Secret Lesson 74
Range, Targets, and Areas of Effect: Distance, Touch, Self, Clear Paths, Total Cover, Points of Origin, Cones, Cubes, Cylinders, Emanations, Lines, and Spheres
In Lesson 73, we learned:
WHEN YOU CAN CAST A SPELL
Now we answer two equally important questions:
WHERE CAN THE SPELL BEGIN?
and:
WHO OR WHAT DOES IT AFFECT?
These questions are controlled by several connected rules:
RANGE
TARGETS
CLEAR PATH
COVER
and:
AREAS OF EFFECT
A spellcaster who understands these rules can look at a battlefield and determine:
WHETHER THE SPELL CAN REACH
WHERE ITS MAGIC ORIGINATES
WHICH CREATURES ARE AFFECTED
WHETHER A WALL BLOCKS IT
and:
HOW TO POSITION THE SPELL FOR MAXIMUM EFFECT
PART ONE — THE CORE IDEA OF RANGE
Every spell has a:
RANGE
The SRD defines a spell's range as indicating how far from the spellcaster:
THE SPELL'S EFFECT CAN ORIGINATE
The spell description then tells you:
WHICH PART OF THE EFFECT IS LIMITED BY THAT RANGE
This distinction is extremely important.
Range doesn't automatically mean:
"EVERY PART OF THE SPELL MUST REMAIN THIS CLOSE TO ME"
Instead, you read:
RANGE
together with:
THE SPELL DESCRIPTION
PART TWO — THE THREE COMMON FORMS OF RANGE
A spell's range usually appears as one of three forms:
DISTANCE
TOUCH
SELF
Each works differently.
PART THREE — DISTANCE
The simplest range is expressed in:
FEET
Examples might be:
30 FEET
60 FEET
120 FEET
150 FEET
A spell with:
RANGE: 60 FEET
allows its effect to originate as described by the spell within:
60 FEET OF THE SPELLCASTER
EXAMPLE — FIREBALL
Fireball has:
RANGE: 150 FEET
The caster chooses:
A POINT WITHIN RANGE
and a:
20-FOOT-RADIUS SPHERE
of fire is centered on that point.
So the range controls:
THE POINT WHERE THE EXPLOSION ORIGINATES
PART FOUR — RANGE IS NOT ALWAYS THE OUTER EDGE OF THE AREA
This Fireball example teaches an essential rule.
Suppose you place Fireball's point of origin:
150 FEET AWAY
The spell then creates:
A 20-FOOT-RADIUS SPHERE
around that point.
Therefore the Sphere itself can extend farther away from you than:
150 FEET
because:
RANGE CONTROLS THE ORIGIN
while:
THE AREA EXTENDS FROM THAT ORIGIN
This follows directly from the SRD's definition of Range and Fireball's spell description.
GEOMETRIC EXAMPLE
Point of origin:
150 FEET FROM CASTER
Sphere radius:
20 FEET
The farthest edge, in a straight line directly away from the caster, could geometrically be:
150 + 20 =
170 FEET FROM THE CASTER
The caster isn't "casting Fireball at 170 feet."
The caster is placing:
THE ORIGIN AT 150 FEET
and the area extends:
20 FEET AROUND IT
PART FIVE — TOUCH RANGE
A spell with:
RANGE: TOUCH
has an effect that originates on something defined by the spell that:
THE SPELLCASTER MUST TOUCH WITHIN THEIR REACH
Notice the wording:
WITHIN YOUR REACH
not:
ALWAYS EXACTLY 5 FEET
Reach can be affected by other rules.
PART SIX — CURE WOUNDS EXAMPLE
Cure Wounds has:
RANGE: TOUCH
The spell says:
A CREATURE YOU TOUCH
regains Hit Points.
At the table:
-
Choose a legal creature within your reach.
-
Touch that creature.
-
Cast the spell.
-
Resolve its healing.
PART SEVEN — TOUCH CAN TARGET YOURSELF WHEN LEGAL
If a spell targets:
A CREATURE OF YOUR CHOICE
you can normally choose:
YOURSELF
unless the spell says the creature must be:
HOSTILE
or specifically:
A CREATURE OTHER THAN YOU
Therefore:
TOUCH DOESN'T AUTOMATICALLY MEAN SOMEONE ELSE
Read the target wording.
PART EIGHT — SELF RANGE
A spell with:
RANGE: SELF
either:
IS CAST ON THE SPELLCASTER
or:
EMANATES FROM THE SPELLCASTER
as specified by the spell.
This is another major beginner trap.
SELF DOES NOT ALWAYS MEAN "ONLY YOU ARE AFFECTED"
PART NINE — BLUR: SELF MEANS THE CASTER
Blur has:
RANGE: SELF
Its effect applies to:
YOUR BODY
making attacks against you harder under its rules.
Here:
SELF REALLY DOES MEAN THE SPELL AFFECTS YOU
PART TEN — BURNING HANDS: SELF MEANS THE MAGIC ORIGINATES FROM YOU
Burning Hands also has:
RANGE: SELF
But it creates:
A 15-FOOT CONE
of fire extending from you.
Each creature in that Cone makes:
A DEXTERITY SAVING THROW
So:
RANGE: SELF
doesn't mean Burning Hands burns only:
THE CASTER
It means the spell:
ORIGINATES FROM THE CASTER
PART ELEVEN — LIGHTNING BOLT WORKS THE SAME GENERAL WAY
Lightning Bolt has:
RANGE: SELF
but creates:
A 100-FOOT-LONG
5-FOOT-WIDE
Line extending from you in a direction you choose.
