D&D (2024) 2024 Spell Changes

mellored

Legend
Apparently zones don't deals damage at the start of the turn anymore.

They deal damage when they enter the zone, when the zone is moved on them, or at the end of their turn.
Max 1/turn.
 

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Amrûnril

Adventurer
Sprit guardians no longer hurts an enemy at the start of their turn. This fixes the double damage from casting it and then pulling in an enemy.
2014 Spirit Guardians doesn't deal damage when cast, only when a creature starts its turn there or enters for the first time on its turn.

Apparently zones don't deals damage at the start of the turn anymore.

They deal damage when they enter the zone, when the zone is moved on them, or at the end of their turn.
Max 1/turn.
This removes the unintuitiveness of these spells not dealing damage on the caster's turn, but it either allows for the double damage noted above or requires more detailed bookkeeping in order to prevent it.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Apparently zones don't deals damage at the start of the turn anymore.

They deal damage when they enter the zone, when the zone is moved on them, or at the end of their turn.
Max 1/turn.
Max 1/turn... So, no damage for each 5' that the creature moves through in the zone or am I just misinterpreting that?
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Is there still spells requiring magic attack rolls? I noticed recently that in the 2014 playtest spells always targeted a save, and with the talk of moving cause wound and ray of enfeeblement to saves, I wonder if they went back to that idea.
 

mellored

Legend
This removes the unintuitiveness of these spells not dealing damage on the caster's turn, but it either allows for the double damage noted above or requires more detailed bookkeeping in order to prevent it.
Shouldn't allow for double damage.

You cast it on them or push them into it, and they have their entire turn to leave the zone.

Unless you immobilize them of course.
Max 1/turn... So, no damage for each 5' that the creature moves through in the zone or am I just misinterpreting that?
Spike Growth is still 2d4 per 5'. That one was always a bit different.

But you can't quicken cast Cloud of Daggers on them for damage, push them out, and then pull them back in for double damage. (Repelling blast on Thorn Whip for instance).

Just one damage instance when you cast it.
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Shouldn't allow for double damage.

You cast it on them or push them into it, and they have their entire turn to leave the zone.

Unless you immobilize them of course.

Spike Growth is still 2d4 per 5'. That one was always a bit different.

But you can't quicken cast Cloud of Daggers on them for damage, push them out, and then pull them back in for double damage. (Repelling blast on Thorn Whip for instance).

Just one damage instance when you cast it.
Thanks for the clarification. That sounds reasonable.
 

Amrûnril

Adventurer
Shouldn't allow for double damage.

You cast it on them or push them into it, and they have their entire turn to leave the zone.

Unless you immobilize them of course.
Yes, the double damage can be avoided if the enemy actively moves away, but it's still a threat that needs to be balanced against other tactical considerations. Whereas in the 2014 rules double damage wasn't possible in the first place.
 

mellored

Legend
Whereas in the 2014 rules double damage wasn't possible in the first place.
Sure it was.

Quicken cast Cloud of Daggers next to the enemy. Push them in for damage. And then they take damage again at the start of their turn without being able to respond.

Now you cast it on them for damage, and have till the end of their turn to move out.


Note, allies can still push them out and back in.
 

Sir Brennen

Legend
I think that's accurate but you still only get one magic action. You'd need bonus action, or action surge, to get the second
Right, as long as only one of the spells is cast expending a spell slot. So, no more casting two fireballs a round with action surge.

The jury is still out on how this rule interacts with magic items. Could you still cast fireball from a wand or scroll, then cast another with action surge in the same turn?
 

Sir Brennen

Legend
Sure it was.

Quicken cast Cloud of Daggers next to the enemy. Push them in for damage. And then they take damage again at the start of their turn without being able to respond.

Now you cast it on them for damage, and have till the end of their turn to move out.


Note, allies can still push them out and back in.
Edit: nvm
 

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