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Moonbeam, Am I reading it right?
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<blockquote data-quote="Tormyr" data-source="post: 6481686" data-attributes="member: 6776887"><p>Flaming sphere is different in two ways. It does the damage at the <em>end</em> of the creature's turn, and it provides a means of overcoming that deficiency by ramming someone with it.</p><p></p><p>Moonbeam, Spirit Guardians, and other spells that do damage when a creature first enters the area on a turn or start their turn in the area only do damage in the named situations. If the damage was available as a creature moved it, then the creature could pass it over a group of creatures, do damage to all of them and leave it on 1 or more creatures who would automatically take damage on the start of their turns. This becomes even more ridiculous if done with spirit guardians and its 15' radius. A creature with this could run to a group, damage them, and let them take a second helping of damage on their turns.</p><p></p><p>The reason moonbeam allows a creature to keep it up with concentration and use its action to move the beam is to target different enemies. No intelligent creature will stay in the path of a moonbeam without very good reason. After a creature takes damage from the beam at the start of its turn, it is going to move out of the beam. The action to move the beam allows the caster to re-target the creature in its new location or target another creature.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6481686, member: 6776887"] Flaming sphere is different in two ways. It does the damage at the [I]end[/I] of the creature's turn, and it provides a means of overcoming that deficiency by ramming someone with it. Moonbeam, Spirit Guardians, and other spells that do damage when a creature first enters the area on a turn or start their turn in the area only do damage in the named situations. If the damage was available as a creature moved it, then the creature could pass it over a group of creatures, do damage to all of them and leave it on 1 or more creatures who would automatically take damage on the start of their turns. This becomes even more ridiculous if done with spirit guardians and its 15' radius. A creature with this could run to a group, damage them, and let them take a second helping of damage on their turns. The reason moonbeam allows a creature to keep it up with concentration and use its action to move the beam is to target different enemies. No intelligent creature will stay in the path of a moonbeam without very good reason. After a creature takes damage from the beam at the start of its turn, it is going to move out of the beam. The action to move the beam allows the caster to re-target the creature in its new location or target another creature. [/QUOTE]
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