How might my unwitting houseruling of Sculpt Spell affect play?
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Sculpt Spells, a class feature for Evocation Wizards, says the following:
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. (SRD, p. 54)
So, you protect your chosen allies from your evocation spells, by letting them:
- Automatically succeed on saving throws.
- Take no damage, if they would normally take half damage on a successful save.
This protection feels fairly comprehensive, to the extent that in games I think we've accidentally created a houserule, lapsing into treating this rule in practice as if it actually said:
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
This seems, in principle like a massive oversimplification, but I've struggled in practice to articulate what problems it might cause or think of any situations in which the literal RAW and our accidental interpretation of it would not produce exactly the same result.
So, what affect would allowing this houserule to persist have on my game? Does using the correct wording add any significance that I have missed?
dnd-5e spells class-feature wizard house-rules
add a comment |Â
up vote
16
down vote
favorite
Sculpt Spells, a class feature for Evocation Wizards, says the following:
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. (SRD, p. 54)
So, you protect your chosen allies from your evocation spells, by letting them:
- Automatically succeed on saving throws.
- Take no damage, if they would normally take half damage on a successful save.
This protection feels fairly comprehensive, to the extent that in games I think we've accidentally created a houserule, lapsing into treating this rule in practice as if it actually said:
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
This seems, in principle like a massive oversimplification, but I've struggled in practice to articulate what problems it might cause or think of any situations in which the literal RAW and our accidental interpretation of it would not produce exactly the same result.
So, what affect would allowing this houserule to persist have on my game? Does using the correct wording add any significance that I have missed?
dnd-5e spells class-feature wizard house-rules
1
Some of the best moments are created when your team players are forced to move (or succeed a saving throw), possibly get attacked by an opportunity attack so you can throw down your spell. The answers provide sufficient information, but gameplay wise I'd throw your rule out. I personally believe it makes things safer and boring :(
– Thomas Yates
Aug 7 at 9:55
@ThomasYates I feel like, with a little embellishment, that comment is good enough to be stand alone answer - it'd get an upvote from me at any rate. The effect of this houserule on gameplay experience is no worse a thing to consider than the mechanical effect.
– Tiggerous
Aug 7 at 13:04
add a comment |Â
up vote
16
down vote
favorite
up vote
16
down vote
favorite
Sculpt Spells, a class feature for Evocation Wizards, says the following:
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. (SRD, p. 54)
So, you protect your chosen allies from your evocation spells, by letting them:
- Automatically succeed on saving throws.
- Take no damage, if they would normally take half damage on a successful save.
This protection feels fairly comprehensive, to the extent that in games I think we've accidentally created a houserule, lapsing into treating this rule in practice as if it actually said:
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
This seems, in principle like a massive oversimplification, but I've struggled in practice to articulate what problems it might cause or think of any situations in which the literal RAW and our accidental interpretation of it would not produce exactly the same result.
So, what affect would allowing this houserule to persist have on my game? Does using the correct wording add any significance that I have missed?
dnd-5e spells class-feature wizard house-rules
Sculpt Spells, a class feature for Evocation Wizards, says the following:
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. (SRD, p. 54)
So, you protect your chosen allies from your evocation spells, by letting them:
- Automatically succeed on saving throws.
- Take no damage, if they would normally take half damage on a successful save.
This protection feels fairly comprehensive, to the extent that in games I think we've accidentally created a houserule, lapsing into treating this rule in practice as if it actually said:
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
This seems, in principle like a massive oversimplification, but I've struggled in practice to articulate what problems it might cause or think of any situations in which the literal RAW and our accidental interpretation of it would not produce exactly the same result.
So, what affect would allowing this houserule to persist have on my game? Does using the correct wording add any significance that I have missed?
dnd-5e spells class-feature wizard house-rules
edited Aug 6 at 14:24
asked Aug 6 at 7:51


Tiggerous
4,83122156
4,83122156
1
Some of the best moments are created when your team players are forced to move (or succeed a saving throw), possibly get attacked by an opportunity attack so you can throw down your spell. The answers provide sufficient information, but gameplay wise I'd throw your rule out. I personally believe it makes things safer and boring :(
– Thomas Yates
Aug 7 at 9:55
@ThomasYates I feel like, with a little embellishment, that comment is good enough to be stand alone answer - it'd get an upvote from me at any rate. The effect of this houserule on gameplay experience is no worse a thing to consider than the mechanical effect.
