Can the caster orient the cube any way they like? Can the point of origin effectively be a corner, with the opposite corner pointing any way the caster chooses?  This question was tagged as a duplicate; however, the linked question and its answers presuppose that the cube has a face parallel to the ground. In that question, the "cube" is effectively a square on the ground, plus L feet of airspace above the square (where L is the length of a side of the square).  This question challenges that assumption. I read the rules, and I took them to mean that a cube-shaped spell was an invitation for creative use of three-dimensional geometry.   I get that some groups will ignore or fail to notice this invitation (not every group will enjoy geeking out over geometry). My question, though, is whether this creativity is actually prohibited by the rules. Is there a rules-based argument to prevent, for example,a cube-shaped spell from hitting a target R + L*sqrt(3) feet away, where R is the spell's listed range and L is the listed length of the cube's side?  The description of a cubic area of effect is given as follows (PHB. 204, or here in the )     CUBE       You select a cube's point of origin, which lies anywhere on a   face of the cubic effect. The cube's size is expressed as the length   of each side.      A cube's point of origin is not included in the cube's area of effect,   unless you decide otherwise.   Can the cube's point of origin be at the corner or edge of the cube-- or at least arbitrarily close to the corner or edge of the cube? Even if we parse "face" as "not including edges or corners," surely the caster can declare that the point of origin is a picometer from the edge or corner?  Can the caster orient the cube at funny angles? I don't see any rule saying the cube can or can't have whatever orientation the caster likes.  Take  (PHB p. 282) as an example:     A wave of thunderous force sweeps out from you. Each creature in a   15-foot cube originating from you must make a Constitution saving   throw. On a failed save, [things happen].   How close does a caster have to get to a single target to hit them with thunderwave? The way I figure it, a caster can set one corner of the cube as the point of origin, then orient the opposite corner in the direction of the intended target.   If I did the math right, the distance across the diagonal of a cube is L*sqrt(3), where L is the length of a side of the cube. Hence, thunderwave could hit a creature as far as 25.98 ft from the caster (because 15ft * sqrt(3) is approximately 25.98 ft).   This would cause part of the spell's Area of Effect (actually, it's a volume) to be blocked by the ground.
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I was wondering what exactly does X-foot cube mean in a spells range description.  Let's look Thunderwave for example. It says:     A wave of thunderous force sweeps out from you. Each   creature in a 15-foot cube originating from you must   make a Constitution saving throw.   We took that to mean, all points a square 15 feet from the caster. Or does it mean a 15&times;15 foot square with the caster in the middle?  Let P be the player and X a 5 foot block that the spell affects.  We decided it to be:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Or is it Really:       xxxxxxx                        xxx      xxxxxxx                        xPx       xxxxxxx                        xxx        xxxPxxx      xxxxxxx      xxxxxxx      xxxxxxx
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Consider a tetrahedron with a right-angle corner (like the corner of a cube) at $D$. Prove that the foot of the height from $D$ to the face ABC is the orthocenter of $ABC$.  Is this well-known?
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This question is similar, but not identical to:   Whereas the aforementioned question is about whether the hand’s movement is measured from the hand’s point of view or from the caster’s, this question revolves around the total distance the hand can travel to reach its destination.  To illustrate, let me give an example: Two narrow stone pillars stand next to each other, 10 feet apart. They are several kilometers high and on top of each pillar stands a wizard. One wizard casts Maximillian's Earthen Grasp and lets the hand made from compacted soil rise from the ground on his own pillar. With another action, he wants to move the hand in order to restrain the other wizard, who is within range of 30 feet.  Would the hand retract into his own pillar, then rise again from the ground on the other pillar? Or would the hand move several kilometers down the first pillar, across the floor, then several kilometers up the second pillar? What if both pillars would float in the Astral Plane, without a direct ground-based connection between them?  This might seem like a stupid and unnecessary convoluted question, but lo and behold, something similar happened in one of my games.
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I found  which shows exactly what I'm trying to do. At about the 10 second mark of the linked video, he shows controls working as integers. That in a nutshell is what I want to do.  I'm trying to figure out how to use Geometry Nodes but I'm starting at a pretty low level of understanding. There is a project I want to develop that I've broken down into a bunch of simpler tasks that I need to learn how to do. This is one of them. I'm using Blender 2.93 beta. I want to be able to translate and scale by specific increments. Attached is a screen capture showing my node tree and the modifiers tab. I've used the Math node &quot;Snap&quot; to set an increment of 1 unit for scaling. That actually does what I want, only adjusting the cube by 1 unit increments. Success!.... however, the X (Width), Y (Depth) and Z (Height) are connected to the Group Input to give me a control for each under Geometry Nodes in the Modifiers Tab but these controls don't conform to the 1 unit increment. Currently they increase by 0.001 units at a time not by 1. Is there a way of making those controls conform?   Re:  answer, This in some ways produce something which is another way of doing the same thing I already did with the snap function plus have added an offset which could be useful. This isn't what I was trying to resolve though. I've attached another pic. On it I've written the length of each of the sides, w=3, D=2 and H=1,but the controls on the right hand side say something different they say W= 3.37 etc These are the pre snapped sizes. I want the controls on the right hand side (Width, Depth, Height) to say the actual size not the pre.snapped size. In other words the controls themselves should reflect the snap/rounding that is set inside the geometry node tree. Can this be done?