Again:
SELF = ORIGINATING FROM YOU
not necessarily:
AFFECTING ONLY YOU
PART TWELVE — MOVABLE SPELL EFFECTS
The SRD establishes a useful general rule:
IF A SPELL HAS MOVABLE EFFECTS, THEY AREN'T RESTRICTED BY ITS RANGE UNLESS THE SPELL DESCRIPTION SAYS OTHERWISE
That means you must not automatically assume:
"THE EFFECT CAN NEVER MOVE OUTSIDE THE ORIGINAL RANGE"
Instead:
READ THE SPELL
PART THIRTEEN — SPELLS CAN SPECIFICALLY KEEP THEIR EFFECT INSIDE RANGE
Some spells explicitly create their own restriction.
For example:
DANCING LIGHTS
has Range:
120 FEET
and its later movement rule says the lights must move to:
A SPACE WITHIN RANGE
A light also vanishes if it exceeds:
THE SPELL'S RANGE
So in this case:
THE DESCRIPTION EXPLICITLY RESTRICTS THE MOVING EFFECT
PART FOURTEEN — MAGE HAND
Mage Hand has:
RANGE: 30 FEET
The spectral hand vanishes if it is ever more than:
30 FEET AWAY FROM YOU
Again:
SPECIFIC SPELL TEXT OVERRIDES THE GENERAL FREEDOM OF MOVABLE EFFECTS
PART FIFTEEN — LEVITATE
Levitate has:
RANGE: 60 FEET
When using later magic to move another target vertically, that target:
MUST REMAIN WITHIN THE SPELL'S RANGE
This gives us the proper habit:
NEVER GUESS WHAT RANGE DOES AFTER CASTING
Read:
THE SPELL DESCRIPTION
PART SIXTEEN — WHAT IS A TARGET?
A typical spell requires the caster to choose:
ONE OR MORE TARGETS
A spell's description tells you whether it targets:
CREATURES
OBJECTS
or:
SOMETHING ELSE
PART SEVENTEEN — SPELLS CAN TARGET DIFFERENT KINDS OF THINGS
A target isn't automatically:
AN ENEMY CREATURE
Depending on the spell, a valid target might be:
A CREATURE
A WILLING CREATURE
A HOSTILE CREATURE
AN OBJECT
A POINT IN SPACE
THE CASTER
or another specifically defined thing.
EXAMPLE — CHAIN LIGHTNING
Chain Lightning begins with:
A TARGET YOU CAN SEE WITHIN 150 FEET
Then three bolts can leap to up to:
THREE OTHER TARGETS
within 30 feet of the first.
A target for this spell can be:
A CREATURE
or:
AN OBJECT
and each target can be struck by only:
ONE OF THE BOLTS
The spell description determines:
WHAT COUNTS AS A VALID TARGET
PART EIGHTEEN — SIGHT IS NOT A UNIVERSAL REQUIREMENT
Some spells explicitly say:
"THAT YOU CAN SEE"
Others do not.
Therefore don't create a universal rule saying:
EVERY SPELL TARGET REQUIRES SIGHT
The general targeting rule requires:
A CLEAR PATH
But a requirement to:
SEE
the target exists when the spell or another rule says so.
EXAMPLE
Chain Lightning says:
A TARGET YOU CAN SEE
Therefore:
SIGHT IS REQUIRED
for that first target.
The correct method is:
READ THE SPELL'S TARGET WORDING
PART NINETEEN — A CLEAR PATH TO THE TARGET
The SRD establishes a general targeting requirement:
To target something with a spell, you need:
A CLEAR PATH TO IT
Therefore the target can't be:
BEHIND TOTAL COVER
PART TWENTY — TOTAL COVER
Cover has three degrees:
HALF COVER
gives:
+2 AC
and:
+2 TO DEXTERITY SAVING THROWS
THREE-QUARTERS COVER
gives:
+5 AC
and:
+5 TO DEXTERITY SAVING THROWS
TOTAL COVER
means:
THE TARGET CAN'T BE TARGETED DIRECTLY
PART TWENTY-ONE — WALL EXAMPLE
A Wizard wants to cast a spell directly on an enemy.
Between them is:
A SOLID STONE WALL
The wall provides:
TOTAL COVER
There is no clear path.
Therefore the enemy can't normally be:
DIRECTLY TARGETED THROUGH THAT WALL
PART TWENTY-TWO — SEEING SOMETHING ISN'T THE SAME AS HAVING A CLEAR PATH
Imagine a magical or unusual circumstance in which you can perceive a creature on the other side of:
A SOLID WALL
That doesn't automatically remove:
TOTAL COVER
Targeting requirements are separate.
You may know:
WHERE IT IS
or even satisfy a spell's sight requirement through some special effect,
but if the target remains behind:
TOTAL COVER
the general spell-targeting rule still requires:
A CLEAR PATH
unless a specific rule says otherwise.
PART TWENTY-THREE — TARGETING YOURSELF
The SRD provides an explicit general rule.
If a spell targets:
A CREATURE OF YOUR CHOICE
you may choose:
YOURSELF
unless it requires:
A HOSTILE CREATURE
or:
A CREATURE OTHER THAN YOU
PART TWENTY-FOUR — NUMBER OF TARGETS
The spell description tells you:
HOW MANY TARGETS
you can select.
You don't automatically get:
ONE TARGET
EXAMPLE — BANE
Bane can initially affect:
UP TO THREE CREATURES
of your choice that you can see within:
30 FEET
EXAMPLE — CHAIN LIGHTNING
Initial target:
ONE
Then up to:
THREE ADDITIONAL TARGETS
under its normal casting.
So target count is:
SPELL-SPECIFIC
PART TWENTY-FIVE — AWARENESS OF BEING TARGETED
A creature doesn't automatically know:
"SOMEONE JUST TARGETED ME WITH MAGIC."
The SRD says that unless a spell has:
A PERCEPTIBLE EFFECT
a creature doesn't know it was targeted.
Something obvious, such as:
LIGHTNING
is perceptible.
A subtle magical attempt might go unnoticed unless:
THE SPELL SAYS OTHERWISE
PART TWENTY-SIX — INVALID TARGETS
Suppose you cast a spell on something that:
CAN'T BE AFFECTED BY THAT SPELL
The SRD calls this an:
INVALID TARGET
What happens?