– Tiggerous
Aug 7 at 13:04
add a comment |Â
1
Some of the best moments are created when your team players are forced to move (or succeed a saving throw), possibly get attacked by an opportunity attack so you can throw down your spell. The answers provide sufficient information, but gameplay wise I'd throw your rule out. I personally believe it makes things safer and boring :(
– Thomas Yates
Aug 7 at 9:55
@ThomasYates I feel like, with a little embellishment, that comment is good enough to be stand alone answer - it'd get an upvote from me at any rate. The effect of this houserule on gameplay experience is no worse a thing to consider than the mechanical effect.
– Tiggerous
Aug 7 at 13:04
1
1
Some of the best moments are created when your team players are forced to move (or succeed a saving throw), possibly get attacked by an opportunity attack so you can throw down your spell. The answers provide sufficient information, but gameplay wise I'd throw your rule out. I personally believe it makes things safer and boring :(
– Thomas Yates
Aug 7 at 9:55
Some of the best moments are created when your team players are forced to move (or succeed a saving throw), possibly get attacked by an opportunity attack so you can throw down your spell. The answers provide sufficient information, but gameplay wise I'd throw your rule out. I personally believe it makes things safer and boring :(
– Thomas Yates
Aug 7 at 9:55
@ThomasYates I feel like, with a little embellishment, that comment is good enough to be stand alone answer - it'd get an upvote from me at any rate. The effect of this houserule on gameplay experience is no worse a thing to consider than the mechanical effect.
– Tiggerous
Aug 7 at 13:04
@ThomasYates I feel like, with a little embellishment, that comment is good enough to be stand alone answer - it'd get an upvote from me at any rate. The effect of this houserule on gameplay experience is no worse a thing to consider than the mechanical effect.
– Tiggerous
Aug 7 at 13:04
add a comment |Â
4 Answers
4
active
oldest
votes
up vote
29
down vote
accepted
This houserule makes several spells better
It's difficult to make an entire, comprehensive list of all the evocation spells that might be wrongly affected, but basically every spell that does not allow a save, or has downsides regardless of a save would be improved by your houserule.
Forcecage
You can make a forcecage large enough to fit several of your allies in, but the spell does not actually allow any saves. Therefore, anybody stuck in your forcecage is stuck there, Sculpt Spells or not.
Wall of [X]
There are a bunch of spells such as wall of stone, wall of wind, etc. that have negative effects that do not in any way allow saves. Sculpt Spells does nothing for these.
Warding wind
Everybody in the effect is deaf; no saves allowed. Every ranged attacker has disadvantage; everybody suffers from difficult terrain.
Dawn / sunburst / Other spells that make sunlight
They might automatically save to not take damage, but they're still standing in sunlight. Your drow/kobold/duergar/vampire ally is going to have a bad day.
Gust of wind
No saves allowed; several friends might suffer disadvantages.
Earth tremor
No saves allowed; difficult terrain for your allies as well.
Darkness
No amount of automatic save success is going to allow you to see in magical darkness.
All of the spells above can currently have potential negative effects on characters in the area of effect, including allies. Your houserule would totally eliminate these downsides, making those spells significantly better.
1
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
1
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
add a comment |Â
up vote
13
down vote
There are several changes
First of all, consider the non-damaging evocation spells, like darkness, which nonetheless are debilitating. If your allies were completely unaffected by your darkness spell, that'd be very different from what Sculpt Spell does to it normally (i.e. nothing).
Second of all, consider evocations that have side effects unrelated to their save, like gust of wind. An ally would automatically succeed at gust of wind's strength save, but would still have to spend double movement to approach you.
Thirdly, consider that some spells just don't allow a save. Spells with attack rolls are unlikely to be cast targeting your allies, but you also need to watch out for spells like Wall of Fire which has secondary damaging effects sculpt spell can't avoid.
add a comment |Â
up vote
5
down vote
Darkness
For starters. I know that this is not what you meant by your wording, but your rule of
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
would imply that the selected creatures are not affected by the spell at all, i.e. could see through the darkness.
Earth tremor
Similar (perhaps weaker) point. Affected area can become difficult terrain, which is supposed to affect all creatures no matter the saving throw.
The list goes on
Force Cage, Ice Storm, Otiluke's Freezing Sphere, The Wall of Stone, Warding Wind
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
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up vote
4
down vote
Many spells involving the elements have secondary effects that are not tied to a save; for example.
