Is there any difference between charming objects (i.e. "adding or changing certain properties of an object") and enchanting them?  Is charming/enchantment used in creation of magical objects?   Do runes play any part in this?   I'd prefer canon answer if possible.
123673
From a recent question, I know a curse is intended to harm people, and I think a charm is an object with a special power, but I also think I remember the word having a different meaning in Harry Potter.  And I'm not clear if a curse has to be a spell or if it could be an enchantment or charm as well.  So what, exactly is the difference between a spell, an enchantment, a charm, and a curse?
4018
Just thought about this:  What will happen if you cast a Vanishing Charm to a human? Will they to end up in "nothingness"? If that is true, then why was it not an unforgivable curse?
79880
Is there anything in RAW that supports spell level as a character concept, or alternatively that supports it as solely a player concept?  On the one hand, I see nothing that explicitly states that a character knows that there are spell levels. On the other hand, I don't see how a spellcaster could manage spell slots without knowing about spell levels.
65184
Anything I should keep in mind before I start mixing and matching between D&amp;D 3.5e and Pathfinder?  Off the top of my head, the biggest difference is feats every 2/3 levels. Would it affect balance if I picked every 3 levels instead of 2? I think PF options are still pretty solid regardless...
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This is the second iteration of  (I have now made a ) I have now added in some of the suggestions given by linksassin such as simplifying it to just one type of rune and adding a material cost. I have not added in limited duration or limited number because it is intended to allow the player to make a consumable similar to spell-scrolls or potions. if they intend to make them during extended downtime then thats fine, its the same as making spell scrolls or buying potions during downtime.  Rune Caster Prerequisites: ability to cast at least one spell of 1st level or higher When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting as well as any tools required to make the rune. The casting time is also affected. Casting When casting a rune you add 1 hour to the casting time and 20gp per spell level stored on top of the normal components of the spell. Triggers When making a rune you may customise the trigger conditions from the following list:  Touch  Command word spoken  … by [specify creature(s)]  … with [specify body part]   When defining creatures that can activate the rune you may be as specific or general as you want. The DM interpretes the designated creatures as your character would have interpreted them when you made the rune. Ranges When you store a spell in a rune the following rules change the range:  A range of touch becomes a range of self  When a range is listed and a target the person who activates the rune designates the target  When a range is used with an aoe the origin is automatically wherever the rune is.   Activating a rune When a rune is activated the spell is released acting as if it had just been cast without requiring any components. The rune then disappears leaving no trace of its presence. To activate a rune you must complete the trigger, this means speaking any command words and physically touching the rune each if applicable.  I want to know specifically is it to powerful/ not powerful enough and if so what would be a reasonable way of correcting the issue.
59888
I'm making a mini game (bomb squad) and the armor needs to be enchanted. I know that armor can be enchanted through command blocks and that is what I intend to do. I am wondering if it is possible to enchant armor twice in one command block or should I need multiple command blocks as I have done in the past?
122348
My first instinct is to say no, Fey Ancestry does not grant an elf advantage on the save against this spell, because the spell does not say that it bestows the charmed condition upon its target; instead it seems to merely restrict the list of possible targets to creatures that are not immune to being charmed. At first I was tempted to add the rules-as-written tag to this question, but I'm also curious to see if there is any significant evidence that Fey Ancestry was intended to apply to this spell but perhaps the language was simply never updated by the developers. Good answers should provide both a rules-as-written viewpoint as well as a rules-as-intended viewpoint. This question is sufficiently distinct from . While the RAW answers to these two questions might be the same, the RAI answer (which I specifically asked for as well) is not considered by any of the answers to the existing question. I'm not limiting responses to a strict Yes/No RAW determination of whether or not to grant elves advantage on the save. Rather, I'm asking if there is a reasonable argument to be made whether or not to grant them advantage on the save regardless.  Relevant Player's Handbook Excerpts  Elf Racial Traits, Fey Ancestry, PHB page 23  You have advantage on saving throws against being charmed, and magic can't put you to sleep.  Spell Descriptions, Otto's Irresistible Dance, PHB page 264  Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save. the spell ends.  Conditions, Charmed, PHB page 290   A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
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I was looking into getting the spell  because we work with some agrarian societies in our campaign.  If you cast the 8-hour version that enriches plants in a 1 mile radius to double their next harvest over the same 1 mile every day, what stops it from increasing the harvest exponentially by further enriching the crops?  The theory being that even using a weekend of casting we could give a city/farmer x8 the harvest instead of just x2.
101071
I've seen some stuff in the 3.5 community that suggests if a spell is of the Conjuration type, has an instantaneous duration, and is of the Creation sub-school that the items created are not vulnerable to the effects of an .  I've read a few things that could support either side of the argument, but the most pervasive seems to be that the objects created by the spells in question are no longer considered magical, but rather are permanent objects, Thus the question:  Are Conjuration (Creation) spells with an instantaneous duration that create objects able to penetrate the effects of an Anti-magic field?  Addendum: And for Bonus points, if you're using the Psionics/Magic Transparency rules, does this also happen to apply to Metacreativity (Creation) Powers as well?