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I had to make a call today and I'm wondering how this scenario should've gone down   The map was a U-shaped hallway; the party was on the lower left of the U, with the enemies on the upper right. The wizard has an owl familiar who could see an enemy caster, with the wizard seeing through the familiar's eyes, and the wizard was further back.   The enemy caster cast a fireball.  The player claims that since he was looking through the owl's eyes from his turn, he should technically have line of sight for a counterspell.   Could counterspell be cast in this case, even though there was a wall between him and the caster, and he was physically not able to cast towards the enemy caster?  Was I wrong in said judgement?
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When starting the blender, there is always a cube on the floor. The floor is actually a grid. My question is how to make this grid bigger so that we can measure big stuff?
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We had a situation come up regarding this term and how it affected spells.  In the spell Moonbeam, for example, it says a 5-foot radius cylinder appears. Does this mean that from the center of square it extends 2.5 feet into the next square hypothetically hitting up three squares or does this mean from the edge of one the target square to the five feet and five feet the other direction effectively covering only two squares for a total of 10 feet between total range of both squares?  I understand that radius means half the distance of a circle from the center point. The spell is not the issue but the understanding of radius as it pertains to the spell, as there are other spells that are worded similarly such as Fireball, etc.  Essentially we are asking, does the spell in the example effect one square or three? This would be saying the edge of the initial square is the point of origin and not the center of the square for the total distance of ten feet.  I had been working under the understanding that the radius is half of the distance and therefore dragging a ruler from the center of where I want the spell to take effect would get me the area of effect.  It's much easier to do this with Fireball, due to the larger area to effect, but this one has such a small area and therefore sparked the debate. We are using a grid system to mark the distance, etc. We play within the digital realm of roll20.com.
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In Magic the Gathering Origins set, there is a cycle of 5 creatures, each that are double-sided and have a planeswalker on the back side. Previously when double-sided cards were used, the cards had a condition that when triggered, said to "transform [CARD NAME]". However, with this cycle of cards, instead of simply being transformed, when the condition is met, the cards are exiled and then returned to the battlefield transformed.  Is there a reason for this? There's obviously a few different situations in which case this will be different for game purposes, such as if the creature was being targeted by a spell on the stack when it's transform condition triggered. But most of the time it would play out the same. And the new version is a little wordier than the old, as well as different than what people were used to; so I'm assuming that there's either a mechanical reason or a flavorful reason for doing it this way. Are there any rules issues that would be caused by a creature simply transforming into a planeswalker?
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Scenario:  I have cast  on a previous turn and I am facing a solid wall with at least 5 feet of empty space on both sides. During my turn I ready an action with the following trigger: "When I enter the ethereal plane, I move 10 feet forward."  When my turn ends, I enter the ethereal plane and use my reaction to execute my readied move which lets me pass through the wall so that I end up on the other side.  I can now no longer see the space I vanished from, but I can see a space on the other side of the wall I passed through which is within 10 feet of the space I vanished from.   Assumptions:    I roll 11 or higher on the end of turn D20 roll for Blink I can execute a readied move while in the ethereal plane. (as per ) I can move through walls while I am moving in the ethereal plane. (as per )   Reference material:  Blink says the following on returning to the material plane:     you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.   Questions to answer:  When my next turn starts can I reappear on my original side of the wall even though I can't see it anymore?  Conversely, can I reappear on the other side of the wall since I can see it and it is within 10 feet of my starting location?
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Hi I'm in desperate need of help, I'm creating an animation for a Magic Cube.     This video shows what I need to create  So far I have been able to move the pivot of a cube one way and then again another by using an armature and an empty, however because these are now linked up I cannot figure out how to move the cube another turn     here demonstrates the point i'm at, I have place empty cubes to show where I need the actual cubes to be, however if I attempt to link them the original position has changed. Is there anyway I can animate these cubes rotating with the one above them?  I'm new to Blender and have had to learn after using 3Ds max for a while I'm struggling a lot would really appreciate the help please! Also I hope this makes sense...
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If I cast  and target my opponent's two  on the board, does the exile effect resolve before my opponent has a chance to tap one of the lands to play ?   My guess is that the cast effect would go on the stack &amp; resolve prior to Ulamog being on the field and in play as a legal target for Path, but I'd like some confirmation to be certain.
