Spells: Difference between revisions

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: The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon - effects that affect weapons work on these spells.
: The same rule applies to weapon-like spells such as flame blade, mage's sword, and spiritual weapon - effects that affect weapons work on these spells.
: <h5>Spread</h5>
: Some effects, notably clouds and fogs, spread out from a point of origin, which is defined in the spell, and is often a grid intersection.  Spreads are 'soft' and malleable, and thus the effect can extend around corners and into areas that you can't see. (Line of effect, but not line of sight.) Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, all squares are counted as 1-for-1. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.


: <h5>Area</h5>
: <h5>Area</h5>
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: An emanation spell functions like a burst spell (you must have line of effect but not line of sight, to all affected squares from the point of origin), except that the effect continues to radiate from the point of origin for the duration of the spell. Emanations are abstracted as cubes, but may have many colorful, fanciful, and exciting descriptive elements added.
: An emanation spell functions like a burst spell (you must have line of effect but not line of sight, to all affected squares from the point of origin), except that the effect continues to radiate from the point of origin for the duration of the spell. Emanations are abstracted as cubes, but may have many colorful, fanciful, and exciting descriptive elements added.


: A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.  In other words, as long as an open path exists (such as for low-pressure fire or poison gas) within reach of the point of origin, the spread will spread out to fill it.
: A spread spell, notably clouds and fogs, extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.  Spreads are 'soft' and malleable, and thus as long as an open path exists (such as for low-pressure fire or poison gas) within reach of the point of origin, the spread will spread out to fill it. (This requires line of effect, but not line of sight.) Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, all squares are counted as 1-for-1. You must designate the point of origin for such an effect, but you need not have line of effect to all portions of the effect.


: <h5>Cone, Cylinder, Line, or Sphere</h5>
: <h5>Cone, Cylinder, Line, or Sphere</h5>
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: A cone-shaped spell is abstracted as a square that shoots away from you in the direction you designate. It starts from any corner or side of your square. Most cones are either bursts or emanations (see above), and thus won't go around corners.
: A cone-shaped spell is abstracted as a square that shoots away from you in the direction you designate. It starts from any corner or side of your square. Most cones are either bursts or emanations (see above), and thus won't go around corners.


: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal square (the cylinder's shape is abstracted), and the spell shoots down from the circle, filling the area. A cylinder-shaped spell ignores any obstructions within its area.
: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal square (the cylinder's shape is abstracted), and the spell shoots down from the circle, filling the area. A cylinder-shaped spell ignores any horizontal obstructions within its area.


: A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner or side your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. When choosing the area affected by a line, the caster chooses each square of the line, to the maximum number of squares. Each square must be placed adjacent to the edge or corner of either the casters space, or the last square placed, with the caveat that every square must be further away from the caster than the last one.  This allows clever player to get quite creative in 'snaking' a line effect across the battlefield. All suares of the line are full squares, there are no 'edge cases'.  A line shaped spell is often crooked and meandering, and that's just fine. A line-shaped spell affects all creatures in squares through which the line passes as defined in the spell. The DM adjudicates any unusual or close calls (see below).
: A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner or side your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. When choosing the area affected by a line, the caster chooses each square of the line, to the maximum number of squares. Each square must be placed adjacent to the edge or corner of either the casters space, or the last square placed, with the caveat that every square must be further away from the caster than the last one.  This allows clever player to get quite creative in 'snaking' a line effect across the battlefield. All suares of the line are full squares, there are no 'edge cases'.  A line shaped spell is often crooked and meandering, and that's just fine. A line-shaped spell affects all creatures in squares through which the line passes as defined in the spell. The DM adjudicates any unusual or close calls (see below).

Revision as of 17:42, 27 July 2018