The Rakshasa, a creature with Limited Magic Immunity, is immune to spells of 6th level or lower unless it wishes to be affected. This immunity allows the Rakshasa to save throws against all other spells and magical effects, but not against supernatural or supernatural abilities. The Rakshasa’s limited magic immunity prevents eligible spells from affecting it, but does not stop spells that do not directly affect them.
The Rakshasa’s limited magic immunity is described as “the Rakshsa is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects. However, upcasting can bypass this immunity, as per the Player’s Handbook.
Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or supernatural abilities. The interaction between the Rakshasa and the Spirit Shroud spell raises questions about whether an Eldritch Blast attack would be treated as “affecting the Rakshasa” when it comes to its Limited Magic Immunity and therefore be immune to any damage from it.
The Rakshasa’s limited magic immunity does not grant immunity to game effects since immunity applies to damage and conditions, but not game effects. The Rakshasa’s limited magic immunity starts as follows: “The Rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be affected”.
In conclusion, the Rakshasa’s limited magic immunity allows it to save throws against all other spells and magical effects, but does not protect against supernatural or supernatural abilities.
📹 Top 10 Best Buff Spells DnD 5e
In this video we will be going over the best Buff spells in Dungeons and Dragons 5e. For those that don’t know, buff spells are …
Are Yuan Ti pureblood immune to poison?
The Yuan-Ti, a race of humans, have a unique set of traits that can be used to enhance their abilities. These include Poison Immunity, Magic Resistance, Innate Spellcasting, and Darkvision. The Yuan-Ti were once part of the Ouros Dynasty but have since spread globally.
Some of the subraces of the Yuan-Ti include Poisonous Spit, Evil Eyes, Zeraiah’s Influence, Scaled, Scorched Barrens, False Appearance, and “Taste the Air”. Poison Immunity allows the user to summon and spit magical poison, increasing their Poison spray cantrip. Evil Eyes terrifies creatures with their gaze, requiring a Wisdom saving throw or fear for 1 minute. Zeraiah’s Influence makes the user appear more human than Scaled, allowing them to pass as a human in most societies.
Scorched Barrens is a race with thick scales and armor class equal to 11 + Dexterity modifier. False Appearance allows the user to transform their appearance, including height, weight, facial features, hair length, coloration, and distinguishing characteristics. This ability lasts until the user ends or is dispelled. “Taste the Air” allows the user to flick their tongue out to aid their sense of smell, giving them an advantage on Wisdom (Perception) checks for the next minute.
What is magic immunity?
Magic Immunity is a powerful unit ability in Master of Magic that allows a unit to shrug off most enemy spells and indirect spells. It temporarily raises a unit’s Defense rating to 50 when struck by Magical Damage, preventing damage. Special Attacks do not harm the Magic-Immune unit, except for Poison Damage and certain types of Doom Damage. This immunity is possessed by only five units by default: 3 Champions, 1 Normal Unit, and 1 Fantastic Unit. Only Poison Damage and certain Doom Damage can pass through.
Can rakshasas be counterspelled?
Rakshashas are spellcasters who are capable of utilizing counterspells, which have the ability to affect a caster during the casting of a spell. Despite the absence of sound, they are still capable of verbal communication, which can be discerned by individuals situated in an external environment. Additionally, they possess the capacity to opt out of illumination in areas that are naturally lacking in light. The question thus arises as to whether Rakshashas are able to elect not to be illuminated in a naturally dark area, given that they are themselves spellcasters.
Can you infinitely use cantrips?
Cantrips are spells that can be cast infinitely without depleting resources, making them less powerful than other spells. They are useful in combat and out, and D and D players have endless options for class features, equipment, and spells when designing and leveling up their characters. All but four classes can use magic, making it crucial to choose the right spells to create a flexible and impactful magic caster. Spell slots are limited, so players should use modest but intriguing spells whenever possible. Acid Splash is available for artificers, sorcerers, wizards, and College of Lore Bards.
What is Rakshasa weak to?
Silver weapons are particularly effective against lycanthropes, also known as rakghouls, due to their vulnerability to this material. When employed, they inflict increased damage upon these creatures. Furthermore, they offer supplementary protection to those equipped with silver armor. It is necessary to utilize holy weapons to inflict additional damage upon the Rakshasas, who are classified as magical beasts. Blades imbued with the Fire Aspect have the capacity to impede the regenerative processes of Rakshasas, effectively neutralizing a significant aspect of their physiological resilience.
Is Rakshasa immune to fireball?
The Rakshasa, a magical creature, is immune to spells of 6th level or lower unless it chooses to be affected. As a result, it is able to successfully resist all other spells and magical effects.
Can rakshasa see invisibility?