NOTHING HAPPENS TO THAT TARGET
But if you spent a Spell Slot:
THE SPELL SLOT IS STILL EXPENDED
PART TWENTY-SEVEN — INVALID TARGETS CAN HIDE THEIR INVALIDITY
There is an additional subtle rule.
If the spell normally has:
NO EFFECT
when a target succeeds on its Saving Throw, an invalid target appears to have:
SUCCEEDED ON THE SAVE
even though:
IT DIDN'T ACTUALLY ATTEMPT ONE
This gives the caster:
NO HINT
that the creature was invalid.
Otherwise:
YOU PERCEIVE THAT THE SPELL DID NOTHING
EXAMPLE
You cast a spell against a creature believing it qualifies as:
THE REQUIRED TARGET TYPE
But it doesn't.
If that spell would normally do nothing on a successful save:
THE GM DOESN'T HAVE TO REVEAL THAT THE TARGET WAS INVALID
From your character's perspective:
IT LOOKS LIKE THE SPELL FAILED TO TAKE HOLD
PART TWENTY-EIGHT — AREAS OF EFFECT
Some spells don't simply choose:
ONE CREATURE
Instead, they cover:
AN AREA
The SRD identifies six typical shapes:
CONE
CUBE
CYLINDER
EMANATION
LINE
SPHERE
The area determines:
WHAT POSITIONS ARE WITHIN THE SPELL'S EFFECT
while the spell description determines:
WHICH THINGS IN THAT AREA ARE ACTUALLY AFFECTED
PART TWENTY-NINE — THE SHAPE DOESN'T DECIDE FRIEND OR FOE
This is extremely important.
A:
SPHERE
doesn't automatically mean:
ALL CREATURES ARE HARMED
A:
CONE
doesn't automatically exclude:
YOUR ALLIES
You must read:
THE SPELL DESCRIPTION
EXAMPLE — FIREBALL
Fireball says:
EACH CREATURE
in the Sphere makes its Saving Throw.
If your ally is inside:
YOUR ALLY IS A CREATURE
and isn't automatically protected merely because:
THEY ARE FRIENDLY
PART THIRTY — OTHER EFFECTS CAN LET YOU CHOOSE CREATURES
A different feature or spell might say:
CREATURES OF YOUR CHOICE
or:
ENEMIES
or another restriction.
Then:
THAT SPECIFIC WORDING
changes who is affected.
Therefore:
SHAPE = GEOMETRY
SPELL TEXT = ELIGIBLE TARGETS AND EFFECT
PART THIRTY-ONE — THE POINT OF ORIGIN
Every Area of Effect has:
A POINT OF ORIGIN
This is the location from which:
THE EFFECT'S ENERGY ERUPTS
Each shape tells you where that point is positioned.
The point of origin is one of the most important concepts in spell geometry.
PART THIRTY-TWO — TOTAL COVER CAN BLOCK PART OF AN AREA
To determine whether a location belongs to an Area of Effect, imagine:
STRAIGHT LINES
extending from:
THE POINT OF ORIGIN
to:
THAT LOCATION
If:
ALL SUCH STRAIGHT LINES ARE BLOCKED
the location isn't included in the area.
The obstruction must provide:
TOTAL COVER
to block those lines.
EXAMPLE — FIREBALL AND A WALL
A Fireball explodes on one side of:
A SOLID WALL
A creature is completely behind the wall relative to:
THE POINT OF ORIGIN
If the wall blocks all straight lines from the origin to the creature's location and therefore provides the necessary:
TOTAL COVER
that protected location isn't included in:
THE AREA OF EFFECT
The spell does not automatically:
BEND AROUND THE WALL
PART THIRTY-THREE — HALF COVER ISN'T THE SAME AS BLOCKING THE AREA
The Area of Effect rule requires:
TOTAL COVER
to block the straight line.
Therefore:
HALF COVER
or:
THREE-QUARTERS COVER
doesn't automatically remove a location from an area.
Those cover levels have their own benefits.
This distinction matters enormously for:
AREA SPELLS
PART THIRTY-FOUR — AN UNSEEN POINT BEHIND AN OBSTRUCTION
The SRD also prevents a caster from casually placing an Area of Effect:
THROUGH A WALL
If you attempt to place the point of origin at:
AN UNSEEN POINT
and an obstruction such as a wall lies between you and that point:
THE POINT OF ORIGIN COMES INTO BEING ON THE NEAR SIDE OF THE OBSTRUCTION
EXAMPLE
Wizard:
"I PLACE FIREBALL 10 FEET BEYOND THIS SOLID WALL."
But the chosen point is:
UNSEEN
and the wall is between caster and point.
The Area of Effect origin instead comes into being:
ON THE CASTER'S SIDE OF THE WALL
That can produce a very different result.
PART THIRTY-FIVE — THE SIX SHAPES
Now we examine each shape individually.
1. CONE
2. CUBE
3. CYLINDER
4. EMANATION
5. LINE
6. SPHERE
Each has:
DIFFERENT GEOMETRY
and slightly different:
POINT-OF-ORIGIN RULES
PART THIRTY-SIX — CONE
A Cone extends in:
STRAIGHT LINES
from its point of origin in:
A DIRECTION CHOSEN BY ITS CREATOR
Its width at any point equals:
THAT POINT'S DISTANCE FROM THE ORIGIN
CONE EXAMPLE
At:
5 FEET
from the origin, the Cone is:
5 FEET WIDE
At:
10 FEET
it is:
10 FEET WIDE
At:
15 FEET
it is:
15 FEET WIDE
The effect tells you:
THE CONE'S MAXIMUM LENGTH
PART THIRTY-SEVEN — CONE POINT OF ORIGIN
The Cone's point of origin is:
NOT INCLUDED BY DEFAULT
But:
THE CREATOR CAN DECIDE TO INCLUDE IT
That inclusion choice is part of:
CONE GEOMETRY
PART THIRTY-EIGHT — BURNING HANDS AS A CONE
Burning Hands:
Range:
SELF
Area:
15-FOOT CONE
Save:
DEXTERITY
Failure:
3D6 FIRE DAMAGE
Success:
HALF DAMAGE
at its base level.
