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:

  1. Choose a legal creature within your reach.

  2. Touch that creature.

  3. Cast the spell.

  4. 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:

  1. You are the origin.

  2. Choose the Cone's direction.

  3. Determine the 15-foot Cone.

  4. Check Total Cover from the origin.

  5. Identify each creature in the remaining area.

  6. 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.