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This is a  as suggested by a commenter. What I'd like to do is to create a geometry with the following properties:  A cube with several spherical indentations carved out on top. 16 indentations are half-spheres. The 17th indentation has the shape of four half-cylinders that form a ring (with slightly rounded corners corresponding to the radius of the cylinders).  My plan of attack is as follows:   create and scale the cube create 16 spheres clustered around the center of the cube's top face create 4 cylinders, scale and rotate them to form the basic ring create 4 more spheres at the corners to complete the ring add 16 DIFFERENCE boolean modifiers to the cube with the 16 spheres from step 2 as targets; hide each sphere after adding the corresponding modifier add 4 DIFFERENCE boolean modifiers to the cube with the 4 cylinders from step 3 as targets; hide each cylinder after adding the corresponding modifier add 4 DIFFERENCE boolean modifiers to the cube with the 4 spheres from step 4 as targets; hide each sphere after adding the corresponding modifier   Steps 1 + 2 work as expected:    Steps 3 + 4 also work as expected:    And so does step 5:    And even step 6 for the 1st cylinder:    However when I try to subtract the 2nd cylinder the visual result is unexpected and the error message appears:      What is going on here and how can I obtain the desired geometry?   Could the problem be caused by the fact that the two cylinders I wish to subtract from the cube are themselves overlapping? (The Blender  mentions "concurrent Boolean operations for the same modified mesh, which in most cases is impossible to execute depending on the chosen target" but does not elaborate further.)  UPDATE Here's the (still expected) result when joining the 4 cylinders and last 4 spheres before subtracting the from the cube (see @Polosson's comment):
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I am trying to develop several shaders that need to take into account the position or orientation of another object in my scene.  Seems like a generally useful thing to be able to do.  Here's an example of something that almost does what I want (for a simplified case).  Here is a Cycles shader node tree that will shade an object green for points that are more than 1 unit from the origin and red if they are less than 1 unit from the origin.    And here I'm moving a cube with the material close to the origin to see the effect.    Here is the crux of what I am looking for...  Rather than having the origin be the source of the red colored region, I would like an Empty to be the center of the red colored region.  And I would like to move the Empty around rather than the other objects to control the effect.  Thanks!  The .blend file for my example can be found at...    I can use a geometry node to get things like normal and position from the shaded object.  But I'm unsure of how to get properties from the other object.  I have just started down the road of using drivers.  I figured I could create a custom property on the shaded object and add a driver that sets it to the other object's properties.  Then I'm hoping I can use an Attribute node to get at the custom property.  However, I'm at a loss how to best do this via the UI.  In particular...   Can I add a custom property for a vector quantity (e.g. position)? Can I create custom property groups so I can add drivers to x, y, and z at once (as the built in property groups for things like position, rotation, and scale have)? Do I need to do x, y, and z separately and then convert them to vectors with a Combine XYZ node? Can I even refer to a custom property via an Attribute node? Do I need to resort to Python? Can this be done at all or do I need to find some other way with multiple passes?   If someone can provide an extremely simple example for Cycles it would help me a lot. How about a shader for a UV Sphere where the sphere is green where it is within 1 blender unit of an Empty and red where it is more than 1 blender unit from the Empty? Can even just be in x to make things simpler.
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The new School of Invention tradition for Wizards () while still in playtesting (and indeed a bit silly in my opinion, more of a "chaos wizard"), got me thinking about its reckless casting ability. This allows the caster to cast magic they do not have prepared and get a random result. The random spells have different targeting criteria (Wall of Stone, Fireball, Feign Death , Mass Cure Wounds) and so it is not possible to decide the target of the spell until it has been cast, as you don't know what you are going to get until it is cast.  This suggests that the designer of the subclass has made the assumption that you don't actually target until you have cast the spell and release it, which makes sense from one point of view, strongly supported by the way a prepared action casting works, PHB p.193 where you cast the spell and hold the energy until the condition is met for the readied action at which point you target the spell.  While the Unearthed Arcana is not RAW or finalized and released, my question is not about this subclass, but about the official rules as a whole.  Is there was any direct RAW, or other supporting or opposing RAW, that states at what point a caster defines the target of a spell?  As a sub-question: are there any circumstances where it actually matters, other than the already defined Readied Action spell casting, in the official rules?
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I have created an Collection Instance, when I try to move it, the origin(to snap at vertices or edges) is far away from the object, I want to set it.    In the image, the Collection Instance is selected, the cross is far away from the object and I can´t set it using "Set Origin to 3D Cursor"  What Am I missing?
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Example:  can only be cast at a manufactured metal object, and has a duration of &quot;Concentration, up to 1 minute&quot;. If the targeted metal object is in contact with a creature, the caster can use a bonus action on subsequent turns to cause damage with it.  turns objects into construct-type creatures. What happens when Animate Objects is cast on a heated shield? Does the shield cool off? Can the first caster use their bonus action to deal damage?  In general, does Animate Objects end ongoing spells, curses, or effects affecting the targeted object(s)? Do those effects come back when Animate Objects ends?
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Per the 's Wild Magic Surge table (PHB, p. 104)     07-08: You cast fireball as a 3rd-level spell centered on yourself.   There's other questionable area spells in that list (grease is a 10 foot square, so your square and which three?), but I'll focus on spheres like  (PHB p. 241):     (...) Each creature in a 20-foot-radius sphere centered on the point must (...)   My problem is, the sources I found so far - including the   to similar questions here - talk about measuring spheres from grid square intersections, whereas this clearly talks about it being centered on the unlucky Wild Magic sorcerer. Plus, since it's a wild magic effect, it doesn't exactly have a caster that can pick a point of origin. Is there an accepted way to measure an effect like this?