Got a spell combo question... Pal/Divine Soc build with blink and spirit guardians... if the PC casts spirit guardians (c) and subsequently casts blink (no concentration required) do the spirit guardians stay on the prime material plane where ever the PC is/was or do they blink in and out with the PC, or do they disappear and the spell ends as the PC has teleported away or something else???
I would rule that because they float around you and are centered around you, they would disappear with you when you teleport a distance or into another plane. I don't know of any specific ruling for that but given the wording of the spells and the fact that Spirit Guardians has an initial casting range of self, it would be tied to your person, where ever you may be.
just a question about rules, our DM was inclined to drop the SG spell if cast while blink was operating because the PC would be shifting in and out of the prime and etheral planes every round or so... I wasn't sure if there was an actual example of that being combined in the rules. It doesn't really say if the spell has the flexibility to port it around with you as you blink or shift across planes, I wasn't sure if that seemed exploitive.
I agree with Conal. I don't see anything in the text of Spirit Guardians that limits whether they can follow you around to other planes (per Blink) or have to stay on the plane in which they were initially cast. Nor does anything in the text of Blink say that spells cast "on" you (self-spells, touch spells, etc) are canceled when you blink to the Ethereal. Blink is not a concentration spell, as noted in the OP, so casting it would not force SG to drop.
So, I would rule that they blink out with you, and vanish from where you were, technically still surrounding you on the Ehtereal while you are there, and then when you blink back in, they come back with you, as long as you maintain concentration in the other ways it must be maintained (for instance, if you blink in and somehow take damage from that, and roll concentration with a fail, they'd go away of course).
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Yeah, I think this is a pretty cool chaotic/random tactic (in that Blink doesn't necessarily engage from turn to turn). I don't know why spirit guardians wouldn't stay with you as you flit between the prime material and ethereal plane. If your character just entered the third level spell slot tier, you're also doing this at considerable investment of your magic resources, not sure why your DM would want to further hamstring you. Maybe that's it? Your DM wasn't anticipating what, to me at least, is a big vault in spell casting power PC casters get at 5th level, and isn't liking your new level of output? (I'm not against that jump, I just think some DMs don't see the difference between a level increase a level increase that marks a tier jump 1-4, 5-8 etc.
The PC hit 11th though this is the 5th level of Soc jump. Paly 6th, Divine Soc 5th. As you say it's a 4th slot (for extra guardian damage) and a 3rd slot down range... which would normally just be hi-octane smite fuel on a significant enemy.... I just wanted to make sure I wasn't exploiting and the rational was solid... the Divine Soc and Paly combo though redundant in some ways does offer some sweet spell combos for a Soc / Melee builds to add to damage output or durability in combat (Protection from Evil, Blur, Blink, Mirror Image etc...). Using a two handed weapon it's desperately needed!
Nope, not an exploit. It's as valid a tactic as it would be to move into someone's area in other ways to trigger the effect.
In fact, ooh... I think just thought of an evil shaman (i.e., cleric NPC) that I might have to give these 2 abilities and see how the players react... MUH-hahahah. (Evil DM cackle.)
somehow I doubt you needed my help to come up with an evil plot... give your party my condolences... SG is a cool spell... has serious potential for TPK though fighting evil clerics if there are two or three... how to make the PC"s run away and engage with ranged weapons after taking 9 to 12d8 of damage x 2.... at the time of the spell and at the start of their turn when they run away... The barbarian all of a sudden discovers a love affair with thrown weapons they had forgotten about, the Paladins find out they are actually dextrous enough to shoot things with that small crossbow they have been packing around for ever!!!! They just can't hit the broad side of the barn... and the wizards warm up what's left of their spell slots for a fireball... shit the evil NPC blinked out... where did they go...
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Hi Everyone,
Got a spell combo question... Pal/Divine Soc build with blink and spirit guardians... if the PC casts spirit guardians (c) and subsequently casts blink (no concentration required) do the spirit guardians stay on the prime material plane where ever the PC is/was or do they blink in and out with the PC, or do they disappear and the spell ends as the PC has teleported away or something else???
Anybody seen any rules on this?
I would rule that because they float around you and are centered around you, they would disappear with you when you teleport a distance or into another plane. I don't know of any specific ruling for that but given the wording of the spells and the fact that Spirit Guardians has an initial casting range of self, it would be tied to your person, where ever you may be.
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just a question about rules, our DM was inclined to drop the SG spell if cast while blink was operating because the PC would be shifting in and out of the prime and etheral planes every round or so... I wasn't sure if there was an actual example of that being combined in the rules. It doesn't really say if the spell has the flexibility to port it around with you as you blink or shift across planes, I wasn't sure if that seemed exploitive.
I agree with Conal. I don't see anything in the text of Spirit Guardians that limits whether they can follow you around to other planes (per Blink) or have to stay on the plane in which they were initially cast. Nor does anything in the text of Blink say that spells cast "on" you (self-spells, touch spells, etc) are canceled when you blink to the Ethereal. Blink is not a concentration spell, as noted in the OP, so casting it would not force SG to drop.
So, I would rule that they blink out with you, and vanish from where you were, technically still surrounding you on the Ehtereal while you are there, and then when you blink back in, they come back with you, as long as you maintain concentration in the other ways it must be maintained (for instance, if you blink in and somehow take damage from that, and roll concentration with a fail, they'd go away of course).
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Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
There is no wording that says they cancel when you move, even if that move is a teleport or misty step.
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The Guardians continue to be around - there's nothing to say they stop working if you swap planes or teleport - they just go with you when you do so.
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Yeah, I think this is a pretty cool chaotic/random tactic (in that Blink doesn't necessarily engage from turn to turn). I don't know why spirit guardians wouldn't stay with you as you flit between the prime material and ethereal plane. If your character just entered the third level spell slot tier, you're also doing this at considerable investment of your magic resources, not sure why your DM would want to further hamstring you. Maybe that's it? Your DM wasn't anticipating what, to me at least, is a big vault in spell casting power PC casters get at 5th level, and isn't liking your new level of output? (I'm not against that jump, I just think some DMs don't see the difference between a level increase a level increase that marks a tier jump 1-4, 5-8 etc.
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The PC hit 11th though this is the 5th level of Soc jump. Paly 6th, Divine Soc 5th. As you say it's a 4th slot (for extra guardian damage) and a 3rd slot down range... which would normally just be hi-octane smite fuel on a significant enemy.... I just wanted to make sure I wasn't exploiting and the rational was solid... the Divine Soc and Paly combo though redundant in some ways does offer some sweet spell combos for a Soc / Melee builds to add to damage output or durability in combat (Protection from Evil, Blur, Blink, Mirror Image etc...). Using a two handed weapon it's desperately needed!
Nope, not an exploit. It's as valid a tactic as it would be to move into someone's area in other ways to trigger the effect.
In fact, ooh... I think just thought of an evil shaman (i.e., cleric NPC) that I might have to give these 2 abilities and see how the players react... MUH-hahahah. (Evil DM cackle.)
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
somehow I doubt you needed my help to come up with an evil plot... give your party my condolences... SG is a cool spell... has serious potential for TPK though fighting evil clerics if there are two or three... how to make the PC"s run away and engage with ranged weapons after taking 9 to 12d8 of damage x 2.... at the time of the spell and at the start of their turn when they run away... The barbarian all of a sudden discovers a love affair with thrown weapons they had forgotten about, the Paladins find out they are actually dextrous enough to shoot things with that small crossbow they have been packing around for ever!!!! They just can't hit the broad side of the barn... and the wizards warm up what's left of their spell slots for a fireball... shit the evil NPC blinked out... where did they go...