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D&D 5e / Re: Spell fluff vs. RAW
« on: February 01, 2019, 03:04:53 PM »
Okay, thank you for the input.
*Closing topic*
*Closing topic*
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This is akin to asking if being blind makes you immune to any spells that use light.
Shadow of Moil
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others.
The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Sickening Radiance
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range.
The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Of course, when used with ability damage and the like, it would manifest as negative energy damage to HP, and not bonus damage to ability scores.
Point Blank Shot: You get a +1 bonus on attack rolls and damage rolls with ranged spells that deal hit point damage at ranges of up to 30 feet. Spells that deal only ability damage, bestow penalties on ability scores, or deal energy drain gain a +1 bonus on their attack rolls but get no bonus on damage.(emphasis mine)
Energy Affinity is great for dealing other damage when gaining benefits from the old energy type (ex. Ring of Mystic Fire on a acid-dealing fireball)