Areas of Effect: Difference between revisions

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: A spell or ability that produces a line area of effect will usually require line of sight to all squares in the path, which may prevent certain squares from being included in the path.  For example, the line's path cannot go around the corner of a wall unless the caster can actually perceive the squares around that corner that they want to draw the line effect through.  If a requirement for line of sight is not listed in the description, it should generally be assumed that it is required.  Note that "line of sight" simply means you are able to perceive it; despite the name of the term, any sense that would let you target the space without a miss chance (e.g. [[Tremorsense]]) will suffice (not just sight-based senses).
: A spell or ability that produces a line area of effect will usually require line of sight to all squares in the path, which may prevent certain squares from being included in the path.  For example, the line's path cannot go around the corner of a wall unless the caster can actually perceive the squares around that corner that they want to draw the line effect through.  If a requirement for line of sight is not listed in the description, it should generally be assumed that it is required.  Note that "line of sight" simply means you are able to perceive it; despite the name of the term, any sense that would let you target the space without a miss chance (e.g. [[Tremorsense]]) will suffice (not just sight-based senses).
: <h5>Ray</h5>
: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged [[Touch Attack]] rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.
: If a ray spell has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.
: If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
: Note that rays count as weapons for the purpose of spells, feats and effects that affect weapons.  For example, a bard's inspire courage ability says it affects "weapon damage rolls," which is worded that way so you don't try to add the bonus to a spell like fireball. However, rays are treated as weapons, whether they're from spells, a monster ability, a class ability, or some other source, so the inspire courage bonus applies to ray attack rolls and ray damage rolls.
: 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>Creatures</h5>
: <h5>Creatures</h5>

Revision as of 20:05, 23 April 2020