When 2 clerics cast spiritual guardians and their AOE circles overlap, both covering a single creature, does that creature have to roll 2 saves and take damage twice?
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
I would disagree as you are not targeting anyone you are targeting self. But it would have to be up to the DM and how they interpret it. I can see it going either way. But I would lean toward it being two separate damage sources so they would take from each.
kind of if two wizards cast fireball at two different points and they overlap targets in the overlap each would take damage even though a round is only 6 seconds and even though we take turns it all happens simultaneously
I think this rule is more aimed at buffs/debuffs not stacking like multiple ways of calculating AC
edit: though I would say the movement debuff doesn’t stack so it would only be half movement. Yeah, kind of contradictory but there it is.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
It is wrong to assume that "effect" means "the entire spell". It is also wrong to assume that damage is "the effect".
The effect of Fireball is "Fire", not "Fire Damage". The effect of the spell is literally "the area is now actually on fire". Being in an area currently on fire does not make a creature immune to the damage of another Fireball; it only means the area which is already on fire can't be made to be "more on fire than before".
Spirit Guardians is the same. You can absolutely have two people with active Guardians, and a creature starting their turn in a space where both AoEs overlap must make a saving throw against each spell individually. The only thing that is applicable here is that a creature failing both saving throws is not reduced to 1/4 speed. "Half speed" is the effect. They take damage from both spells no matter what.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
It is wrong to assume that "effect" means "the entire spell". It is also wrong to assume that damage is "the effect".
The effect of Fireball is "Fire", not "Fire Damage". The effect of the spell is literally "the area is now actually on fire". Being in an area currently on fire does not make a creature immune to the damage of another Fireball; it only means the area which is already on fire can't be made to be "more on fire than before".
Spirit Guardians is the same. You can absolutely have two people with active Guardians, and a creature starting their turn in a space where both AoEs overlap must make a saving throw against each spell individually. The only thing that is applicable here is that a creature failing both saving throws is not reduced to 1/4 speed. "Half speed" is the effect. They take damage from both spells no matter what.
Now hol’ up. How you gonna say that “the effects of the spell” =/=The actual effects listed by that spell. You are tryin’a squeeze somethin’ outta nuthin’ an’ sell it to us. Well I ain’t buyin’, not today. Go sell crazy somewhere else. I’m all stocked up, and frankly tryin’a cut back.
You’re fireball analogy holds no water by the simple fact that the effects of fireball are instantaneous and not ongoing. By the simple rules of initiative and action economy, it is impossible for any two fireballs to detonate simultaneously. It has to be first one, then the other, which of course means two saves. If you had used create bonfire your whole “more on fire” thing might make sense, but still RAW, a creature in the are is only affected by one of two “overlapping” bonfires, only the most powerful version, or I suppose randomly chosen if it’s a tie.
If the designers had intended for Spirit Guardians to overlap the way you suggest, they would have designed it to trigger on the caster’s turn, not the targets. That way it would have happened first one, and then the other, much like two fireballs. But instead, they made it trigger on the target’s turn so it would occurs simultaneously, and therefore follow the only rule in 5e that governs such an occurrence, namely the one pocketmouse quoted.
I agree with Sigred; they would absolutely take damage from both spells. Effects not stacking is intended for buffs and de-buffs, boons and banes. Not for damage.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
It is wrong to assume that "effect" means "the entire spell". It is also wrong to assume that damage is "the effect".
The effect of Fireball is "Fire", not "Fire Damage". The effect of the spell is literally "the area is now actually on fire". Being in an area currently on fire does not make a creature immune to the damage of another Fireball; it only means the area which is already on fire can't be made to be "more on fire than before".
Spirit Guardians is the same. You can absolutely have two people with active Guardians, and a creature starting their turn in a space where both AoEs overlap must make a saving throw against each spell individually. The only thing that is applicable here is that a creature failing both saving throws is not reduced to 1/4 speed. "Half speed" is the effect. They take damage from both spells no matter what.
Now hol’ up. How you gonna say that “the effects of the spell” =/=The actual effects listed by that spell (1). You are tryin’a squeeze somethin’ outta nuthin’ an’ sell it to us. Well I ain’t buyin’, not today. Go sell crazy somewhere else. I’m all stocked up, and frankly tryin’a cut back.
You’re fireball analogy holds no water (2) by the simple fact that the effects of fireball are instantaneous and not ongoing. By the simple rules of initiative and action economy, it is impossible for any two fireballs to detonate simultaneously. It has to be first one, then the other, which of course means two saves. If you had used create bonfire your whole “more on fire” thing might make sense, but still RAW, a creature in the are is only affected by one of two “overlapping” bonfires, only the most powerful version, or I suppose randomly chosen if it’s a tie.
1) I'm not saying that. You're incorrect in your assumption of what an "effect" actually is.
2) Yes it does, and your example highlights the reason why your understanding of the rule is incorrect. That's not an admonishment either! Let me explain.