Storm Sphere:
The sphere’s space is difficult terrain...Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
By RAW, both of these aspects should still affect the allies protected from damage by sculpt spell.
add a comment |Â
4 Answers
4
active
oldest
votes
4 Answers
4
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
29
down vote
accepted
This houserule makes several spells better
It's difficult to make an entire, comprehensive list of all the evocation spells that might be wrongly affected, but basically every spell that does not allow a save, or has downsides regardless of a save would be improved by your houserule.
Forcecage
You can make a forcecage large enough to fit several of your allies in, but the spell does not actually allow any saves. Therefore, anybody stuck in your forcecage is stuck there, Sculpt Spells or not.
Wall of [X]
There are a bunch of spells such as wall of stone, wall of wind, etc. that have negative effects that do not in any way allow saves. Sculpt Spells does nothing for these.
Warding wind
Everybody in the effect is deaf; no saves allowed. Every ranged attacker has disadvantage; everybody suffers from difficult terrain.
Dawn / sunburst / Other spells that make sunlight
They might automatically save to not take damage, but they're still standing in sunlight. Your drow/kobold/duergar/vampire ally is going to have a bad day.
Gust of wind
No saves allowed; several friends might suffer disadvantages.
Earth tremor
No saves allowed; difficult terrain for your allies as well.
Darkness
No amount of automatic save success is going to allow you to see in magical darkness.
All of the spells above can currently have potential negative effects on characters in the area of effect, including allies. Your houserule would totally eliminate these downsides, making those spells significantly better.
1
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
1
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
add a comment |Â
up vote
29
down vote
accepted
This houserule makes several spells better
It's difficult to make an entire, comprehensive list of all the evocation spells that might be wrongly affected, but basically every spell that does not allow a save, or has downsides regardless of a save would be improved by your houserule.
Forcecage
You can make a forcecage large enough to fit several of your allies in, but the spell does not actually allow any saves. Therefore, anybody stuck in your forcecage is stuck there, Sculpt Spells or not.
Wall of [X]
There are a bunch of spells such as wall of stone, wall of wind, etc. that have negative effects that do not in any way allow saves. Sculpt Spells does nothing for these.
Warding wind
Everybody in the effect is deaf; no saves allowed. Every ranged attacker has disadvantage; everybody suffers from difficult terrain.
Dawn / sunburst / Other spells that make sunlight
They might automatically save to not take damage, but they're still standing in sunlight. Your drow/kobold/duergar/vampire ally is going to have a bad day.
Gust of wind
No saves allowed; several friends might suffer disadvantages.
Earth tremor
No saves allowed; difficult terrain for your allies as well.
Darkness
No amount of automatic save success is going to allow you to see in magical darkness.
All of the spells above can currently have potential negative effects on characters in the area of effect, including allies. Your houserule would totally eliminate these downsides, making those spells significantly better.
1
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
1
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
add a comment |Â
up vote
29
down vote
accepted
up vote
29
down vote
accepted
This houserule makes several spells better
It's difficult to make an entire, comprehensive list of all the evocation spells that might be wrongly affected, but basically every spell that does not allow a save, or has downsides regardless of a save would be improved by your houserule.
Forcecage
You can make a forcecage large enough to fit several of your allies in, but the spell does not actually allow any saves. Therefore, anybody stuck in your forcecage is stuck there, Sculpt Spells or not.
Wall of [X]
There are a bunch of spells such as wall of stone, wall of wind, etc. that have negative effects that do not in any way allow saves. Sculpt Spells does nothing for these.
Warding wind
Everybody in the effect is deaf; no saves allowed. Every ranged attacker has disadvantage; everybody suffers from difficult terrain.
Dawn / sunburst / Other spells that make sunlight
They might automatically save to not take damage, but they're still standing in sunlight. Your drow/kobold/duergar/vampire ally is going to have a bad day.
Gust of wind
No saves allowed; several friends might suffer disadvantages.
Earth tremor
No saves allowed; difficult terrain for your allies as well.
Darkness
No amount of automatic save success is going to allow you to see in magical darkness.
All of the spells above can currently have potential negative effects on characters in the area of effect, including allies. Your houserule would totally eliminate these downsides, making those spells significantly better.
This houserule makes several spells better
It's difficult to make an entire, comprehensive list of all the evocation spells that might be wrongly affected, but basically every spell that does not allow a save, or has downsides regardless of a save would be improved by your houserule.
Forcecage
You can make a forcecage large enough to fit several of your allies in, but the spell does not actually allow any saves. Therefore, anybody stuck in your forcecage is stuck there, Sculpt Spells or not.