At the table:
-
You are the origin.
-
Choose the Cone's direction.
-
Determine the 15-foot Cone.
-
Check Total Cover from the origin.
-
Identify each creature in the remaining area.
-
Each qualifying creature makes the Saving Throw.
PART THIRTY-NINE — CUBE
A Cube extends in straight lines from:
A POINT OF ORIGIN LOCATED ANYWHERE ON ONE FACE OF THE CUBE
The effect specifies:
THE SIZE OF THE CUBE
where that size is:
THE LENGTH OF EACH SIDE
PART FORTY — CUBE POINT OF ORIGIN
Like a Cone, the Cube's point of origin:
ISN'T INCLUDED BY DEFAULT
unless:
THE CREATOR DECIDES OTHERWISE
PART FORTY-ONE — THUNDERWAVE AS A CUBE
Thunderwave:
Range:
SELF
Area:
15-FOOT CUBE ORIGINATING FROM YOU
Each creature in the Cube makes:
A CONSTITUTION SAVING THROW
On failure at base level:
2D8 THUNDER DAMAGE
and:
PUSHED 10 FEET AWAY FROM YOU
Success:
HALF DAMAGE ONLY
IMPORTANT
Thunderwave does not say:
"15-FOOT RADIUS AROUND YOU"
It says:
15-FOOT CUBE
Those are:
DIFFERENT SHAPES
PART FORTY-TWO — CYLINDER
A Cylinder extends from a point of origin located at:
THE CENTER OF ITS CIRCULAR TOP
or:
THE CENTER OF ITS CIRCULAR BOTTOM
The effect specifies:
THE RADIUS
and:
THE HEIGHT
PART FORTY-THREE — CYLINDER ORIGIN
Unlike Cone and Cube:
THE CYLINDER'S POINT OF ORIGIN IS INCLUDED
You don't choose to exclude it.
PART FORTY-FOUR — FLAME STRIKE AS A CYLINDER
Flame Strike has:
RANGE: 60 FEET
It creates a:
10-FOOT-RADIUS
40-FOOT-HIGH
Cylinder centered on:
A POINT WITHIN RANGE
This is a perfect example of why cylinders have:
RADIUS + HEIGHT
rather than only:
RADIUS
VISUALIZE IT
Imagine:
A VERTICAL COLUMN
Radius:
10 FEET
Height:
40 FEET
Everything isn't simply being measured:
ACROSS THE FLOOR
Height is part of the spell's area.
PART FORTY-FIVE — MAGIC CIRCLE AS ANOTHER CYLINDER
Magic Circle creates a:
10-FOOT-RADIUS
20-FOOT-TALL
Cylinder centered on a point on the ground within:
10 FEET
So the same shape can be used for:
VERY DIFFERENT MAGICAL EFFECTS
PART FORTY-SIX — EMANATION
An Emanation extends in:
ALL DIRECTIONS
from:
A CREATURE
or:
AN OBJECT
The effect specifies:
HOW FAR IT EXTENDS
PART FORTY-SEVEN — EMANATIONS USUALLY MOVE WITH THEIR ORIGIN
The general Emanation rule says it moves with:
THE CREATURE
or:
THE OBJECT
that is its origin,
unless it is:
INSTANTANEOUS
or:
STATIONARY
This makes Emanations fundamentally different from many:
FIXED SPHERES
or:
FIXED CYLINDERS
PART FORTY-EIGHT — EMANATION ORIGIN
The creature or object serving as the Emanation's origin:
ISN'T INCLUDED BY DEFAULT
unless:
THE CREATOR DECIDES OTHERWISE
PART FORTY-NINE — DARKNESS AND A MOVING OBJECT
Darkness can create a:
15-FOOT-RADIUS SPHERE
from a point within range.
But it has an alternative:
Cast it on:
AN OBJECT THAT ISN'T BEING WORN OR CARRIED
and the Darkness fills:
A 15-FOOT EMANATION
originating from that object.
Because the general Emanation rule says the Emanation moves with its origin unless stationary or instantaneous:
MOVING THE OBJECT CAN MOVE THE EMANATION
That is a direct application of the two rules together.
PART FIFTY — TINY HUT: A STATIONARY EMANATION
Tiny Hut provides a useful exception example.
It creates:
A 10-FOOT EMANATION
around you, but the spell explicitly says that it:
REMAINS STATIONARY
for the duration.
So despite beginning around:
THE CASTER
it doesn't follow the caster around.
Specific rule:
STATIONARY
controls.
PART FIFTY-ONE — LINE
A Line extends from:
A POINT OF ORIGIN
in:
A STRAIGHT PATH
Its area is defined by:
LENGTH
and:
WIDTH
PART FIFTY-TWO — LINE ORIGIN
The Line's point of origin:
ISN'T INCLUDED BY DEFAULT
unless:
THE CREATOR DECIDES OTHERWISE
PART FIFTY-THREE — LIGHTNING BOLT AS A LINE
Lightning Bolt creates a Line:
100 FEET LONG
and:
5 FEET WIDE
extending from you in:
A DIRECTION YOU CHOOSE
At the table, this makes positioning extremely important.
If three enemies are standing approximately:
IN A ROW
the caster may be able to place the Line through:
ALL THREE
provided they are actually within the area and not excluded by Total Cover.
PART FIFTY-FOUR — GUST OF WIND AS A MOVING-DIRECTION LINE
Gust of Wind creates:
A 60-FOOT-LONG
10-FOOT-WIDE
Line from you.
