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General Tabletop Discussion
*Dungeons & Dragons
Zone spells and amazing damage potential
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<blockquote data-quote="evilbob" data-source="post: 6563731" data-attributes="member: 9789"><p>In reply to the OP: yup. I just had this discussion with a player who is now a level 3 druid. Moonbeam, Cloud of Daggers, Blade Barrier, Spirit Guardians - there are tons of spells that say "when a creature enters the spells area on a turn or starts its turn there" damage happens. Think about it like this: you'd rule that someone that got pushed into a Cloud of Daggers got hit by the effect, right? Or into a Blade Barrier, right? Well the only difference is that with Moonbeam and Spirit Guardians, the spell's area moves, not the creature. Otherwise it's the same, and works the same. Ditto that if they then also start their turn there, they get hit a second time.</p><p></p><p>To be fair, Moonbeam is a horrible spell otherwise, because it takes your action to move it - by contrast Flaming Sphere is only a bonus action to move around each turn. It's also only a 5' "area" (although technically, yes, it's tall) so the real issue is the 60' of movement you can make each round: that's probably enough to hit everything at least once, and anything you leave it on will get hit a second time when they start their turn.</p><p></p><p>Spirit Guardians, on the other hand, is probably broken. The 15' <em>radius</em> is HUGE, and it's pretty easy to get anything near you to start their turn in it - and they can only move for half to escape, so most things would have to Dash just to get away from you in one turn. And that's all true regardless of how you interpret this issue. The fact that you can do whatever else you want on your turn while you go around the battlefield and make sure everything is touched at least once is over the top, but this spell is already a damage machine. It's doing close to 1/2 Fireball-level damage <em>every turn for 10 minutes to everything within 15' of the cleric</em> (or bard who snaked this spell), or nearly Fireball damage to anything you run up to (since they get hit twice) if you interpret the ruling the way it's written. The problem here is the spell itself, not the interpretation.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6563731, member: 9789"] In reply to the OP: yup. I just had this discussion with a player who is now a level 3 druid. Moonbeam, Cloud of Daggers, Blade Barrier, Spirit Guardians - there are tons of spells that say "when a creature enters the spells area on a turn or starts its turn there" damage happens. Think about it like this: you'd rule that someone that got pushed into a Cloud of Daggers got hit by the effect, right? Or into a Blade Barrier, right? Well the only difference is that with Moonbeam and Spirit Guardians, the spell's area moves, not the creature. Otherwise it's the same, and works the same. Ditto that if they then also start their turn there, they get hit a second time. To be fair, Moonbeam is a horrible spell otherwise, because it takes your action to move it - by contrast Flaming Sphere is only a bonus action to move around each turn. It's also only a 5' "area" (although technically, yes, it's tall) so the real issue is the 60' of movement you can make each round: that's probably enough to hit everything at least once, and anything you leave it on will get hit a second time when they start their turn. Spirit Guardians, on the other hand, is probably broken. The 15' [I]radius[/I] is HUGE, and it's pretty easy to get anything near you to start their turn in it - and they can only move for half to escape, so most things would have to Dash just to get away from you in one turn. And that's all true regardless of how you interpret this issue. The fact that you can do whatever else you want on your turn while you go around the battlefield and make sure everything is touched at least once is over the top, but this spell is already a damage machine. It's doing close to 1/2 Fireball-level damage [I]every turn for 10 minutes to everything within 15' of the cleric[/I] (or bard who snaked this spell), or nearly Fireball damage to anything you run up to (since they get hit twice) if you interpret the ruling the way it's written. The problem here is the spell itself, not the interpretation. [/QUOTE]
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