Spells: Difference between revisions

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: <h5>Spread</h5>
: <h5>Spread</h5>
: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can't see. 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, do not trace diagonals across corners. 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.
: 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>
: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.
: Some spells affect an area. Usually a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.


: Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
: Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection or a target square. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack (1-for-1 counting).


: You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell's area, anything within that square is within the spell's area. If the spell's area only touches the near edge of a square, however, anything within that square is unaffected by the spell.
: If the far edge of a square is within the spell's area, anything and everything within that square is within the spell's area. If the spell's area only touches the near edge or a corner of a square, anything within that square is unaffected by the spell.


: <h5>Burst, Emanation, or Spread</h5>
: <h5>Burst, Emanation, or Spread</h5>
: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.
: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.


: A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst's area defines how far from the point of origin the spell's effect extends.
: A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners, and you must have line of effect, but not line of sight, from the point of origin to all affected squares). The default shape for a burst effect is abstracted as a cube, but for story purposes is often described as a sphere or other interesting effect, because magic is cool like that. A burst's area defines how far from the point of origin the spell's effect extends.


: An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.
: 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.
: 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.


: <h5>Cone, Cylinder, Line, or Sphere</h5>
: <h5>Cone, Cylinder, Line, or Sphere</h5>
: Most spells that affect an area have a particular shape.
: Most spells that affect an area have a particular shape.


: A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. 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 circle, and the spell shoots down from the circle, filling a cylinder. 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 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 of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes.
: 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. A line-shaped spell affects all creatures in squares through which the line passes. The DM adjudicates any unusual or close calls (see below).


: A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.
: A sphere-shaped spell is abstracted to expand from its point of origin to fill a cubical area. Spheres may be bursts, emanations, or spreads.


: <h5>Creatures</h5>
: <h5>Creatures</h5>
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.
: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape, although all areas are abstracted to cubes for play on a grid.




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: <h5>(S) Shapeable</h5>
: <h5>(S) Shapeable</h5>
a shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.
A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.


{{:Line of Effect}}
{{:Line of Effect}}

Revision as of 03:26, 6 August 2017