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Flexibile Spellcaster
Halycon Speaker
Cascade Bearer's Spellcasting

I am asking for RAW interpretations only.

I will use a Wizard for this example, although this doesn't specifically apply only to Wizard.

So RAW it is possible with these 3 selections to have access to cast every spell in the game from your Wizard slots. Cascade Bearer lets you add any spell to your Hspell list/spell book.

Halycon lets you cast Haylcon spells from your Wizard slots.

Flexible Spellcaster lets you pick any spells from your spellbook to add to your collection.

Now just for fun we use Spell Blending as a specialist on this Wizard. We also consider a FA build. This Wizard take a casting archetype(lets say Witch). We blend the Curriculum Spell and one of the Archetype spells for our blends to create Wizard slots which by RAW is legal.

So what we end up with is essentially a Wizard with a collection of 25 spells that can come from any tradition, that are all able to be upcast or down cast like a signature spell would(while not being a signature spells) that cast from Wizard slots. (Limit on non arcane spells picked is only 3 can be picked from each of the levels 1-6 slots, and only 2 from the level 7 slot)


Which way are you ruling Jagged Berms? It feels like you can make a RAW case for either of the diagrams below.

♒♒♒♒♒♒♒♒♒⬜⬜⬜⬜⬜
♒⬛♒♒⬛♒♒⬛♒⬜⬜⬜⬜⬜ ⬛= Jagged Berm
♒♒♒♒♒♒♒♒♒⬜⬜⬜⬜⬜ ⬜ = Open Space
♒♒♒♒♒♒♒♒♒⬜⬜⬜⬜⬜ ♒ = Berm Spikes
♒⬛♒♒⬛♒♒⬛♒⬜⬜⬜⬜⬜
♒♒♒♒♒♒♒♒♒⬜⬜⬜⬜⬜

You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage. If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends.

Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes 2d6 piercing damage. Destroying a mound also destroys its stakes.

⬜♒⬜⬜♒⬜⬜♒⬜⬜⬜⬜⬜⬜
♒⬛♒♒⬛♒♒⬛♒⬜⬜⬜⬜⬜ ⬛= Jagged Berm
⬜♒⬜⬜♒⬜⬜♒⬜⬜⬜⬜⬜⬜ ⬜ = Open Space
⬜♒⬜⬜♒⬜⬜♒⬜⬜⬜⬜⬜⬜ ♒ = Berm Spikes
♒⬛♒♒⬛♒♒⬛♒⬜⬜⬜⬜⬜
⬜♒⬜⬜♒⬜⬜♒⬜⬜⬜⬜⬜⬜

You conjure up to six cube-shaped mounds of packed earth. Each appears in an unoccupied square within 120 feet, fills its square, and provides cover. A mound has AC 10, Hardness 10, and 20 HP, and is immune to critical hits and precision damage. If destroyed, a mound becomes difficult terrain. The mounds last for an unlimited duration, but if you use the impulse again, any previous one ends.

Sharpened wooden stakes protrude from each mound into adjacent squares. They can project from any of its sides; you choose which sides for each mound. For each square of wooden stakes a creature enters, that creature takes 2d6 piercing damage. Destroying a mound also destroys its stakes.

I am ruling all adjacent squares to the square the berm is in can have spikes. I am also ruling that while the berm itself has to be in an unoccupied square, the spikes can be in occupied squares, but they don't deal damage to anything currently occupying the square. Am I missing something in the RAW that clearly states one of these is correct, or is it really GM discretion on adjacent vs "sides" and which takes priority in the ruling?