73709
PHB page 144, Equipment, Wealth, Selling Treasure     Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.   The above excerpt from the 5E rules seems to explicitly state that there isn't a magic item economy, so unlike previous editions you can't just waltz into a large city and score yourself a +2 flaming sword. Also, selling magic items requires finding a buyer, probably only getting a fraction of the item's worth, etc.  I like this from a fluff point of view, as I always felt that magic items never felt special enough, and adding scarcity does that. But: without magic items for sale, in a kick-in-the-door campaign, what do players spend their hard stolen loot on?  Once you've got the top level mundane gear and a stockpile of potions (which won't take long), doesn't gold become sort of worthless?  My group doesn't play D&amp;D as a heavy simulation game, so while we could technically use gold to buy castles, fleets of ships and keep a family of twelve in an aristocratic lifestyle, or even just stockpile gold as an arbitrary score of success, none of that has an in game, crunch effect.  Am I missing something obvious?  For clarification, this question isn't necessarily about wanting to obtain magic weapons, more what you spend all that cash on if magic weapons are out of the question. As noted in one of the answers, this is the same as 1st and 2nd ed, but as noted in the comments, it wasn't necessarily a good thing and articles were written on what to do with all your riches...
53955
I'm new to game development and a bit confused about how to effectively store an object's access to certain spells/abilities.  The player and mob objects are all generated from the same class. However, each object may have access to different abilities and spells. How do I keep track of a specific object's access to these?  Example: My player object might have access to Fireball and Haste, while a goblin might have access to Confusion.  I followed , and I understand how to attach a spell function to scroll use. I'm just not sure how to emulate a character memorizing a spell and using it as an ability.
50779
Can a multi-class Bard/Wizard write spells known from their Bard class, into their wizard spellbook?  e.g. they know the Comprehend Languages as a Bard spell, and want to write it directly into their wizard's spellbook?  And what is the cost? ... i.e. 1 hour and 10 gp because they know it, or 2 hours and 50 gp because they  have to experiment with casting it as a wizard?
86632
I would like to know what happens if you use the Magic Jar spell to possess a creature which is capable of casting spells. Below are 3 different situations. I post all these questions in the same question because all of them are heavily related.  1st Situation: Creatures with Innate Spellcasting.  For example Kraken Priest (MM 215).  Would I be able to use its Innate Spellcasting? I mean, being able to cast its spells as the creature does (X uses per day). I don't say using my spell slots because that is impossible (eg. a Drow Elf Warlock can't use its spell slots to cast Darkness).  2nd Situation: Creatures with Spellcasting (similar to Pact Magic).  For Example Warlock of the Archfey (MM 219).  Would I be able to use its spellcasting? Note that this creature is an "11th-level spellcaster", not an "11th-level warlock" (its spellcasting isn't a class feature).  What would happen with the spell slots? Would I be able to cast its spells with my own slots? Would I be able to cast my spells with its slots?  3rd Situation: Creatures With Spellcasting (similar to Spellcasting of Clerics or Wizards)  For Example Diviner (MM 213).  Would I be able to use its spellcasting? Note that this creature is a "15th-level spellcaster", not a "15th-level wizard" (its spellcasting isn't a class feature).  What would happen with the spell slots (considering that for example, I'm a 16th-level Wizard)?   Would our spellcaster level sum (as if multiclassing)? Should I use the highest spellcaster level instead of summing them? Should I count the spellcaster level separated, each one with its spell slots separated? For example, Would I have 8 1st-level spell slots (4 + 4)?   Finally (without considering a specific situation):  Would I have to recalculate the spell's attack bonus and spell's DC if my mental stats are different from the creature's stats?  I know that these are a lot of multiple questions, but I don't think that posting them separately would be beneficial. If you think so, let me know and I will do that.
116485
Lets say there exist some enterprising young bard 3/ sorcerer 1 named Kirk.   Deciding to uphold (long past) family tradition, he has chosen to go out and have a little half-dragon of his own.   He chose Persuasion as his expertise skill, and is of a dragon bloodline himself, gaining the Dragon Ancestry perk.  Do they stack? Not the same ability, and both say "Your proficiency is doubled" when they activate. Granted, it would only happen when dealing with dragons. But there are certainly worse times to ramp up your charm.
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suggests that the wizard can use:   Axes Daggers Maces Spears Swords   (Click on the Wizard icon, and all of those weapons are not disabled, meaning that the class can use them.)   explains weapons types, but it is not clear whether the Wizard can use only wands, or other weapons.  So do you know the exact list or weapons type that a class can use? Or can you find this information somethere?  My motivation to know is that the damage per second of those weapons can change quite a bit from one to the other, and the spell damage is based on that. For example, the level 1 wand () is only 3 DPS, whereas the level 1 spear () has a DPS of 7.2–8.4.
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I'm now wondering after googling for a while, what are the different sources a Wizard can learn his spells from? Is it only limited to scrolls and tomes, or can a Wizard learn spells from other magic items?  The following quotes are from the PHB, page 114 Your spellbook      You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.      Copying a Spell into the Book   When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.      For each level of the spell, the process takes 2 hours and costs 50gp. The costs represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   The way this is worded and considering the few examples we're given, shouldn't it be possible to learn a spell from more than just written sources?  An example would be Wand of Magic Missile: would it be possible for a Wizard to learn the spell Magic Missile by studying the spell when used by the item and write down his research and thus learning how to use the spell on his own and eventually master it?
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Example:   Dagger 1 = 18 Damage, 25 Shock  Dagger 2 = 33 Damage, no magic  Using the above, when I sneak attack and have the 15x multiple then is the damage caused by Dagger 1 is (18+25)*15 or (18*15)+25 ?  Same question with bows and arrows, does the multiplier apply to potion damage or/and the magical(enchanted)?  In other words, do the multipliers apply to the base damage only or to the final damage being caused by the weapon (base+magical+skill+potion+perks etc)?  I am confused. :-?