Sure sure, I don't care that you are tallying every grievance you have against me, and carrying it between the threads.
There are no grievances. I'm doing it to teach you since you haven't seemed to get it any other way. You don't get to twist my words and invent stuff for me. That applies to this as well. You don't get to invent grievances.
Mystical means something relating to the occult or magical (to simplify it). Please explain to me how the Language of Fire is not a mystical language full of mystical words. And, how do you know they are mystical words that mean magic and not other mystical words? Can't someone ask for their Granny using the mystical word language of creation?
Exactly. Mystical(magical) words. They exist in verbal wizard spells. They exist in verbal clerical spells. And they exist in the verbal singing of bards. Easy to recognize for those who are trained.
And no, you cannot ask for granny using the magical words of creation. Those trigger power and would be spellcasting. They are not a language to be spoken. Athrrak(as a made up example) is a magical word used in the sleep spell. It does not have a meaning like granny.
Having an intelligence score of 1, which would make you mute, illiterate, and potentially incapable of recognizing shapes does not prevent you from Counterspelling. This is despite the fact that you would not even recognize what magic is. We know this is true, because Feeblemind must specifically call out to us that you cannot cast spells while feebleminded.
You can't get to 1 without feeblemind or some other DM inflicted status. If a DM brings the wizard to 1, then he will probably apply all the same problems. You're still comparing apples and oranges.
One of the worst things about 5e is removing minimum stat requirements for spellcasting. It's not just lame, it's stupid for a wizard to be running around casting spells with a 3 int(or any intelligence penalty really).
Unless you would like to add a stipulation that you must be intelligent enough to recognize spellcasting to be allowed to cast counterspell, which is yet another limitation that is not present in the spell itself.
While I would rule a 3 intelligence as being too stupid to recognize spellcasting, there is no actual rule that says so.
And the rules say that to cast Counterspell, you must see the creature casting the spell. They do not say that you need to hear them. I am simply stating that exact fact. You are trying to use things not in the rules based in IRL logic, which does not apply to a non-euclidean world of magic.
You can ignore the bolded all you like, but continuing to ignore it doesn't change the requirement. You have to KNOW it's casting a spell, which counterspell doesn't provide you one iota of knowledge about.
False. Burrow speed does not show up a single time in the PHB, and it has unique rules not covered in normal movement rules.
True is not false. It doesn't need to be in the PHB outside of general movement, because unlike swimming, climbing and crawling, it has no movement penalties. Further, you are ignoring the MM itself to argue this wrong position.
"SPEED
A monster's speed tells you how far i t can move on its turn.
For more information on speed, see the Player's Handbook.
All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of groundbased locomotion have a walking speed of 0 feet.
Some creatures have one or more of the following additional movement modes."
Burrowing uses the PHB speed rules along with the MM guidelines.
False. Tremorsense is a special sense, just like Darkvision. The text in the MM are the rules for how that sense works.
Yes. The guidelines there suggest how it works.
False. They are in the Monster Manual, which was printed before the Dungeon Master's Guide. Text appearing in the MM first cannot be attributed to the DMG. Secondly, they are as much rules as the rules for Proficiency by Level and XP for Leveling in the PHB.
Doesn't matter which came first. The chicken and egg are both guidelines.
False. This is a description of a rule for how abilities may recharge. It is as much a rule as abilities recharging on a short rest is a rule, or the Wild Sorcerer's Wild Surge recharging is a rule.
Suggestion on how it recharges. The MM is, by RAW(if you're counting the MM and DMG as rules instead of what the game says), guidelines.
You still haven't solved that dilemma by the way. If the MM and DMG are RAW, then RAW says that both are guidelines and only the PHB has the rules needed to play the game. If they are not RAW, then they are guidelines and only the PHB has the rules needed to play the game. You're in a catch 22.
No, you are wrong. Not all of the rules are in the PHB, as demonstrated. You cannot simply re-categorize things you don't like.
Per the DMG the rules needed to play the game are there. None of the optional rules in the DMG or splatbooks are needed to run the game. Not one.
Take your own advice and stop trying to recategorize the guidelines in the DMG and MM as rules.
There is no text in Counterspell that says you need to "know" when someone is casting a spell. You can counterspell a target that you can see casting a spell within 60 ft. If you are capable of taking reactions and a visible creature casts a spell within 60 ft, you can counterspell.
Yes there is. You have to see someone casting a spell. Unless you know it's a spell, you aren't seeing someone cast a spell. You are only seeing someone say something.
Now, again, please explain to me how the text of Counterspell does not count as a rule
Provide me where it says that counterspell provides perfect knowledge of all spellcasting within 60 feet. Show me the text and I will admit that that text is a rule. If you can't show it, it doesn't exist and is not a rule.