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.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.
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.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?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.
Shouldn't allow for double damage.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.
Spike Growth is still 2d4 per 5'. That one was always a bit different.Max 1/turn... So, no damage for each 5' that the creature moves through in the zone or am I just misinterpreting that?
Thanks for the clarification. That sounds reasonable.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.
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.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.
Sure it was.Whereas in the 2014 rules double damage wasn't possible in the first place.
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.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
Edit: nvmSure 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.