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AleOG
2017-12-27, 09:53 AM
Can i cast other spells inside the hut of this spell? In the description of the spell said that spells and other magical effects can't extend through the dome

Unoriginal
2017-12-27, 09:59 AM
Can i cast other spells inside the hut of this spell? In the description of the spell said that spells and other magical effects can't extend through the dome

You can cast a spell inside the dome, but its effect won't go through it. Can't cast a cantrip on someone outside the hut, for ex.

AleOG
2017-12-27, 10:00 AM
You can cast a spell inside the dome, but its effect won't go through it. Can't cast a cantrip on someone outside the hut, for ex.

The ideia is cast a spell in other creature inside the dome

Aett_Thorn
2017-12-27, 10:00 AM
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

I bolded the relevant section of the text of the spell, as you correctly point out. Yes, you can cast spells inside the hut. They just have no effect on the world outside of the hut. So if you cast a Fireball inside the hut (for some reason), the Fireball would only affect the 10-foot radius area inside the hut, not the full 20-foot radius.

AleOG
2017-12-27, 10:01 AM
I bolded the relevant section of the text of the spell, as you correctly point out. Yes, you can cast spells inside the hut. They just have no effect on the world outside of the hut. So if you cast a Fireball inside the hut (for some reason), the Fireball would only affect the 10-foot radius area inside the hut, not the full 20-foot radius.

Thank you guys!

Unoriginal
2017-12-27, 10:05 AM
The ideia is cast a spell in other creature inside the dome

Yes? I just told you.

Quoz
2017-12-27, 10:07 AM
I'd say you can't cross the barrier with a spell. If you want to heal someone else in the hut or cast a spell on yourself that should work fine. Most concentration spells should last the full duration, but will break if they have the 'on the same plane's limitation and you can't cast one on a creature outside the hut.

What you can't do is use it as a bunker or snipers nest.

AleOG
2017-12-27, 10:27 AM
Nice, thank you guys

Tanngrisnr
2017-12-27, 11:15 AM
And how would you guys and gals rule the interaction between a LTH and the Trickster Cleric's Invoke Duplicity?

Lets say the Trickster used Invoke Duplicity to create his illusory double. Then, another party member cast LTH and the Cleric is now inside the hut, but the Cleric's duplicate is standing outside of it (within 120ft. from the Cleric, in plain sight). Would you let the Cleric cast spells and affect creatures outside?

For reference, Invoke Duplicity lets you cast spells as thought you were in the space occupied by the illusion, but you must use your own senses. When you are inside one of LTH's you can see and listen the world outside.

LordEntrails
2017-12-27, 12:09 PM
And how would you guys and gals rule the interaction between a LTH and the Trickster Cleric's Invoke Duplicity?

Lets say the Trickster used Invoke Duplicity to create his illusory double. Then, another party member cast LTH and the Cleric is now inside the hut, but the Cleric's duplicate is standing outside of it (within 120ft. from the Cleric, in plain sight). Would you let the Cleric cast spells and affect creatures outside?

For reference, Invoke Duplicity lets you cast spells as thought you were in the space occupied by the illusion, but you must use your own senses. When you are inside one of LTH's you can see and listen the world outside.

No, because imo the magic has to pass from the cleric to the duplicate before "going out" from the duplicate. And since magic can't penetrate the hut, it wouldn't work.

Besides, that would make the hut too powerful, so I would nix that.

sir_argo
2017-12-27, 03:07 PM
No, because imo the magic has to pass from the cleric to the duplicate before "going out" from the duplicate. And since magic can't penetrate the hut, it wouldn't work.

Besides, that would make the hut too powerful, so I would nix that.

I disagree. The feature states that the spell is cast as if you were standing in the illusion's space. The magic does not travel from you to that space, it originates from that space. This is a great tactic to use and is very effective. Much like casting Levitate makes you utterly invincible vs. most slimes and oozes. Some magic is a game ender for some foes.

Your party wizard, Joe, casts an LTH. You, a trickster cleric, walk outside of the hut (that is allowed), create your illusionary duplicate, and then walk back into the hut. You can now cast your spells as if you were standing in the illusion's space (outside the hut) while you are safe inside the hut.

AleOG
2017-12-27, 03:34 PM
Do you think that exist a way to broken LTH?

Tanarii
2017-12-27, 03:42 PM
Your party wizard, Joe, casts an LTH. You, a trickster cleric, walk outside of the hut (that is allowed), create your illusionary duplicate, and then walk back into the hut. ... at which point the magical effect of the duplicate ends, since it cannot extend beyond the dome.

Edit: or possibly automatically moves to be in the dome with you, depending on how nice your DM is.

Theodoxus
2017-12-27, 03:50 PM
Anyone who's not the caster can certainly use it as a sniper's nest. Walk 5' out, cast your spell/shoot your bow, walk 5' back in. Rinse and repeat each round, until the enemy gets smart and either dispel's the hut or (more likely) readies an action to attack you as soon as you step out.

Biggest limitation is the size of the hut and the boring fight for your melee (unless the enemy is right on the hut, then your melee can risk OA to move in and out too...)

PeteNutButter
2017-12-27, 05:44 PM
Anyone who's not the caster can certainly use it as a sniper's nest. Walk 5' out, cast your spell/shoot your bow, walk 5' back in. Rinse and repeat each round, until the enemy gets smart and either dispel's the hut or (more likely) readies an action to attack you as soon as you step out.

Biggest limitation is the size of the hut and the boring fight for your melee (unless the enemy is right on the hut, then your melee can risk OA to move in and out too...)

Basically it’s a fantastic bunker, but it’s not really an issue due to its 1 (or more likely 11) minute casting time. It’ll only come up if DMs try and catch the party at rest and that’s about it. Annoyed DMs can always use enemies that have dispel magic...