Wall of [X]
There are a bunch of spells such as wall of stone, wall of wind, etc. that have negative effects that do not in any way allow saves. Sculpt Spells does nothing for these.
Warding wind
Everybody in the effect is deaf; no saves allowed. Every ranged attacker has disadvantage; everybody suffers from difficult terrain.
Dawn / sunburst / Other spells that make sunlight
They might automatically save to not take damage, but they're still standing in sunlight. Your drow/kobold/duergar/vampire ally is going to have a bad day.
Gust of wind
No saves allowed; several friends might suffer disadvantages.
Earth tremor
No saves allowed; difficult terrain for your allies as well.
Darkness
No amount of automatic save success is going to allow you to see in magical darkness.
All of the spells above can currently have potential negative effects on characters in the area of effect, including allies. Your houserule would totally eliminate these downsides, making those spells significantly better.
edited Aug 6 at 8:17


V2Blast
11.7k22682
11.7k22682
answered Aug 6 at 8:08


Theik
6,0502243
6,0502243
1
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
1
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
add a comment |Â
1
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
1
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
1
1
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
There's definitely room for interpretation, but my interpretation of earth tremor is that the only part that affects creatures does involve a saving throw, while the other part affects terrain. Basically, I would rule that the ground becomes difficult terrain for everybody even if they weren't affected by the spell. The other examples are good though (especially the wall-related ones).
– Kamil Drakari
Aug 6 at 15:47
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
– Darth Pseudonym
Aug 6 at 18:12
1
1
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
@DarthPseudonym Those aren't evocation spells, so wouldn't be affected by sculpt spells regardless of this houserule. And that's a good point Kamil, but the way the houserule is written, you'd be able to ignore the difficult terrain as well, as it is without a doubt an effect of the spell, and you are "entirely unaffected by the spell", which I'd argue also includes any changes to the terrain it has made to make it difficult terrain.
– Theik
Aug 7 at 6:37
add a comment |Â
up vote
13
down vote
There are several changes
First of all, consider the non-damaging evocation spells, like darkness, which nonetheless are debilitating. If your allies were completely unaffected by your darkness spell, that'd be very different from what Sculpt Spell does to it normally (i.e. nothing).
Second of all, consider evocations that have side effects unrelated to their save, like gust of wind. An ally would automatically succeed at gust of wind's strength save, but would still have to spend double movement to approach you.
Thirdly, consider that some spells just don't allow a save. Spells with attack rolls are unlikely to be cast targeting your allies, but you also need to watch out for spells like Wall of Fire which has secondary damaging effects sculpt spell can't avoid.
add a comment |Â
up vote
13
down vote
There are several changes
First of all, consider the non-damaging evocation spells, like darkness, which nonetheless are debilitating. If your allies were completely unaffected by your darkness spell, that'd be very different from what Sculpt Spell does to it normally (i.e. nothing).
Second of all, consider evocations that have side effects unrelated to their save, like gust of wind. An ally would automatically succeed at gust of wind's strength save, but would still have to spend double movement to approach you.
Thirdly, consider that some spells just don't allow a save. Spells with attack rolls are unlikely to be cast targeting your allies, but you also need to watch out for spells like Wall of Fire which has secondary damaging effects sculpt spell can't avoid.
add a comment |Â
up vote
13
down vote
up vote
13
down vote
There are several changes
First of all, consider the non-damaging evocation spells, like darkness, which nonetheless are debilitating. If your allies were completely unaffected by your darkness spell, that'd be very different from what Sculpt Spell does to it normally (i.e. nothing).
Second of all, consider evocations that have side effects unrelated to their save, like gust of wind. An ally would automatically succeed at gust of wind's strength save, but would still have to spend double movement to approach you.
Thirdly, consider that some spells just don't allow a save. Spells with attack rolls are unlikely to be cast targeting your allies, but you also need to watch out for spells like Wall of Fire which has secondary damaging effects sculpt spell can't avoid.
There are several changes
First of all, consider the non-damaging evocation spells, like darkness, which nonetheless are debilitating. If your allies were completely unaffected by your darkness spell, that'd be very different from what Sculpt Spell does to it normally (i.e. nothing).
Second of all, consider evocations that have side effects unrelated to their save, like gust of wind. An ally would automatically succeed at gust of wind's strength save, but would still have to spend double movement to approach you.
