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:



  1. Automatically succeed on saving throws.

  2. 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?







share|improve this question





















  • You should focus more on the effects of the houserule. The Q as it is now is asking for a list, and this is bad, as spells will be added all the time.
    – Mindwin
    8 hours ago










  • @Mindwin I've edited based on your feedback. List answers were never my intention with this question - though I could understand how a longer list might have seemed like a better answer as it was previously phrased.
    – Tiggerous
    8 hours ago

















up vote
11
down vote

favorite
1












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:



  1. Automatically succeed on saving throws.

  2. 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?







share|improve this question





















  • You should focus more on the effects of the houserule. The Q as it is now is asking for a list, and this is bad, as spells will be added all the time.
    – Mindwin
    8 hours ago










  • @Mindwin I've edited based on your feedback. List answers were never my intention with this question - though I could understand how a longer list might have seemed like a better answer as it was previously phrased.
    – Tiggerous
    8 hours ago













up vote
11
down vote

favorite
1









up vote
11
down vote

favorite
1






1





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:



  1. Automatically succeed on saving throws.

  2. 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?







share|improve this question













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:



  1. Automatically succeed on saving throws.

  2. 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?









share|improve this question












share|improve this question




share|improve this question








edited 8 hours ago
























asked 14 hours ago









Tiggerous

4,43021853




4,43021853











  • You should focus more on the effects of the houserule. The Q as it is now is asking for a list, and this is bad, as spells will be added all the time.
    – Mindwin
    8 hours ago










  • @Mindwin I've edited based on your feedback. List answers were never my intention with this question - though I could understand how a longer list might have seemed like a better answer as it was previously phrased.
    – Tiggerous
    8 hours ago

















  • You should focus more on the effects of the houserule. The Q as it is now is asking for a list, and this is bad, as spells will be added all the time.
    – Mindwin
    8 hours ago










  • @Mindwin I've edited based on your feedback. List answers were never my intention with this question - though I could understand how a longer list might have seemed like a better answer as it was previously phrased.
    – Tiggerous
    8 hours ago
















You should focus more on the effects of the houserule. The Q as it is now is asking for a list, and this is bad, as spells will be added all the time.
– Mindwin
8 hours ago




You should focus more on the effects of the houserule. The Q as it is now is asking for a list, and this is bad, as spells will be added all the time.
– Mindwin
8 hours ago












@Mindwin I've edited based on your feedback. List answers were never my intention with this question - though I could understand how a longer list might have seemed like a better answer as it was previously phrased.
– Tiggerous
8 hours ago





@Mindwin I've edited based on your feedback. List answers were never my intention with this question - though I could understand how a longer list might have seemed like a better answer as it was previously phrased.
– Tiggerous
8 hours ago











4 Answers
4






active

oldest

votes

















up vote
24
down vote













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.






share|improve this answer



















  • 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
    6 hours ago










  • I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
    – Darth Pseudonym
    4 hours ago

















up vote
12
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.






share|improve this answer






























    up vote
    4
    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






    share|improve this answer























    • 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
      14 hours ago











    • @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
      14 hours ago

















    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.






    share|improve this answer























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      4 Answers
      4






      active

      oldest

      votes








      4 Answers
      4






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      24
      down vote













      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.






      share|improve this answer



















      • 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
        6 hours ago










      • I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
        – Darth Pseudonym
        4 hours ago














      up vote
      24
      down vote













      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.






      share|improve this answer



















      • 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
        6 hours ago










      • I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
        – Darth Pseudonym
        4 hours ago












      up vote
      24
      down vote










      up vote
      24
      down vote









      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.






      share|improve this answer















      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.







      share|improve this answer















      share|improve this answer



      share|improve this answer








      edited 14 hours ago









      V2Blast

      10.9k22577




      10.9k22577











      answered 14 hours ago









      Theik

      5,9162142




      5,9162142







      • 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
        6 hours ago










      • I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
        – Darth Pseudonym
        4 hours ago












      • 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
        6 hours ago










      • I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
        – Darth Pseudonym
        4 hours ago







      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
      6 hours ago




      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
      6 hours ago












      I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
      – Darth Pseudonym
      4 hours ago




      I immediately thought of spells like Sleep or Color Spray that affect an area but don't have a save as such.
      – Darth Pseudonym
      4 hours ago












      up vote
      12
      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.






      share|improve this answer



























        up vote
        12
        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.






        share|improve this answer

























          up vote
          12
          down vote










          up vote
          12
          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.






          share|improve this answer















          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.







          share|improve this answer















          share|improve this answer



          share|improve this answer








          edited 6 hours ago


























          answered 14 hours ago









          the dark wanderer

          34.7k286180




          34.7k286180




















              up vote
              4
              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






              share|improve this answer























              • 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
                14 hours ago











              • @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
                14 hours ago














              up vote
              4
              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






              share|improve this answer























              • 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
                14 hours ago











              • @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
                14 hours ago












              up vote
              4
              down vote










              up vote
              4
              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






              share|improve this answer















              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







              share|improve this answer















              share|improve this answer



              share|improve this answer








              edited 14 hours ago


























              answered 14 hours ago









              J.E

              1,964522




              1,964522











              • 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
                14 hours ago











              • @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
                14 hours ago
















              • 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
                14 hours ago











              • @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
                14 hours ago















              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
              14 hours ago





              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
              14 hours ago













              @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
              14 hours ago




              @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
              14 hours ago










              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.






              share|improve this answer



























                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.






                share|improve this answer

























                  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.






                  share|improve this answer















                  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.







                  share|improve this answer















                  share|improve this answer



                  share|improve this answer








                  edited 14 hours ago


























                  answered 14 hours ago









                  ravery

                  4,4581737




                  4,4581737






















                       

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