On later turns, you can use:
A BONUS ACTION
to change:
THE DIRECTION OF THE LINE
This is an ongoing Line whose:
ORIENTATION CAN CHANGE
because the spell specifically says so.
PART FIFTY-FIVE — SPHERE
A Sphere extends in straight lines from:
A POINT OF ORIGIN
outward in:
ALL DIRECTIONS
The spell specifies:
THE RADIUS
PART FIFTY-SIX — SPHERE ORIGIN
The Sphere's point of origin:
IS INCLUDED
in the Sphere's area.
Unlike:
CONE
CUBE
EMANATION
and:
LINE
there is no general creator choice here.
PART FIFTY-SEVEN — FIREBALL AS A SPHERE
Fireball:
Origin:
POINT WITHIN 150 FEET
Area:
20-FOOT-RADIUS SPHERE
That means the explosion extends:
20 FEET FROM ITS CENTER
in:
EVERY DIRECTION
subject to the Area of Effect and Total Cover rules.
PART FIFTY-EIGHT — CALM EMOTIONS AS A SPHERE
Calm Emotions creates:
A 20-FOOT-RADIUS SPHERE
centered on a point within:
60 FEET
But instead of simply affecting every creature, it specifically refers to:
EACH HUMANOID
in the Sphere.
This demonstrates again:
SHAPE DETERMINES THE AREA
SPELL TEXT DETERMINES ELIGIBLE TARGETS
PART FIFTY-NINE — COMPLETE AREA SHAPE TABLE
| Shape | How It Extends | Origin Included? |
|---|---|---|
| Cone | From origin in chosen direction, widening with distance | Creator chooses |
| Cube | From origin on one face of the Cube | Creator chooses |
| Cylinder | From center of circular top or bottom | Yes |
| Emanation | From creature/object in all directions | Creator chooses |
| Line | Straight path with defined length and width | Creator chooses |
| Sphere | From center outward in all directions | Yes |
These distinctions come directly from the SRD shape definitions.
PART SIXTY — DON'T CONFUSE SPHERE AND EMANATION
They may look similar on a battle map.
Both can extend:
IN ALL DIRECTIONS
But their origins are conceptually different.
SPHERE
Origin:
A POINT
Normally remains where the spell says it exists.
EMANATION
Origin:
A CREATURE OR OBJECT
Normally:
MOVES WITH THAT ORIGIN
unless instantaneous or stationary.
EXAMPLE
Fireball:
SPHERE CENTERED ON A POINT
Darkness cast on an eligible object:
EMANATION FROM THE OBJECT
Tiny Hut:
EMANATION, BUT SPECIFICALLY STATIONARY
PART SIXTY-ONE — DON'T CONFUSE CUBE AND RADIUS
A:
15-FOOT CUBE
means its sides are:
15 FEET LONG
It doesn't mean:
15 FEET IN EVERY DIRECTION FROM THE ORIGIN
That would create a completely different area.
Thunderwave specifically uses:
A 15-FOOT CUBE
PART SIXTY-TWO — DON'T CONFUSE CYLINDER RADIUS WITH DIAMETER
A Cylinder with:
10-FOOT RADIUS
has a circular base whose distance from center to edge is:
10 FEET
Therefore its diameter is geometrically:
10 × 2 =
20 FEET
But the spell gives you:
RADIUS
not diameter.
PART SIXTY-THREE — RANGE AND AREA ARE TWO SEPARATE QUESTIONS
When you read a spell such as:
FIREBALL
ask:
QUESTION 1
How far away may I place its origin?
150 FEET
QUESTION 2
How large is the resulting area?
20-FOOT-RADIUS SPHERE
Do not combine those numbers into:
ONE RANGE VALUE
PART SIXTY-FOUR — SPELLS CAN HAVE SECONDARY DISTANCES
A spell can contain more than one distance.
Chain Lightning has:
150-FOOT RANGE
for the first target.
Then secondary bolts require additional targets within:
30 FEET OF THE FIRST TARGET
So you may need to check:
MULTIPLE DISTANCE CONDITIONS
PART SIXTY-FIVE — RANGE DOESN'T AUTOMATICALLY REQUIRE A CREATURE
Fireball's Range is:
150 FEET
but you don't initially choose:
A CREATURE
You choose:
A POINT
Then the Sphere determines which creatures are:
IN THE AREA
This is why understanding:
TARGET
versus:
POINT OF ORIGIN
is so important.
PART SIXTY-SIX — DIRECT TARGETING VERSUS AREA TARGETING
Compare:
CHAIN LIGHTNING
You directly choose:
SPECIFIC TARGETS
with restrictions.
Versus:
FIREBALL
You choose:
A POINT
Then:
EACH CREATURE IN THE SPHERE
is affected.
These are different spell structures.
PART SIXTY-SEVEN — POSITIONING IS PART OF SPELLCASTING SKILL
A powerful caster isn't only someone who knows:
HIGH-LEVEL SPELLS
A skilled caster understands:
GEOMETRY
DISTANCE
COVER
ALLY POSITION
ENEMY POSITION
and:
POINTS OF ORIGIN
EXAMPLE
Three enemies are clustered together.
One ally is standing among them.
Fireball affects:
EACH CREATURE IN THE SPHERE
You can't simply announce:
"I DON'T HIT MY FRIEND."
unless:
ANOTHER RULE ALLOWS THAT
You must instead:
MOVE THE POINT OF ORIGIN
or choose:
ANOTHER SPELL
if you want to avoid the ally.
PART SIXTY-EIGHT — POSITIONING A CONE
Imagine:
You.
Two enemies directly ahead.
One ally standing to the left.
With:
BURNING HANDS
you choose:
THE DIRECTION OF THE 15-FOOT CONE
You might rotate the Cone to include:
BOTH ENEMIES
while leaving:
THE ALLY
outside.
That is:
SPELL POSITIONING
not an extra rule.