The rakshasa, a powerful creature with limited magic immunity, can cast various spells three times per day. Detect magic has no combat application, charm person works poorly against combat opponents, and major image may serve as a distraction. Invisibility has tactical benefits, as it’s limited to see invisibility.
Dominant person has the same drawbacks as charm person, but is more useful if cast on someone before combat begins. True seeing is primarily defensive, and fly has a negative drawback. Plane shift is useful as an escape hatch, and a rakshasa with Wisdom 16 will unhesitatingly use it when moderately wounded.
Fly is a great spell for getting out of reach of melee opponents, but it tends to be piercing. If no opponent has a magic ranged weapon, the rakshasa can use fly to station itself in the air, swoop down to attack, and then fly back up. However, if an opponent has a magic ranged weapon, fly offers no protection and ensures that the rakshasa’s opponents will rely on that weapon to bring it down.
Can Rakshasa be hit by cantrips?
The rakshasa is a unique creature in the D and D 5E Free Basic Rules, which only contain a fraction of the available races, subclasses, backgrounds, feats, items, monsters, spells, and other content. It has limited magic immunity and an advantage on saving throws against all other spells and magical effects. The rakshasa’s innate spellcasting ability is Charisma, which allows it to cast spells without material components.
The Player’s Handbook, Dungeon Master’s Guide, and Monster Manual provide more player options and tools for DMs. The rakshasa’s innate spellcasting ability is Charisma, which saves DC 18, +10 to hit with spell attacks.
What is golden immunity?
This golden beverage, comprising immune-enhancing nutrients derived from oranges, ginger, and turmeric, is recommended for consumption in quantities of 1-2 cups.
Does Infinity break magic immunity?
It can be reasonably deduced that cold immunity is likely to be considerably more robust than that of fire, light, or poison immunity, given that infinity is incapable of breaching such immunity.
Can Eldritch blast be counterspelled?
Eldritch Blast is a powerful spell that can be countered by Counterspell and affected by creatures with Magic Resistance. Its scalability allows it to remain relevant throughout a Warlock’s campaign, keeping pace with increasingly challenging foes. The spell’s force damage type makes it versatile against a wide range of creatures, as few enemies possess resistance or immunity to force damage. Eldritch Blast 5e offers a consistent and efficient means of dealing damage at range, allowing Warlocks to contribute effectively in combat encounters of varying scales.
The spell’s multiple beams provide tactical decision-making opportunities, such as targeting different foes or focusing fire to eliminate priority threats. Additionally, the spell’s potential for multiple attack rolls increases the likelihood of hitting and dealing damage against enemies with high Armor Class.
📹 Top 10 Best 9th Level Spells in DnD 5E
Ninth level spells are the highest level spells in the game, and since you usually don’t get 9th level spell slot until level 17, most …
My ranking would be: 1. Polymorph* (Versatile/impactful spell with decent duration, so can act as a budget Fly* spell. Cast it on your frontliner who is almost down and give him a big temporary hp boost.) 2. Gift of Alacrity (Strong with arcane casters, because going first can mean instantly shutting down an encounter with e.g. Hypnotic Pattern* or Wall of Force*.) 3. Pass without Trace* (Getting the drop on enemies first is strong and good in action economy. First turn is also usually the most impactful one. Does work best with scouting tools like Find Familiar.) 4. Bless* (Efficient, but does cost an action so not always optimal dps-wise. Especially good with Sharpshooter/GWM builds and Rogues as mentioned by others. Failing saving throws can really suck so this is good protection too.) 5. Mage Armor (Nearly essential with casters who can’t wear armor. Stacks with the shield spell. AC is important to not only die, but also to keep concentration spells going.) 6. Shield of Faith* (Paladin’s usually already have high AC and stacking it is even stronger. Bonus action is what makes this strong. This and the dodge action is one of the most cost-effective tactics in choke points.) 7. Aid (Worth upcasting outside combat to potentially buy a turn before someone gets down in combat. As a Cleric keep your highest spell slot for Spirit Guardians* though. Can also function as a party heal if multiple get down.) 8. Guidance* (Staple cantrip outside combat. Not very impactful, but this is spamable so the effect it has does count up.
I do find it a bit strange that there aren’t more and stronger buff spells. Bless is usually the most reliable and it scales well while providing both defense and offense benefits. Haste is fine but single target and has large risks. There are scaling blasting, crowd control and healing spells but there are only a smattering of buff spells and most of the best are low level that never see a stronger iteration.
I totally disagree with Resistance being on this list. How many times does a character know that they will need to make a saving throw out of combat within 60 seconds or less? Almost never. In combat there are way better spells to use your concentration. The opportunities to use Resistance effectively are so rare that it is not worth a “cantrips known” slot. Aid is a far superior spell. Not only does it affect up to 3 targets, it also lasts 8 hours without using your concentration. You can also cast it in combat as a mass cure raising current hp PLUS max hp. Eight hours should be plenty of time to get permanent healing before the Aid buff wears off. Aid, also, up casts well. It is most definitely on my list of top buff spells.
