Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Question about Spells / Enchantments
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Crimson Binome" data-source="post: 6765012" data-attributes="member: 6775031"><p>So normally, without magic, anyone can try to convince anyone to do anything by making an appropriate (d20 + Charisma modifier) check. When you cast your spell, if the target fails its Wisdom save, then for the next hour you have Advantage on those checks (take the higher of 2d20, and then add your Charisma bonus). </p><p></p><p>However the DM would tell you to convince the enemy normally, you use the same procedure while the spell is active - it should probably involve the Deception or Persuasion skill - and now you have Advantage because the enemy is your friend. The spell doesn't let you do anything that you wouldn't otherwise be able to do if you'd just rolled well.</p><p></p><p>It's kind of the same, but they don't want you to think of it that way. There's a thing called an Action, and that's pretty much the same as the old Major Action. There's a thing called a Bonus Action, which is a lot like the old Minor Action, except most people don't have anything to do with their Bonus Action so you just forget about it unless you specifically have an ability that requires a Bonus Action to use. Some spells - <em>Healing Word</em>, for example - can be cast as a Bonus Action. Even if you have a lot of abilities that can be used as a Bonus Action, you're still limited to one Bonus Action per round (just like a Minor Action).</p><p></p><p>Movement isn't an action type, anymore, but it's kind of its own resource. Like, you have a budget of 30 feet of movement on your turn, and you can split that up however you feel like - move 10 feet, then take your Action to attack, then move another 20 feet - or you can spend half of your movement to stand up if you're prone. As an Action, you can increase your movement for the round by another 30 feet.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6765012, member: 6775031"] So normally, without magic, anyone can try to convince anyone to do anything by making an appropriate (d20 + Charisma modifier) check. When you cast your spell, if the target fails its Wisdom save, then for the next hour you have Advantage on those checks (take the higher of 2d20, and then add your Charisma bonus). However the DM would tell you to convince the enemy normally, you use the same procedure while the spell is active - it should probably involve the Deception or Persuasion skill - and now you have Advantage because the enemy is your friend. The spell doesn't let you do anything that you wouldn't otherwise be able to do if you'd just rolled well. It's kind of the same, but they don't want you to think of it that way. There's a thing called an Action, and that's pretty much the same as the old Major Action. There's a thing called a Bonus Action, which is a lot like the old Minor Action, except most people don't have anything to do with their Bonus Action so you just forget about it unless you specifically have an ability that requires a Bonus Action to use. Some spells - [I]Healing Word[/I], for example - can be cast as a Bonus Action. Even if you have a lot of abilities that can be used as a Bonus Action, you're still limited to one Bonus Action per round (just like a Minor Action). Movement isn't an action type, anymore, but it's kind of its own resource. Like, you have a budget of 30 feet of movement on your turn, and you can split that up however you feel like - move 10 feet, then take your Action to attack, then move another 20 feet - or you can spend half of your movement to stand up if you're prone. As an Action, you can increase your movement for the round by another 30 feet. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Question about Spells / Enchantments
Top