PART SIXTY-NINE — POSITIONING A LINE
Imagine three enemies:
Goblin A:
10 FEET AHEAD
Goblin B:
35 FEET AHEAD
Goblin C:
70 FEET AHEAD
They stand in the same narrow path.
Lightning Bolt:
100 FEET LONG
5 FEET WIDE
could potentially place all three inside:
THE SAME LINE
assuming the actual battlefield geometry and cover allow it.
PART SEVENTY — POSITIONING A SPHERE
Suppose two enemies are standing:
15 FEET APART
A 20-foot-radius Sphere can easily include:
BOTH
depending on where you center it.
But you don't have to center the Sphere:
DIRECTLY ON ONE ENEMY
If the spell lets you choose:
A POINT
you can choose the point tactically.
PART SEVENTY-ONE — POINTS IN THREE DIMENSIONS MATTER
The game world isn't only:
A FLAT BATTLE MAP
Spells can have:
HEIGHT
DEPTH
and:
VERTICAL POSITION
where their descriptions and environment allow.
This is especially obvious with:
CYLINDERS
and:
SPHERES
EXAMPLE — FLAME STRIKE
Its Cylinder is:
40 FEET HIGH
That height matters if enemies occupy:
DIFFERENT ELEVATIONS
inside the Cylinder.
PART SEVENTY-TWO — AREAS DON'T TURN CORNERS BY DEFAULT
The general Area of Effect rule traces:
STRAIGHT LINES
from:
THE POINT OF ORIGIN
If Total Cover blocks all such lines to a location:
THAT LOCATION IS EXCLUDED
Therefore don't assume:
FIRE FLOWS AROUND A CORNER
LIGHTNING BENDS AROUND A WALL
or:
A SPHERE WRAPS AROUND SOLID OBSTRUCTIONS
unless:
THE SPELL SPECIFICALLY SAYS SOMETHING THAT CHANGES THE RESULT
PART SEVENTY-THREE — SPELL DESCRIPTION ALWAYS REMAINS KING
The Area of Effect definitions provide:
GENERAL GEOMETRY
But a spell can add:
SPECIAL CONDITIONS
EXAMPLE — DARKNESS
Darkness has special text allowing it to:
ORIGINATE FROM AN OBJECT
and saying an opaque covering can:
BLOCK THE DARKNESS
You follow:
THAT SPECIFIC SPELL TEXT
alongside the general Area of Effect rules.
PART SEVENTY-FOUR — AT THE TABLE: DIRECT-TARGET SPELL PROCEDURE
When casting a spell that directly targets something:
STEP 1 — READ RANGE
Example:
60 FEET
STEP 2 — READ TARGET TYPE
Is it:
CREATURE?
WILLING CREATURE?
HOSTILE CREATURE?
OBJECT?
STEP 3 — CHECK SPECIAL REQUIREMENTS
Does the spell say:
YOU CAN SEE?
YOU CAN HEAR?
or impose another condition?
STEP 4 — CHECK DISTANCE
Is the target:
WITHIN RANGE?
STEP 5 — CHECK CLEAR PATH
Is the target behind:
TOTAL COVER?
If yes, you normally can't target it directly.
STEP 6 — RESOLVE THE SPELL
That may require:
A SPELL ATTACK
A SAVING THROW
or:
AN AUTOMATIC EFFECT
depending on the spell.
PART SEVENTY-FIVE — AT THE TABLE: AREA SPELL PROCEDURE
For an Area of Effect spell:
STEP 1
Read:
RANGE
STEP 2
Identify:
WHERE THE POINT OF ORIGIN CAN BE PLACED
STEP 3
Determine:
THE SHAPE
Cone?
Cube?
Cylinder?
Emanation?
Line?
Sphere?
STEP 4
Determine:
SIZE
Length?
Width?
Radius?
Height?
STEP 5
Check:
TOTAL COVER
Trace straight lines from:
THE ORIGIN
to questionable locations.
STEP 6
Determine:
WHICH CREATURES OR OBJECTS ARE INSIDE
STEP 7
Read the spell wording to determine:
WHICH OF THOSE THINGS ARE ACTUALLY AFFECTED
STEP 8
Resolve:
SAVING THROWS
DAMAGE
CONDITIONS
or:
OTHER EFFECTS
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING RANGE MEANS THE ENTIRE EFFECT MUST FIT INSIDE THAT DISTANCE
Usually Range tells you how far away:
THE EFFECT CAN ORIGINATE
Read the spell for exactly what is limited.
MISTAKE 2 — THINKING A FIREBALL'S OUTER EDGE MUST BE WITHIN 150 FEET
Its:
POINT OF ORIGIN
must be within its 150-foot Range.
The 20-foot Sphere then extends from:
THAT POINT
MISTAKE 3 — THINKING TOUCH ALWAYS MEANS EXACTLY 5 FEET
Touch requires:
TOUCHING WITHIN YOUR REACH
MISTAKE 4 — THINKING TOUCH CAN NEVER TARGET YOURSELF
If the spell allows an eligible creature of your choice and doesn't prohibit yourself:
YOU CAN CHOOSE YOURSELF
MISTAKE 5 — THINKING SELF MEANS ONLY THE CASTER CAN BE AFFECTED
Burning Hands and Lightning Bolt have:
RANGE: SELF
yet their effects extend outward.
MISTAKE 6 — THINKING A MOVING SPELL EFFECT ALWAYS HAS TO REMAIN INSIDE ITS ORIGINAL RANGE
General rule:
NOT UNLESS THE SPELL SAYS SO
MISTAKE 7 — IGNORING A SPELL THAT DOES SPECIFICALLY IMPOSE A RANGE LIMIT AFTER CASTING
Dancing Lights and Mage Hand explicitly contain:
THEIR OWN RANGE RESTRICTIONS
MISTAKE 8 — THINKING EVERY SPELL TARGET MUST BE A CREATURE
Some spells target:
OBJECTS
POINTS
or:
SOMETHING ELSE
MISTAKE 9 — THINKING EVERY SPELL TARGET REQUIRES SIGHT
Sight is required when:
THE SPELL OR ANOTHER RULE SAYS SO
Do not invent it universally.