Haste is best on a rogue because they can haste action attack, ready action attack as soon as their target tries to move. Rogues can only sneak attack once per turn but it doesn’t have to be their turn. So reaction attacks can be used for sneak attack. Used right it doubles a rogues DPR. Otherwise haste is a contender for 5th place. Fly is much better
Fun fact about Enlarge/Reduce as it pertains to the Duergar: If you choose the Rune Knight subclass as a Duergar, you can spend your first turn in combat turning yourself Huge. The Giant’s Might feature is a Bonus Action and allows you to grow to Large. The Duergar Magic racial ability allows you to cast Enlarge/Reduce on yourself, which takes an action.
so many deserving buff spells that arent here, here’s my top 10 (level 1-3 spells as i think you set that limit for yourself too) that should be here: 1. armor of agathys 2. longstrider 3. aid 4. mage armor 5. invisibility 6. pass without trace 7. sanctuary 8. false life (via fiendish vigor) 9. gift of alacrity 10. warding bond
The fun thing about Enlarge/Reduce is you can twin spell it so you can enlarge your party member AND shrink the enemy if you’re a sorcerer. If you cast a spell that requires concentration with twinned spell, both effects are held by the one concentration. So twinned spell is VERY good for a lot of buffs.
The top 10 should be: 1. Bless 2. Fly 3. Pass without trace 4. Guidance 5. Aid 6. Foresight 7. Hero’s feast 8. Polymorph 9. Telepathic bond 10. Animal Shapes Reasons: higher level spell slots need to justify being used on a buff and not an insta-win scenario like forcecage, so bless is the king of resource efficiency. Fly is a categorical change: the enemy melee could hit you, now they cant. Better than any ac boost. Avoiding combat or getting surprise with PwoT is better than doing marginally better damage. Heros feast and telepathic bond are concentration free and long duration so they can stack with other buffs or shutdowns. Animal shapes is a campaign ender if you have friendly villagers or a pack of dogs you befriended: now you can conquer a kingdom so it’s my sleeper op pick.
How did enlarge/reduce hit this list and polymorph not? I get it’s a 4th level spell but it’s the quintessential do it all buff spell. You can heal with it (sort of? Extra health pool is technically more health than you had before), you can RP with it (turn into a rat to get through small spaces, or giant eagle to ferry the party around obstacles), you can gap fill with it (Pally tank went down, rogue is now an ape/t-rex), you can even debuff with it (wis saving throw to turn the BBEG into a harmless fog. WAY better than a con save to reduce his size by only one category). Also debuffs are just buffs you don’t want so totally valid to weigh the reduce part of enlarge/reduce as a buff. Doesn’t change my opinion of its misplaced position on this list though.
Polymorph! Not only dose it provide an extra health bar, which is solid offensive & defensively, but also provides ways of bypassing any skill check that you might have needed other spells to boost. The spell is an on demand Fly, instant “heal” by providing new HP to an ally, can by pass many situations just by changing into the correct creature and let’s not sleep on how far putting a low stealth or athletic character into a spider upon another party members bag can be.
Armor of Agathys is a really good buff spell shame only Warlocks get most out of it. It works well with there Pact Magic ability to cast things at their highest level and has the distinction of not needing concentration. I can see why it isn’t on this list because of how narrow it is. I was planning on doing a Warlock/Barbarian that would use that set up. For max benefits Bear Totem is the best, particularly if you use a Gith(any type) or Amethyst Gem Dragonborn to gain resistance to all damage(special shout-out to lvl 5 Shadar-kai that gets all damage resistance on their racial Misty Step).
I think Circle of Power should be in this list having advantage in all saving throws against spells and magical effects is op and it even negates the damage of the effect if you succeed the save. I get that it is only available to paladins but you can pick it with magical secrets, overall a great spell!
I actually LOVE Enhance Ability and think it should have been placed much higher on this list. Why? Because Eagle’s Splendor is basically a cross between Charm Person and Charm Monster, but you can use it on everyone and everything you meet (and can communicate with) for an hour, its effects can potentially last much longer than its duration, and you don’t get that awkward “automatically hostile” reaction after the spell ends. 😈 But then, I do love social intrigue and playing the party face (or one of them), so I’m probably biased … 😉
You really dropped the ball on Enhance Ability, Bear’s Endurance is probably the least useful application of the spell, since there are no skills based off of Constitution. Literally every other ability is a better choice: -Strength gives advantage on grapple checks. -Dexterity gives advantage on stealth, slight of hand and initiative. -Wisdom gives advantage to perception checks and translates to a flat +5 to your passive perception. -Charisma gives advantage to all social rolls, equivalent to having everyone under the charmed condition but without the drawbacks of a saving throw or the target knowing they were charmed. -Intelligence gives advantage to your investigation checks and a flat +5 if using your passive.