Thirdly, consider that some spells just don't allow a save. Spells with attack rolls are unlikely to be cast targeting your allies, but you also need to watch out for spells like Wall of Fire which has secondary damaging effects sculpt spell can't avoid.
edited Aug 6 at 15:57
answered Aug 6 at 8:06
the dark wanderer
34.7k286180
34.7k286180
add a comment |Â
add a comment |Â
up vote
5
down vote
Darkness
For starters. I know that this is not what you meant by your wording, but your rule of
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
would imply that the selected creatures are not affected by the spell at all, i.e. could see through the darkness.
Earth tremor
Similar (perhaps weaker) point. Affected area can become difficult terrain, which is supposed to affect all creatures no matter the saving throw.
The list goes on
Force Cage, Ice Storm, Otiluke's Freezing Sphere, The Wall of Stone, Warding Wind
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
add a comment |Â
up vote
5
down vote
Darkness
For starters. I know that this is not what you meant by your wording, but your rule of
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
would imply that the selected creatures are not affected by the spell at all, i.e. could see through the darkness.
Earth tremor
Similar (perhaps weaker) point. Affected area can become difficult terrain, which is supposed to affect all creatures no matter the saving throw.
The list goes on
Force Cage, Ice Storm, Otiluke's Freezing Sphere, The Wall of Stone, Warding Wind
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
add a comment |Â
up vote
5
down vote
up vote
5
down vote
Darkness
For starters. I know that this is not what you meant by your wording, but your rule of
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
would imply that the selected creatures are not affected by the spell at all, i.e. could see through the darkness.
Earth tremor
Similar (perhaps weaker) point. Affected area can become difficult terrain, which is supposed to affect all creatures no matter the saving throw.
The list goes on
Force Cage, Ice Storm, Otiluke's Freezing Sphere, The Wall of Stone, Warding Wind
Darkness
For starters. I know that this is not what you meant by your wording, but your rule of
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures are entirely unaffected by the spell.
would imply that the selected creatures are not affected by the spell at all, i.e. could see through the darkness.
Earth tremor
Similar (perhaps weaker) point. Affected area can become difficult terrain, which is supposed to affect all creatures no matter the saving throw.
The list goes on
Force Cage, Ice Storm, Otiluke's Freezing Sphere, The Wall of Stone, Warding Wind
edited Aug 6 at 8:11
answered Aug 6 at 7:59


J.E
2,014522
2,014522
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
add a comment |Â
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
You could more broadly say "any spell that has effects besides causing half damage on a successful save". This includes any spell that has effects not tied to a saving throw. (Seems like @the dark wanderer's new answer basically says exactly that.)
– V2Blast
Aug 6 at 8:05
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
@V2Blast True, but to me half the point was to see if there actually are any, plus for example the darkness does not even have a saving throw to begin with.
– J.E
Aug 6 at 8:08
add a comment |Â
up vote
4
down vote
Many spells involving the elements have secondary effects that are not tied to a save; for example.
Storm Sphere:
The sphere’s space is difficult terrain...Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
By RAW, both of these aspects should still affect the allies protected from damage by sculpt spell.
add a comment |Â
up vote
4
down vote
Many spells involving the elements have secondary effects that are not tied to a save; for example.
Storm Sphere:
The sphere’s space is difficult terrain...Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
By RAW, both of these aspects should still affect the allies protected from damage by sculpt spell.
add a comment |Â
up vote
4
down vote
up vote
4
down vote
Many spells involving the elements have secondary effects that are not tied to a save; for example.
Storm Sphere:
The sphere’s space is difficult terrain...Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
By RAW, both of these aspects should still affect the allies protected from damage by sculpt spell.
Many spells involving the elements have secondary effects that are not tied to a save; for example.
Storm Sphere:
The sphere’s space is difficult terrain...Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
By RAW, both of these aspects should still affect the allies protected from damage by sculpt spell.
edited Aug 6 at 8:19
answered Aug 6 at 8:05
ravery
4,5641738
4,5641738
add a comment |Â
add a comment |Â
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1
Some of the best moments are created when your team players are forced to move (or succeed a saving throw), possibly get attacked by an opportunity attack so you can throw down your spell. The answers provide sufficient information, but gameplay wise I'd throw your rule out. I personally believe it makes things safer and boring :(
– Thomas Yates
Aug 7 at 9:55
@ThomasYates I feel like, with a little embellishment, that comment is good enough to be stand alone answer - it'd get an upvote from me at any rate. The effect of this houserule on gameplay experience is no worse a thing to consider than the mechanical effect.
– Tiggerous
Aug 7 at 13:04