MISTAKE 10 — IGNORING TOTAL COVER
A directly targeted spell requires:
A CLEAR PATH
A target behind Total Cover can't normally be:
DIRECTLY TARGETED
MISTAKE 11 — THINKING SEEING THROUGH A SPECIAL EFFECT AUTOMATICALLY REMOVES TOTAL COVER
Perception and:
CLEAR PATH
are different questions.
MISTAKE 12 — THINKING YOU CAN NEVER TARGET YOURSELF WITH A BENEFICIAL SPELL
You often can when the spell says:
CREATURE OF YOUR CHOICE
and doesn't exclude you.
MISTAKE 13 — ASSUMING THE TARGET KNOWS IT WAS MAGICALLY TARGETED
Not necessarily.
Without a perceptible effect:
IT MAY NOT KNOW
MISTAKE 14 — REFUNDING THE SLOT WHEN THE TARGET WAS INVALID
An invalid target:
SUFFERS NO EFFECT
but:
THE SLOT REMAINS EXPENDED
if one was used.
MISTAKE 15 — ALWAYS TELLING THE PLAYER THAT THE TARGET WAS INVALID
Under certain save-based spells:
THE TARGET APPEARS TO HAVE SUCCEEDED
The caster receives:
NO HINT
MISTAKE 16 — THINKING EVERY AREA IS A SPHERE
There are six common shapes:
CONE
CUBE
CYLINDER
EMANATION
LINE
SPHERE
MISTAKE 17 — THINKING A 15-FOOT CUBE IS A 15-FOOT RADIUS
It isn't.
Cube size describes:
SIDE LENGTH
MISTAKE 18 — THINKING A 10-FOOT-RADIUS CYLINDER IS 10 FEET ACROSS
Radius is:
CENTER TO EDGE
Diameter is:
TWICE THE RADIUS
MISTAKE 19 — IGNORING CYLINDER HEIGHT
A Cylinder includes:
RADIUS
and:
HEIGHT
MISTAKE 20 — THINKING A SPHERE AND EMANATION ARE IDENTICAL
Sphere:
POINT-BASED
Emanation:
CREATURE- OR OBJECT-BASED
and normally moves with its origin unless otherwise stated.
MISTAKE 21 — THINKING ALL EMANATIONS MOVE
Some are specifically:
STATIONARY
Tiny Hut is an example.
MISTAKE 22 — THINKING ALL EMANATIONS INCLUDE THEIR ORIGIN
By general rule:
CREATOR DECIDES
MISTAKE 23 — THINKING ALL CONES INCLUDE THEIR ORIGIN
Again:
CREATOR DECIDES
MISTAKE 24 — THINKING SPHERE ORIGIN IS OPTIONAL
A Sphere's point of origin:
IS INCLUDED
MISTAKE 25 — THINKING CYLINDER ORIGIN IS OPTIONAL
Cylinder origin:
IS INCLUDED
MISTAKE 26 — THINKING AREAS AUTOMATICALLY AVOID ALLIES
No.
Read:
THE SPELL'S TARGET WORDING
MISTAKE 27 — THINKING FIREBALL AFFECTS ONLY ENEMIES
It says:
EACH CREATURE
in the Sphere.
MISTAKE 28 — THINKING A WALL NEVER MATTERS TO AN AREA SPELL
Total Cover can exclude locations when:
ALL STRAIGHT LINES FROM THE ORIGIN ARE BLOCKED
MISTAKE 29 — THINKING HALF COVER AUTOMATICALLY REMOVES YOU FROM THE AREA
Blocking a location from the Area of Effect requires:
TOTAL COVER
under the general rule.
MISTAKE 30 — THINKING AN AREA AUTOMATICALLY FLOWS AROUND CORNERS
The general rule uses:
STRAIGHT LINES FROM THE POINT OF ORIGIN
MISTAKE 31 — PLACING AN UNSEEN POINT OF ORIGIN THROUGH A SOLID WALL
If an obstruction lies between you and an unseen chosen point:
THE ORIGIN APPEARS ON THE NEAR SIDE
MISTAKE 32 — FORGETTING THAT THE SPELL TEXT CAN MODIFY GENERAL AREA RULES
Always read:
THE SPECIFIC SPELL
after understanding:
THE GENERAL SHAPE
QUICK RECAP
RANGE
Tells you how far from the caster:
THE SPELL'S EFFECT CAN ORIGINATE
The spell says:
WHICH PART IS LIMITED
DISTANCE
Expressed in:
FEET
TOUCH
The effect originates on something you:
TOUCH WITHIN YOUR REACH
SELF
The spell:
AFFECTS YOU
or:
EMANATES FROM YOU
as specified.
MOVABLE EFFECTS
Generally aren't restricted by the spell's Range after creation:
UNLESS THE SPELL SAYS OTHERWISE
TARGET
The spell specifies whether you target:
CREATURES
OBJECTS
or:
SOMETHING ELSE
CLEAR PATH
Direct spell targeting requires:
A CLEAR PATH
A target can't be behind:
TOTAL COVER
TARGETING YOURSELF
If a spell targets a creature of your choice:
YOU CAN NORMALLY CHOOSE YOURSELF
unless the spell requires a Hostile creature or another creature.
INVALID TARGET
Effect:
NOTHING
Slot:
STILL EXPENDED
if one was used.