Resistance over Foresight? Aid? Protection from Evil and Good? Considering that for your concentration you’re only getting 1d4 to a single saving throw, that seems like a really steep cost for not that great of a benefit (especially if the extra d4 doesn’t dramatically increase your odds of passing the save)…
Haste being better than bless just doesn’t make sense imo. A 5 to 20% hit chance increase on 3 characters adds way more dpr than Haste’s 1 extra atrack adds. The defense from 1d4 to saves is arguably as good or better than the AC/Dex save bonus haste provides on 1 target. Bless has no downsides if you drop concentration, is a lower level slot, and upcasts extremely well. Rogues using their action for a readied attack and their hasted action for a sneak attack is about the only scenario where haste is better mathematically
I think Fizban’s Platinum Shield is a forgotten gem for a buff spell. Bonus action to cast, half cover, 5 damage resistances to common damage types, and evasion. You can even change who the shield is with as a bonus action, making it more versatile and adaptable. It only lasts for 1 minute and requires concentration, and is a 6th level spell, so it does have its downsides too, however, I think it deserves to be on the list.
the hasted player will always feel amazing, but bless on three targets is mathematically better than haste on one. not to mention on the same level you can buff 5 creatures. at least in terms of DPR. a +(1-4) on hit can out scale ONE extra weapon attack pretty quick especially if you start to take multi attack action surge and blastlocks into account. although the +2 in AC can be very annoying for the DM. my paladin usually using 2H sword could change to 2 different 1H weapons if needed with a +1 shield (one of which was the dwarven hammer on my aasimar…) and a +1 heavy armor in the later game which should be an AC of 25(?), is very VERY tanky. on top of that i used the dodge action quite frequently, so not a lot of hit actually came through.
Disagree that haste is better than bless. Besides the fact that bless is far easier to access(1 feat, 1 level multiclass, or available to 1 class at 1st level, and another at 2nd), it only requires a 1st level slot vs a 3rd level slot. On top of that, only sorcerers can consistently target two creatures with haste (metamagic adept exists but is very limited in number of uses compared to having access to sorcery points), while bless can target 3 creatures at 1st level, and upcasting increases the number of targets every level, while upcasting haste has zero benefit. Additionally, haste is guaranteed to have a loss in the targets turn, while bless has no negative effect when you lose concentration. Bless even supports your concentration by adding 1d4 to your saving throw (assuming you target yourself). Haste also tends to be more beneficial to martial characters, while bless can benefit anyone who makes an attack roll.
Crusaders mantle is trash. A total of around 17 melee attacks need to be made by the party for the bonus damage of crusaders mantle to reach the damage potential lost by a paladin who just uses the attack action with extra attack and spending a 3rd level slot to smite. And this is just comparing it to the damage potential of an in optimized paladin using a 1 handed martial weapon with a 1d8 damage die.
Resistance shouldn’t be on a Top10 list … the spell is so niche that it’s probably C-tier, at best … that buff is so weak that it needs a buff … Whether to remove the concentration requirement (simplest), increase the duration or to increase the number of allies affected through subsequent castings. Enlarge/Reduce, there’s a rule in the Dungeon Master’s Guide, page 277, regarding monsters with oversized weapons dealing an extra weapon dice … Enlarge is nerfed.
Nurturing goddess of death? Name: Wanarla Titles: Mother Death, The Loving Death She was a mortal necromancer who managed to ascend to godhood. When a mortal dies an unjust death, they meet her and she gives them three choices: (she finds the concept of mortality inherently unjust, so natural causes like ageing also count) – Be part of the natural cycle of souls like they never met – Let her painlessly consume their soul (end of existence) – Become her priest/priestess In the third case the mortal can keep their memories and create a new semi immortal form for themselves to their liking. When the priest/priestess loses contact with Wanarla they temporarly become undead, otherwise they count as outsiders. Symbols: moth, rusted iron/steel rod, jewelry made of copper Theme: Aether Realm – Death Someone asked from reddit a few questions: 1. -what governed death when she was a necromancer? 2. -why exactly does she find mortality unjust? 3. -what happens to a soul in the natural cycle? 4. -what does “semi-immortal” mean? is it like a no-aging thing or do they also get invulnerability? 5. -what are the limits of “to their liking”? Could a priestex make a tarasque body for themself? 6. -why would a priestex lose contact with Wanarla? 7. -why can’t priestexes count as both undead and outsiders at once? 8. -if the priestex only temporarily becomes undead, then how do they get back to being an outsider? 9. -do priestexes have free will? What happens if one of them acts against Wanarla or starts worshipping another god?