Rules Adjudications
These rulings represent official Seitime Games interpretations and overrides. They may supersede your personal interpretations of RAW or Sage Advice and are final within our campaigns.
Current Adjudications
- Coffee Warlock Multiclass:
Pact Magic slots may only be used to cast Warlock spells. No Flexible Casting interactions.
- Temporary HP:
Players may choose the source. Not required to take the highest.
- Vampiric Touch & Dhampir Bite:
Healing is based on the damage rolled, not what is actually dealt. Only base damage heals, not enhanced damage through spells or other effects.
- Damage to Temp HP or Wards:
Still triggers effects like concentration saves.
- Magic Missile:
Only one damage roll is made, applied to all darts.
- Echo Knight / Spiritual Weapon:
These do not count as creatures for flanking or sneak attack.
- Magic Item Usage:
Most magic items (like wands) count as casting. Necklace of Fireballs is an exception.
- Broom of Flying:
You may only move 50ft per turn. Dashing is not granted.
- Resting in Transit:
Carriages or mounts cannot be used for long/short rests or rituals. Rituals cannot be performed on a moving vessel like a ship or Carriage
- Oil of Slipperiness:
Does not help on icy terrain.
- Spells Targeting Creature Types:
Cannot be used on undead corpses, even if they were that type in life.
- Eldritch Blast & Targeting Objects:
Cannot target objects. Not valid for mimic detection unless the object is a legal spell target and perceived as a creature.
- 8 Hour Rest Requirement:
All characters need 8 hours total for a long rest, regardless of features like Trance or Aspect of the Moon. Character with traits like these spend their remaining time doing light activity, which can include up to 2 hours of guard/watch duty.
- Encumbrance & Grappling:
You may grapple a creature you cannot carry, but you cannot move it, drag it, shove it, or jump while grappling if it exceeds your weight limit.
- Heroism vs. Fear:
Heroism suppresses fear but does not cure it. If the effect expires during suppression, it is gone permanently.
- Spell Movement Triggers:
Spells like Spike Growth require movement to be spent by the target creature to trigger effects.
- Opportunity Attacks:
Only melee attacks or spells (with War Caster) may be used. Grapples or shoves do not qualify.
- Werecreature Fall Damage:
Werecreatures are not immune to falling damage unless explicitly stated.
- Invisibility Limits:
Does not hide sound or scent. Still visible in rain. Blindsight, True Sight, and Tremorsense do not override disadvantage to attacks unless they specify negating the Invisible condition.
- Actions vs Bonus Actions:
Bonus Actions are still Actions for features like One with Shadows.
- Shape Water:
Cannot affect ice.
- Prestidigitation:
Cannot dry you or your gear.
- Earthwalk:
Applies to all types of difficult terrain.
- Armor of Agathys:
Damage is based on granted temp HP, not current temp HP.
- Booming Blade:
Cannot be Twinned due to targeting self.
- Effect Name Stacking:
Spells and effects with the same name do not stack. (e.g., two Fortunes Favor)
- Healing Potions:
Only healing potions may be consumed as a bonus action. All others require an action.
- Ready Action:
Can only be used in combat, not pre-initiative or out of combat.
- Roll Awareness (Lucky, Shield, etc.):
For blind rolls, players may request general confirmations in the case of spells or abilities that specify you can see the result (e.g., "Was it over 10?"). Exact results are not given. Silvery Barbs requires the original target to reroll — not the caster.
- Cause Fear:
Does not affect undead or constructs.
- Forced March:
Travel beyond 8 hours invokes forced march rules. Each hour requires a CON save or gain exhaustion.
- Chase Exhaustion:
Chase exhaustion is separate from the normal exhaustion track and is removed after a single short rest.
- Chase Dash Limit:
You may Dash your CON modifier + 3 times before making DC10 CON saves for each extra Dash.
- Guidance & Duration:
Cannot be used on long-duration tasks such as an hour-long watch or extended checks.
- Create/Destroy Water – Valid Containers:
Organic containers like lungs, stomachs, or mouths are invalid targets for this spell.
- Featherfall Timing:
Must be cast when falling begins, or once per 500ft fallen. Delayed casting does not retroactively negate fall damage.
- Identify & Curses:
Identify may fail to reveal curses, especially if they are not magical effects or are protected against divination.
- Calm Emotions:
Does not end or suppress rage.
- Spider Climb vs Climb Speed:
A climb speed does not grant the ability to climb walls or ceilings like Spider Climb does.
- Call Lightning – Storm Definition:
Bonus damage only applies during a DM-confirmed storm: heavy rain, thunder, lightning, or strong winds. Light rain alone is insufficient.
- Haste Turn Loss:
If Haste ends early, you lose your next turn. If it ends during your turn, you lose both the current and next turn.
- Charm Effects – Reasonable Requests:
Charmed creatures become friendly, not controlled. Commands must be logical or socially plausible. Examples: “Let us pass” = okay, “Kill your friend” = not okay.
- Meteor Swarm:
One set of damage rolls applies to all four meteors.
- Ready Action Specificity:
When you use the "Ready" action, you need to speciy the trigger, and your reaction. If BLANK happens, I BLANK. This includes specifying your directional movement. If BLANK happens, I move away. Ready Actions cannot be multiple variables to one trigger. Example: When BLANK Happens, I will either run towards or away, depending on BLANK.
Last updated: April 8th, 2026