| Post/Author/DateTime | Post |
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| #1Sands666Jul 02, 2014 16:15:27 | On the Elven Mage's character sheet, there is an ability called Sculpt Spell. It says that you may choose a number of targets equal to the spell's level +1 and allow those targets to automatically succeed on a successful saving throw. Then it says, "they take no damage if the would normally take half from it". What does that mean exactly? At first I took it to mean that if you were a Rogue with an evasion like ability that allowed you to take half damage automatically, then you take no damage... but then I started wondering if what that line meant was: if you normally save and take half damage, now you automatically save and you also take no damage now...
So which is it?
Also, if you scale up a spell, will this affect the amount of people you can select. Like, if you scale Fireball up to 5th level, do you get to then select 6 people to grant the auto save to instead of the normal 4 (since it is at base a 3rd level spell)?
Booya, first REAL question in the forum, that I actually had a bout a rule, not some cheesey jokey post.... ANYWAY... I am curious about the above! |
| #2pukunuiJul 02, 2014 16:19:23 | It means that if you'd normally take half damage on a successful save, you take no damage instead. Very much like the rogue's evasion ability. |
| #3Sands666Jul 02, 2014 16:22:41 |
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| #4pukunuiJul 02, 2014 16:35:37 | I'm not seeing what's so confusing about it. Sculpt Spell is worded in such a way that the PCs excluded still technically have to make a save, it's just that they also get to automatically succeed on that save. If the spell in question is, say, a fireball, they would normally take half the damage on a successful save, so Sculpt Spell is clarifying that in this instance, they don't.
It's basically granting the PCs caught in the spell the same benefit that a rogue gets from Evasion. |
| #5Sands666Jul 02, 2014 16:47:12 | Yeah, well to me, "normally taking half damage" seemed like it could be applied as "you normally save and take half damage, therefore, now you autosave and take NO damage" because it doesn't specify the circumstances of taking half damage from evasion or whatever they call it now. |
| #6Sword_of_SpiritJul 02, 2014 16:45:12 | The purpose is to say "they don't take damage from the spell" but phrased in such a way as to not eliminate other possible effects if they are relevant (or may appear in some future spells).
As far as scaling up, I'll have to wait and check the basic rules tomorrow, but in the playtest when you cast a spell in a higher level spot it is a spell of that higher level. So unless they have changed that rule, then yes, the ability becomes more powerful when you scale up a spell. You can exclude 6 people from a fireball if you cast it in a 5th level spell slot. |
| #7AladarJul 02, 2014 16:47:32 |
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| #8pukunuiJul 02, 2014 16:48:58 |
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| #9Sands666Jul 02, 2014 16:49:30 |
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| #10Sands666Jul 02, 2014 16:51:13 |
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| #11pukunuiJul 02, 2014 17:03:01 |
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| #12alienuxJul 02, 2014 17:17:32 |
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| #13PsikerlordJul 02, 2014 17:19:42 |
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| #14DevilbassJul 02, 2014 17:34:08 | I like this ability on the evoker, but it definitely makes the evoker alot more dangerous. In the campaign I'm planning on running, one player is thinking of being an evoker, so I will definitely factor that in when building encounters; I think I will be less afraid of out-numbering the PCs. |
| #15WyckedemusJul 02, 2014 18:09:32 | Ooh! Sculpt Spell only protects the individuals now, not their "spaces" or "squares."
So you can now nuke attached stirges and other threats that are in your allies' spaces without harming your allies.
Sounds pretty sweet.
... in my opinion. |
| #16Jay_Ibero_911Jul 02, 2014 18:20:30 |
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| #17alienuxJul 02, 2014 20:35:26 |
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| #18WotC_MearlsJul 02, 2014 21:23:48 |
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| #19ankiyavonJul 02, 2014 21:39:04 | I believe the idea is that, for example, if I cast Fireball into my friends and remove my friends from the area, they take no damage. Fireball normally deals half damage on a save; they are treated as successfully saving and take no damage if that would make them take half damage. |
| #20pukunuiJul 02, 2014 21:47:19 |
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| #21ankiyavonJul 02, 2014 21:54:53 |
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| #22pukunuiJul 02, 2014 21:58:39 | There's that too. LOL. |
| #23E-TallitnicsJul 02, 2014 22:40:42 | Also keep in mind that this class feature works on any area of effect for Evocation-classed spells. Burning Hand's cone, Lightning Bolt's line, etc.
So in the starter set the 1st-level Wizard can stand right behind those two Fighters and cast Burning Hands through them to hit any opponents on their other side! |
| #24pukunuiJul 03, 2014 2:02:20 |
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| #25Sands666Jul 03, 2014 4:04:08 |
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| #26Plaguescarred1Jul 03, 2014 5:14:47 |
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| #27edwin_suJul 03, 2014 5:17:10 |
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| #28jaelisJul 03, 2014 5:28:16 | Ooh, maybe the first obnoxious rules lawyer question: Say your ally is vulnerable to fire for whatever reason. You cast fireball and sculp the spell around him. He automatically saves, and would take half damage per the spell, but that would normally be doubled due to vulnerability. (Assuming vulnerability is like it was in the playtest.) So would the 'no damage' effect apply?
Surely it would, IMO. But it is kind of an interesting question |
| #29Plaguescarred1Jul 03, 2014 6:28:08 | Yes. If the creature would take only half damage, it takes none, which doesn't trigger its vulnerability |
| #30E-TallitnicsJul 03, 2014 7:30:46 |
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| #31jaelisJul 03, 2014 6:48:23 | But you don't get the abiltiy until 2nd level, IIRC. |
| #32AaronOfBarbariaJul 03, 2014 6:48:41 | An alternative answer to Plaguescarred's: Yes. You apply the vulnerability, save to reduce the damage by half (to the amount actually rolled), and then take zero damage just the same - no matter which order you do things in, the save is still causing a reduction of the damage to "half", so the sculpt spell ability makes it 0 damage.
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| #33jaelisJul 03, 2014 6:52:35 |
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| (Reply to #28)eleran |
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| #35melloredJul 03, 2014 7:09:15 |
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| #36Plaguescarred1Jul 03, 2014 7:15:27 | IMO you resolve it in this order
1. Cast Spell 2. Sculpt effect to affect target's saving throw and determine how damage is dealt 3. Deal damage 4. Apply Vulnerability if applicable
Its like having vulnerabilty to acid damage doesn't trigger if you successfully save againt Acid Splash since it doesn\'t deal damage if you do. |
| #37thespaceinvaderJul 03, 2014 7:15:15 | All this does make me wonder why the ability wasn't just phrased 'choose X targets to be unaffected by the spell'... |
| (Reply to #37)AaronOfBarbaria |
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| #39mbeacomJul 03, 2014 10:36:54 | I'm actually kinda bummed that sculp spell made it in the final cut. I felt it was way OP. It will be my first house rule to elminate or change it. One of the best parts about beast AoE spells was the risks associated with dropping said nuke, and the tactics necessary to get the most out of it, with as little downside as possible. |
| #40jaelisJul 03, 2014 11:32:45 | I think a better phrasing would be: "The chosen creatures automatically succeed on their saving throws against the spell, and if the spell normally does half damage on a successful save, the creatures instead take no damage." |
| #41Plaguescarred1Jul 03, 2014 13:09:24 | I agree with jaelis |
| #42Jay_Ibero_911Jul 03, 2014 13:25:27 |
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