Protection is an ability that grants an object or player several benefits, including:     702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)   This ability is usually less relevant because when enchantment auras are cast they target, and protection prevents targeting as well. However, if an enchantment aura enters the battlefield without being cast (such as from a flicker effect or ), the comprehensive rules say:     303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell ... that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.   Does the "any other applicable effects" clause prevent me from putting an aura onto a protected permanent? At first I thought yes because protection specifically says 'can't be enchanted'. But then I re-considered, as I'm more leaning towards the interpretation that protection prevents ongoing enchantment, not the act of putting an enchantment onto something.  For a specific example, if my opponent has a creature with protection from blue, and I use  to flicker a  that is currently on the battlefield, can I choose my opponents pro blue creature to enchant with Reality Acid? Knowing that it would immediately slide off as a state based action, but me being ok with that due to Reality Acid's triggered ability.  This question seems close: , but I think is subtly different as the card in question specifically removes the 'can't be enchanted' clause which is crucial to my question here I think.
123078
I have a question about a new Born of the Gods card.  The card is called .  It has the text that says:      Whenever Silent Sentinel attacks, you may return target enchantment   card from your graveyard to the battlefield.   I was listening to podcast  with Judge Joe Bono.  In that episode he says that Silent Sentinel could attach a Enchantment Aura to a creature that was protected from the color of the aura.  He then says that it would just drop off immediately. (This was right around the 1 hour mark in the show.)  I got to thinking about this and I wondered if any of the effects of the Enchantment would have any effect before they dropped off.  Here is an example to illustrate: My opponent has a  in play. I have a Silent Sentinel in play along with 7 Swamps.  I have a  in my graveyard.  In my combat phase, I attack with my Silent Sentinel.  This allows me to bring back a Quag Sickness from my graveyard.  I attach Quag Sickness to the White Knight.  (Note: Because bringing an aura back with Silent Sentinel it does not require targeting to attach it.  So it can attach to White Knight despite it having protection from Black).  Now the arua will fall off right away, but before it falls off does any of the effects of it do anything?  (Meaning could it kill the White Knight.)  If the Quag Sickness in this example does not do anything, is there a scenario that would?
52834
With the metamagic "Careful Spell" does the caster protect his friend from a Web spell for its full duration or just for the first save? If the friend stays in the area or re-enters the area does he continue to automatically save against the restraining effect?
50187
This happened this weekend, and we were unsure how to resolve it.    Opponent casts . On my turn, I cast . Then I cast,  targeting the .   Normally, I could not target the Progenitus because it has Protection from Everything, but since it lost all abilities and became a frog, it was a valid target (We thought so anyway). It was at the end of this turn that we were unsure. Polymorphist's Jest effect ended, but the Darksteel Mutation was still enchanting the creature. This is what we thought:   Progentius has Protection from Everything and the Enchantment "falls off" as it is no longer a valid target.  The Insect has no abilities apart from Indestructible, and the Enchantment stays. Something Else???   I'm really hoping this is #2 since this combo would allow for targeting of things with shroud and hexproof, etc. on the turn I cast Polymorphist's Jest.
86657
Aura of Menace (Su): Any hostile creature within a 20-foot radius of   an archon must succeed on a Will save (DC 13) to resist its effects.   The save DC is Charisma-based, and includes a +2 racial bonus. Those   who fail take a –2 penalty on attacks, AC, and saves for 24 hours or   until they successfully hit the archon that generated the aura. A   creature that has resisted or broken the effect cannot be affected   again by the same archon's aura for 24 hours.   The penalty from the 's aura of Menace appears to be typeless, if you summoned multiple lantern Archons and a creature failed the save from all of them would they suffer only a -2 or the cumulative penalty from all of them?
45430
The situation is my  has been enchanted with .  The creature has      when it dies, return it to his owner’s hand   The enchantment says     When enchanted creature dies, return that card to the battlefield under your control with a +1/+1 counter on it.   Who gets the creature? Me or my rival?  Does the creature ability trigger before or after enchantment?
48059
From the answers over on the question of "", the implication is that something is a 'class spell' if it is on that class' spell list.  There is not, so far as I'm aware, any other general criteria for what makes something considered a warlock/wizard/etc. spell.   I am also under the impression that spending a warlock spell slot does not automatically make that spell a warlock spell, given the multiclassing rules allowing sorcerer/etc. spells to be cast via warlock spell slots.   While the rules state "To cast one of your warlock spells of 1st level or higher, you must expend a spell slot," and "The Warlock table shows how many spell slots you have to cast your warlock spells [...]", the phrasing of Dreadful Word could also be parsed as an instance of "specific beats general" enabling a non-warlock spell to be cast via warlock spell slots regardless of those rules (it is already enabling you to cast a spell you don't know, after all).  The multiclassing rules also give me the impression that spending a spell slot from a specific class- say, warlock- doesn't mean that the resulting spell is a warlock spell, anyways; you can cast sorcerer spells with pact magic slots, for example, and they still count as sorcerer spells.  So, the question: with a literal reading of the rules, since confusion is not on the warlock spell list, is confusion a warlock spell when cast via Dreadful Word for the purposes of Rod of the Pact Keeper?   I care about specifically a literal reading because it seems extremely clear that it should count as a warlock spell- there's no implication of what DC to use if you're not meant to use your warlock spell save DC ("Charisma is your spellcasting ability for your warlock spells"), for example. Crawford also - thanks, @Bloodcinder. I would never intend to argue otherwise in actual play. I'm just curious what the literal interpretation of the rules in this case results in, even if there truly is no rule indicating that it would be considered a warlock spell and it not being one seems nonsensical.