AREAS OF EFFECT
Six typical shapes:
CONE
CUBE
CYLINDER
EMANATION
LINE
SPHERE
POINT OF ORIGIN
The location from which:
THE AREA'S ENERGY ERUPTS
TOTAL COVER AND AREAS
If all straight lines from the origin to a location are blocked by:
TOTAL COVER
that location isn't:
IN THE AREA
CONE
Widening area extending in:
A CHOSEN DIRECTION
Origin:
CREATOR CHOOSES WHETHER INCLUDED
CUBE
Origin sits on:
ONE FACE
Origin:
CREATOR CHOOSES WHETHER INCLUDED
CYLINDER
Defined by:
RADIUS + HEIGHT
Origin:
INCLUDED
EMANATION
Extends from:
CREATURE OR OBJECT
Normally:
MOVES WITH ORIGIN
Origin:
CREATOR CHOOSES WHETHER INCLUDED
LINE
Defined by:
LENGTH + WIDTH
Origin:
CREATOR CHOOSES WHETHER INCLUDED
SPHERE
Defined by:
RADIUS
Origin:
INCLUDED
PRIME HERO CHALLENGE
A Wizard stands in a ruined temple.
Three enemies and one ally are fighting around a stone doorway.
SCENARIO ONE — FIREBALL RANGE
The Wizard wants to cast Fireball.
Chosen point:
140 FEET AWAY
Fireball Range:
150 FEET
Legal point?
YES
The origin is within Range.
The Sphere has:
20-FOOT RADIUS
May the far side of the explosion extend farther than 150 feet from the Wizard?
YES
The range limits the chosen origin as described by the spell, not every point of the resulting Sphere.
SCENARIO TWO — BEHIND THE WALL
An enemy is completely behind:
A SOLID STONE WALL
The Wizard tries to directly target the enemy with a spell.
Can the Wizard normally do so?
NO
The enemy has:
TOTAL COVER
and there is no:
CLEAR PATH TO THE TARGET
SCENARIO THREE — THE HIDDEN FIREBALL POINT
The Wizard says:
"I PLACE THE FIREBALL 10 FEET BEHIND THE WALL."
The chosen point is:
UNSEEN
and the wall lies between the Wizard and that point.
Where does the Area of Effect originate?
ON THE NEAR SIDE OF THE OBSTRUCTION
SCENARIO FOUR — BURNING HANDS
The Wizard casts:
BURNING HANDS
Range:
SELF
Does that mean only the Wizard can be affected?
NO
The spell creates:
A 15-FOOT CONE
from the Wizard.
SCENARIO FIVE — THUNDERWAVE
Thunderwave creates:
A 15-FOOT CUBE
Is that:
A 15-FOOT-RADIUS SPHERE?
NO
It is specifically:
A CUBE
SCENARIO SIX — FIREBALL AND AN ALLY
Two enemies and one ally stand inside the Fireball Sphere.
Does Fireball automatically ignore:
THE ALLY?
NO
It affects:
EACH CREATURE IN THE SPHERE
The ally makes the Saving Throw too.
SCENARIO SEVEN — EMANATION
A magical effect creates:
A 20-FOOT EMANATION
from a moving creature.
No rule says the Emanation is stationary.
What normally happens when the creature moves?
THE EMANATION MOVES WITH ITS ORIGIN
SCENARIO EIGHT — TINY HUT
Tiny Hut creates an Emanation around the caster.
The caster later walks away.
Does the hut follow?
NO
Tiny Hut specifically says:
THE EMANATION REMAINS STATIONARY
Specific rule overrides the normal moving-Emanation behavior.
SCENARIO NINE — INVALID TARGET
You spend a level 2 Spell Slot on a spell.
Unknown to you, the creature is:
NOT A VALID TARGET
What happens?
Creature:
UNAFFECTED
Spell Slot:
EXPENDED
SCENARIO TEN — LIGHTNING BOLT
Three enemies stand in a straight corridor.
You cast Lightning Bolt:
100-FOOT-LONG
5-FOOT-WIDE
Line.
If all three occupy the Line and aren't excluded by Total Cover:
ALL THREE ARE IN THE AREA
and resolve the spell as required.
LESSON 74 — KEY TAKEAWAYS
Spellcasting isn't only about:
POWER
It is also about:
SPACE
A spellcaster must understand the difference between:
RANGE
TARGET
POINT OF ORIGIN
and:
AREA OF EFFECT
Range normally tells you:
WHERE THE EFFECT CAN BEGIN
not necessarily:
THE OUTERMOST DISTANCE THE ENTIRE EFFECT CAN REACH
The spell description determines:
WHAT CAN BE TARGETED
HOW MANY TARGETS
WHETHER SIGHT IS REQUIRED
and:
WHAT HAPPENS TO THEM
The general targeting rule requires:
A CLEAR PATH
and:
TOTAL COVER BLOCKS DIRECT TARGETING
Areas of Effect introduce:
GEOMETRY
Their six typical forms are:
CONE
CUBE
CYLINDER
EMANATION
LINE
SPHERE
Each has its own:
POINT-OF-ORIGIN RULE
And Total Cover matters inside Areas of Effect too:
IF ALL STRAIGHT LINES FROM THE ORIGIN TO A LOCATION ARE BLOCKED BY TOTAL COVER, THAT LOCATION ISN'T IN THE AREA
Once you understand these rules, you can look at a battlefield and answer:
WHERE DOES THE MAGIC START?
WHO CAN I TARGET?
WHO IS ACTUALLY INSIDE THE AREA?
and:
WHAT DOES THE WALL PROTECT?
The next step is understanding what the caster physically needs to do to make that magic happen.
NEXT LESSON
LESSON 75 — VERBAL, SOMATIC, AND MATERIAL COMPONENTS
We will learn exactly what:
V
S
and:
M
mean on a spell.
We will cover:
VERBAL COMPONENTS
NORMAL SPEAKING VOICE
SILENCE
SOMATIC GESTURES
HAND REQUIREMENTS
MATERIAL COMPONENTS
FREE HANDS
COMPONENT POUCHES
and how components determine whether a spellcaster can actually:
COMPLETE THE CASTING
even when they know the spell and have the necessary Spell Slot.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.