The "Damage/Effect" on the statblock of a spell entry is where I think your confusion stems from. You are thinking that the effect of "fire" from Fireball is the Xd6 Fire damage from the spell, but that's not correct. It is literally just "this area is on fire now". If something like "fire", "lightning", "radiant", etc. appears in that stat block, it is (usually) only denoting that the damage from the spell is of that type. That's it; it does not list "Xd6 Fire Damage". In this example, fire is both the type of damage and shorthand for the ongoing effect itself.
You can absolutely be hit by two distinct fireballs. You can even be hit by two simultaneously on the same turn, detonating at the same time, and it's not hard to imagine either... the Ready is the most easily understandable example. It would be absurd to assert otherwise.
Looking at things from another angle, imagine what would happen if each caster of Spirit Guardians chose a different damage type when they cast the spell. One caster has "good" (Radiant) guardians, and the other has "evil" (Necrotic) ones. Would an affected creature, in an overlapped area, only take damage from one of these spells? No, they'd be susceptible to both. The only ongoing effect of the spell is the speed reduction.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
It is wrong to assume that "effect" means "the entire spell". It is also wrong to assume that damage is "the effect".
The effect of Fireball is "Fire", not "Fire Damage". The effect of the spell is literally "the area is now actually on fire". Being in an area currently on fire does not make a creature immune to the damage of another Fireball; it only means the area which is already on fire can't be made to be "more on fire than before".
Spirit Guardians is the same. You can absolutely have two people with active Guardians, and a creature starting their turn in a space where both AoEs overlap must make a saving throw against each spell individually. The only thing that is applicable here is that a creature failing both saving throws is not reduced to 1/4 speed. "Half speed" is the effect. They take damage from both spells no matter what.
Now hol’ up. How you gonna say that “the effects of the spell” =/=The actual effects listed by that spell (1). You are tryin’a squeeze somethin’ outta nuthin’ an’ sell it to us. Well I ain’t buyin’, not today. Go sell crazy somewhere else. I’m all stocked up, and frankly tryin’a cut back.
You’re fireball analogy holds no water (2) by the simple fact that the effects of fireball are instantaneous and not ongoing. By the simple rules of initiative and action economy, it is impossible for any two fireballs to detonate simultaneously. It has to be first one, then the other, which of course means two saves. If you had used create bonfire your whole “more on fire” thing might make sense, but still RAW, a creature in the are is only affected by one of two “overlapping” bonfires, only the most powerful version, or I suppose randomly chosen if it’s a tie.
1) I'm not saying that. You're incorrect in your assumption of what an "effect" actually is.
2) Yes it does, and your example highlights the reason why your understanding of the rule is incorrect. That's not an admonishment either! Let me explain.
The "Damage/Effect" on the statblock of a spell entry is where I think your confusion stems from. You are thinking that the effect of "fire" from Fireball is the Xd6 Fire damage from the spell, but that's not correct. It is literally just "this area is on fire now". If something like "fire", "lightning", "radiant", etc. appears in that stat block, it is (usually) only denoting that the damage from the spell is of that type. That's it; it does not list "Xd6 Fire Damage". In this example, fire is both the type of damage and shorthand for the ongoing effect itself.
You can absolutely be hit by two distinct fireballs. You can even be hit by two simultaneously on the same turn, detonating at the same time, and it's not hard to imagine either... the Ready is the most easily understandable example. It would be absurd to assert otherwise.
Looking at things from another angle, imagine what would happen if each caster of Spirit Guardians chose a different damage type when they cast the spell. One caster has "good" (Radiant) guardians, and the other has "evil" (Necrotic) ones. Would an affected creature, in an overlapped area, only take damage from one of these spells? No, they'd be susceptible to both. The only ongoing effect of the spell is the speed reduction.
First, clearly you don’t understand. The effects of fireball are not “this are is now on fire.” The effects of fireball are this tiny spark suddenly erupts into a massive and instantaneous explosion that fills an area. If a creature is in the area, they are hit by the explosion. If things are in the area of that explosion are flammable, they are subsequently set on fire.
Also, even with a held action, it would be impossible for any two people to send little tiny sparks of light both flicked at the exact right instants that they would travel over varying distances to both impact the exact same spot at the exact instant of one another. If you rig four highhats in a ceiling all rigged to the same wall switch and film it with a high speed camera you will notice that when the switch gets flipped, even those lights come on milliseconds from each other.
The effects of Spirit Guardians summons spirits that the caster has some affinity towards, either good (radiant), or evil (necrotic) as you pointed out. Let’s suppose 1 spirit/Spell Level for the sake of conversation, it is also supported by the damage scaling. They surround the caster and actively defend the caster against creatures in that area not designated with safe passage. That defense takes two forms:
The Spirits try to actively prevent hostile creatures from getting through their protected zone. The result of that is that the creature is slowed.
The spirits actively lash out at those creatures. The result is damage.
Going with your example, what the heck do you think when a bunch of amped up, Good and Evil bodyguard spirits start swarming around like polar opposite versions of the Ark of the Covenant just got opened up?!? Pretty sure they’re gonna end up spending just as much time fighting each other as anything else. That’s why they don’t both work when they overlap.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
It is wrong to assume that "effect" means "the entire spell". It is also wrong to assume that damage is "the effect".