56837
I have a question that bothers me after reading a part of the big book of rules :).  It's about the rule 717, illegal actions.     717.1. If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, or caused a library to be shuffled.   For example, player A plays a .     As an additional cost to cast Goblin Grenade, sacrifice a Goblin.   Goblin Grenade deals 5 damage to target creature or player.   It goes on the stack. Player B gains priority and casts a  on the only goblin of Player A.     Destroy target nonartifact, nonblack creature. It can't be regenerated.   The terror goes on the stack. Then both players agree to resolve the stack. The terror kills the last goblin standing and then the Goblin Grenade can't be cast because of the additional cost which can't be paid. So in my opinion that leaves two possibilities:   The Goblin Grenade returns to the zone it was previously from (the hand of Player A) The Goblin Grenade becomes illegal and gets countered, so it goes to the graveyard   Based on rule 717 I think it goes back to the hand but I'm not quite sure. :)
103043
I had a situation last week where my DM and I completely disagreed how the following situation should have been ruled:  I'm a Circle of the Moon druid wild-shaped into a  and I had swallowed a mage. The Swallow attack description says     "(...) The swallowed target is blinded   and restrained, it has total cover against attacks and other effects   outside the toad, (...)" (Giant toad, MM.)   But on the mage's turn he was able to cast  at a point of his choice outside the Giant Toad, because Fireball's bright streak came from the Giant Toad's belly, exited the mouth, and struck a point outside the toad.   In broad terms, can a blinded caster choose a point outside of the Toad? And can a caster with total cover (in this case) target a point outside of the Giant Toad?   I've read the rules, especially regarding total cover and in fact it doesn't say anything about a person with total cover attacking someone who couldn't attack him because the cover. I would like to know if really it is possible for it to happen by RAW or RAI, because for me in this case total cover for those inside the Toad implies anyone outside it also has total cover, and vice versa.
75185
The rules say that creatures in a heavily obscured area "effectively suffer from the blinded condition".   The  condition states:      Attacks rolls against the creature have advantage, and the creature's attack rolls have disadvantage.   So when the  spell (to use one example) is cast, combatants gain advantage and disadvantage when attacking others who are also inside the area, .   Since they then cancel each other out and attacks are made normally, what really changes?
120782
I'm relatively new to DnD in general and 5th edition is my first experience with Dungeons and Dragons.  I am confused with some spell mechanics. Spells usually state that they do damage, such as:  Burning Hands (Lv 1)  A creature takes 3d6 fire damage  Ray of Sickness (Lv 1)  On a hit, the target takes 2d8 poison damage   But some spells only dictate that the hit points are affected:  Sleep (Lv 1)  Roll 5d8; the total is how many hit points of creatures this spell can affect.  Color Spray (Lv 1)  Roll 6d10; the total is how many hit points of creatures this spell can effect. [sic]   In this case what would I do?  Do I do 5d8 damage if I cast sleep or 6d10 damage if I cast color spray? If so, why on earth would I use any other Level 1 spell as these two would be exponentially better than any other D&amp;D 5e level 1 spells?
75134
So this is something I just found out about that I find odd:   Opportunity attacks—trigger off of movement that uses the creatures movement (action, move action, bonus action, reaction.)  Sentinel—Whenever a creature within 5 ft of you makes an attack at a creature other than you.   Booming blade—If the target willingly moves.   Mental Prison spell—if it moves, attacks through it, or reaches any part of body out of it.   So the “willingly” is different than other rulings for how effects related to movement works. However what exactly fits willing?   Cause fear—nope magic is having them move. Dissonant whispers—same thing. They have to immediately move.   So the creature has to want to move completely of its own accord.   Crown of Madness—Humanoid creature you choose must make a wisdom saving throw. On a fail it is charmed by you. (Next is flavor text so skipping.) While charmed in this way the target must make an attack on a creature other than itself that you mentally choose on each of its turns before moving.  It can act normally if you choose no creature or if none are within reach.   Crown of madness isn't making them move but doesnt specifically say willing.  And if the ruling for willing is movement not caused by magic what about magic causing situations where you take damage if you don't move. Would a creature shimmering with evocation energy be spared because he moved out of the magical blender that is cloud of daggers? If no, then what is the go-to rule for willing movement that I should be using?  In short, what movement counts as willing, and where can it be found? Is moving out of obvious danger caused by magic, willing? Is moving away from an ally so you don't hit them, willing?   If there isn't any actual ruling on willing, that's fine; I'll go back to running it with my interpretation, so that it has same wording as AOO. If there is an actual 5e term or explanation for willing (that isn't Sage Advice), please let me know. I just don't see why it was necessary to put a term in the spell that isn't used anywhere else. I understand it could have been overlooked since it was in a splatbook or has just been ignored since most people probably assume that there is "Forced " and "Willing" movement, with the willing being defined as: any movement from an action, move action, bonus action, or reaction. In same way AOO work.
