606 seconds. With 1 hour duration (3600 seconds) you'll only ever have 5. The first one you cast will vanish 36 seconds before you finish the 6th. ; )
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Yeah that's what I thought. But I'm never certain about my thoughts until I've consumed at least two coffees. Thanks Emmber.
Speaking of which, it's no wonder so many Wizards are reputed to have poor social skills. They don't actually need to interact with any one most of the time once they have this spell memorized.
Avoiding people is a socially-aligned skill, technically. :D
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I also liked using plant growth in conjunction with druidcraft, to make instant terrain differences to help benefit our ranger, by carrying around acorns, seeds, and etc. and then blossoming them, then dramatically growing them, as needed.
Blank
OK, not sure if these will work:
1) mold earth, mage hand, & shape water:. ME scoops into MH (about 9.5 lbs), MH moves 60 ft above an enemy, SW to turn it into mud, exceeds MH weight limit and fails, mud drops 55 ft into enemy. So in theory, falling damage applied to enemy from being struck and is encased and must break free
2) trying to get someone completely wasted in a tavern. Using real world physics, get a pitcher of booze and use SW to pull the h2o out, leaving pure alcohol, prestidigitation to have it taste weak so the don't realize how strong it is, turn a DC 10 saving throw into a DC 30. Really fun if your a rogue trying to rob a noble. Or screw a bartender by de watering the drinks so they loose money
3) piercing damage would cause someone to bleed, blood being mostly water, could you not use SW to force the water into the arms or legs so the brain and heart starve? Is since the water is in the creature not the other way, couldn't you literally freeze them solid? Definitely RAW, but got a feeling far from RAI
4) a hollow handle on a rapier filled with water. Throw it and if it hits, it should be stuck in the enemy (logically). So use SW when it's in there and animate it to literally be twisting the knife
1 cubic feet of loose dirt and soil weighs about 75 lbs possibly more depending on the soil. Wet soil weighs more.
Mage Hand is limited to 30 ft.
Shape Water does not create water and cannot turn soil into mud.
10 lbs worth of wet mud from 30 ft above an enemy will do very little damage, maybe 1d4 at most.
Would be easier to just manually throw a stone. Or, ya know, Firebolt.
The shape water only affects "water" not necessarily the specific H20. In otherwords if you can point at a liquid and correctly state "that is water" then the cantrip affects that whole liquid. You cannot separate types of water, you cannot separate the h20 molcecules from other liquids or substances. It would not affect blood, or moisture inside skin or brains, or anything like that.
It'd be easier to just get the alcohol normally - like shots of liquor - and add into the beer and then use prestidigitation to change the taste.
Basically, no you cannot use a cantrip - the lowest form of magic - to instant-kill anything.
The amount of movement would be minor and poor choice of sword - rapiers are exceptionally difficult to throw and cause damage with. Even if you hit dead on - the thin and flexible blade would lack the thrust needed to actually pierce.
A knife would be good, but the effect of a cantrip would not cause enough movement in such small amount of liquid to "twist the knife" - something that is difficult to do even when holding the knife and while such actions can cause more pain, it rarely causes more damage. Again, you're better off just blasting them with a levelled spell or something. Or use weapon-cantrips like Booming Blade. Far more effective than the absolute maximum of 1 extra hp of damage you'd do with the "twisting" thing. Also, even if dead set on this - the mage hand would be more effective at doing this.
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.
How would this work on a ship? Would the ship's movement break the glyph?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'd have two of these at once, first wall of force and conjure elemental, first create an earth elemental right next to the nearest enemy creature, with the wall of force around them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Forcecage is better. Wall of Force is concentration as is Conjure Elemental, but Forcecage is not concentration and even harder for an enemy to get out of.
I think combining Forcecage with Cloudkill is better as long as the enemy isn't immune to poison. Guaranteed to kill anything, even if they saved every time and had resistance to poison damage.
For creatures immune to poison but not immune to Exhaustion there's Sickening Radiance - out of 100 saves, if they fail 6 (does not need to be consecutive) they immediately die, no matter the HP.
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.
Yes, these are all good options. I was trying to use some slightly lower level spells (I understand cloudkill is level 5), and like the imagery of walking down a hallway and suddenly an Earth Elemental appears in front of you, and a wall of force surrounds you, isolating you from your party. They have to watch you battle to the death, and your body being squished to death against the forceful cage you're trapped inside.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Poor mans Fly
need to be small race then cast reduce/enlarge on your self then use mage hand to carry yourself around. Works by raw since small is roughly 40lbs reduce cuts weight by a factor of 8
Open any Door
reduce/enlarge on a door. The door goes to half size either leaving a gap to pass through or the door falls off the hinges
Stopping invisibility efficiently
shield of faith cast on the invisible creature negates invisibility since the shimmering effect reveals them also the spell does not require you to see them.
Using Heal Spirit (Druid, Ranger) between combats is good way to heal the party. For 1 minute you a 5' cube heals a target 1d6 hit points if it moves through the space or starts it turn there. Essentially, you can drop it and have the party conga line through the spot for one minute. If everyone can get through the spot in 6 seconds then you get 10d6 of healing from a 2nd level spell for everyone.
Everyone is the main character of their story
Technically you can get 20d6 from it at 2nd level. Move through it, ready action to move through it again on someone else's turn. Broken spell is broken.
This wouldn't work. The shimmering is just flavor text. They would still be invisible so you would still have disadvantage on attacks against them. Now you've just given them a +2 AC as well. Only spells like Faerie Fire that actually say things can't benefit from being invisible or otherwise grant advantage to balance out the disadvantage would work.
From what I've heard about similar stuff (like teleportation circles), RAW, no, that would break the glyph. But a lot of it is up to DM interpretation... there's always some joker who comes along and mentions, "Well, the planet is rotating around the sun, so shouldn't that break the spell anyway?", but also going in the opposite direction... sometimes you can justify it by saying a sufficiently large, mostly stable vehicle could be considered a solid location.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Bold of them to assume space works the same way in D&D. That's certainly not been the case in previous editions and while there still aren't any official rules for that kind of thing, there's still small references to that content in 5e.
The Forum Infestation (TM)
the shield surrounds its not carried nor worn so it is completely visible this is in the spell effect not flavor text so its not even debatable