48396
I am contemplating a Oath of Conquest Paladin / Sorcerer multiclass character, with a 1 level dip in hexblade warlock. This character will have access to the Armor of Agathys and Shield spells, which potentially allows for a pretty nice combo. The Shield spell states (PHB 275):  Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell... Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack,  It looks like you are indeed hit by an attack, but since you have a bonus to AC, you can potentially force that attack to miss instead. Armor of Agathys states (PHB 215),  If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.  If I cast Shield and cause an attack that &quot;hit&quot; me to miss, does Armor of Agathys still deal damage? I am leaning toward yes, though this combo seems a little too strong--Shield is already a strong spell, and this character will eventually have 9 1st level spell slots and a 7th level spell slot. Not only can they freely block attacks with Shield, but they can also deal up to 35 (5d10) damage to the attacker without an attack roll or saving throw. While a Warlock would have to spend both of their spell slots to do this once, my character would be able to do this 4 times with spell slots to spare. Some notes:    ask about reducing the damage from a confirmed hit to zero. This question is asking about what happens when the Shield spell causes the attack to miss entirely. A number of online resources, such as the Roll20 5th edition compendium, seem to be missing the correct casting time for the Shield spell. Answerers should make sure they're looking at the correct version from the PHB.
94668
When I first heard of , I originally thought it was quite a powerful cantrip that would allow the castor to sacrifice 1 attack in order to be granted insight into the target's elemental weaknesses and resistances. It reminded me of my first campaign when I walked into it at level 4 and felt lost hearing my DM state "your attack seems to have done nothing" even when I knew it was a hit.   However, I now realize that was a false understanding of the rules. As such, I was wondering:  Is there a spell, item, or other game feature that would give my character insight to an enemy's weaknesses and resistance?  I am curious about any possible solution that would let a group know why the arcane wizard is not taking any damage in the middle of a fight, for example.
16687
I am planning on having an encounter with a monster that has immunity to basically any attack from a non-magical weapon. Now, my players mostly have weapons with magical qualities, but they are not all combat related (like a shortsword that gives +1 to charisma checks, or a staff that grants the ability to cast druidcraft once a day).  So my question is:  Does any weapon with magical qualities (regardless if they're combat related or not) negate damage resistances or immunity a monster may have from non-magical weapons?
102275
I'm in an argument with a player at my table, he says hiding behind some bushes while shooting arrows at my monsters gives him partial cover because they can only see his head and shoulders. So they're limited in what they can even aim at. I accepted that. And now he's trying to use minor illusion to create fake bushes/walls and continuing to claim he has partial cover.  I thought cover was based on having a solid obstacle between you and the target... Like, if a magical attack, or penetrating attack can pass through your cover, wouldn't that negate the AC bonus from partial cover? Or is it about "aiming"?
8772
I'm a relatively new player to Magic: the Gathering. I was reading  to try to understand exactly when it's okay to cast instants (e.g. ) and use some abilities (e.g.  should be tappable sometime during other peoples' turns), but I don't seem to be making much progress: as I come to understand some things, others make less sense.  My confusion is boundless  For instance: to cast  one needs priority. Spells go on the stack, and priority gets passed at some points (I have no idea when), and effects on the stack are resolved when both players have passed priority. But when is that? I can't find any mention of when the other player gets the priority to cast an instant, except on their own turn. Furthermore,  states that during the Main Phase:     505.4. Second, the active player gets priority. Players may cast spells and activate abilities. The active player may play a land.   So players (plural) may cast spells, but only the active player has priority, so only the active player can cast an instant. The turn rules, and the rules on , never mention any point at which the other player gets priority, so when can they possibly Cancel?  In addition, you can only cast a spell when the stack is empty, so the entire stack must be able to be resolved in your turn at some point.  I need an explanation!  I could go on a bit more. There is also  which can be overloaded to "Counter each spell you don't control", which seems like it could only possibly work with an understanding of the stack.  Could someone explain, in simple English:   When can Instants be cast? When can tap abilities be used? What do Instants and abilities have to do with the Stack and Priority?
29130
Does casting  interrupt the spell  on the caster? If yes, in which moment? Let us consider the case in which there is an enemy creature in the area covered by the web.  Maybe it can be useful underline a couple of things:    When web is cast, no creatures are affected. A creature will be affected by the web if it is starting/going through its turn there and fails the saving throw. About sanctuary: if the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.