The effect of Fireball is "Fire", not "Fire Damage". The effect of the spell is literally "the area is now actually on fire". Being in an area currently on fire does not make a creature immune to the damage of another Fireball; it only means the area which is already on fire can't be made to be "more on fire than before".
Spirit Guardians is the same. You can absolutely have two people with active Guardians, and a creature starting their turn in a space where both AoEs overlap must make a saving throw against each spell individually. The only thing that is applicable here is that a creature failing both saving throws is not reduced to 1/4 speed. "Half speed" is the effect. They take damage from both spells no matter what.
Now hol’ up. How you gonna say that “the effects of the spell” =/=The actual effects listed by that spell (1). You are tryin’a squeeze somethin’ outta nuthin’ an’ sell it to us. Well I ain’t buyin’, not today. Go sell crazy somewhere else. I’m all stocked up, and frankly tryin’a cut back.
You’re fireball analogy holds no water (2) by the simple fact that the effects of fireball are instantaneous and not ongoing. By the simple rules of initiative and action economy, it is impossible for any two fireballs to detonate simultaneously. It has to be first one, then the other, which of course means two saves. If you had used create bonfire your whole “more on fire” thing might make sense, but still RAW, a creature in the are is only affected by one of two “overlapping” bonfires, only the most powerful version, or I suppose randomly chosen if it’s a tie.
1) I'm not saying that. You're incorrect in your assumption of what an "effect" actually is.
2) Yes it does, and your example highlights the reason why your understanding of the rule is incorrect. That's not an admonishment either! Let me explain.
The "Damage/Effect" on the statblock of a spell entry is where I think your confusion stems from. You are thinking that the effect of "fire" from Fireball is the Xd6 Fire damage from the spell, but that's not correct. It is literally just "this area is on fire now". If something like "fire", "lightning", "radiant", etc. appears in that stat block, it is (usually) only denoting that the damage from the spell is of that type. That's it; it does not list "Xd6 Fire Damage". In this example, fire is both the type of damage and shorthand for the ongoing effect itself.
You can absolutely be hit by two distinct fireballs. You can even be hit by two simultaneously on the same turn, detonating at the same time, and it's not hard to imagine either... the Ready is the most easily understandable example. It would be absurd to assert otherwise.
Looking at things from another angle, imagine what would happen if each caster of Spirit Guardians chose a different damage type when they cast the spell. One caster has "good" (Radiant) guardians, and the other has "evil" (Necrotic) ones. Would an affected creature, in an overlapped area, only take damage from one of these spells? No, they'd be susceptible to both. The only ongoing effect of the spell is the speed reduction.
First, clearly you don’t understand. The effects of fireball are not “this are is now on fire.” The effects of fireball are this tiny spark suddenly erupts into a massive and instantaneous explosion that fills an area. If a creature is in the area, they are hit by the explosion. If things are in the area of that explosion are flammable, they are subsequently set on fire.
Also, even with a held action, it would be impossible for any two people to send little tiny sparks of light both flicked at the exact right instants that they would travel over varying distances to both impact the exact same spot at the exact instant of one another. If you rig four highhats in a ceiling all rigged to the same wall switch and film it with a high speed camera you will notice that when the switch gets flipped, even those lights come on milliseconds from each other.
The effects of Spirit Guardians summons spirits that the caster has some affinity towards, either good (radiant), or evil (necrotic) as you pointed out. Let’s suppose 1 spirit/Spell Level for the sake of conversation, it is also supported by the damage scaling. They surround the caster and actively defend the caster against creatures in that area not designated with safe passage. That defense takes two forms:
The Spirits try to actively prevent hostile creatures from getting through their protected zone. The result of that is that the creature is slowed.
The spirits actively lash out at those creatures. The result is damage.
Going with your example, what the heck do you think when a bunch of amped up, Good and Evil bodyguard spirits start swarming around like polar opposite versions of the Ark of the Covenant just got opened up?!? Pretty sure they’re gonna end up spending just as much time fighting each other as anything else. That’s why they don’t both work when they overlap.
To save a bunch of back and forth (that will probably go on anyway), ask your DM which of these scenarios is what happens if you manage to be in this scenario. If you are the DM, figure out which of these explanations makes the most sense to you in the context of your game world (even if your have world was primarily created by someone else).
The example that the rules are talking about is a something that gives a bonus, Bless. This makes it rather obvious what kind of effects the rules are referring to; negative or positive bonuses or penalties. So for example, the overlapping Spiritual guardians would only slow the victim's movement by half, not by half and the half again. The victim would take damage though because that is not an "effect". Otherwise you would be immune to any kind of damagedealing magic cast more than once.
DnD rule number 1 is have fun. Do you really think any player is going to have fun if their good damage-dealing spell - possibly their primary damage-dealing spell - doesn't hurt enemies because another ally is using it at the same time? Buffs and de-buffs are understandable, they can easily get out of hand (and did in older editions.) I've never met, and can't imagine, anyone arguing against them not stacking, but preventing damage isn't a good time for anyone. I can't believe that Spirit Guardians - or any other damage dealing spell - was intended to not have its damage stack.
I'm also of the opinion that the damage from both applies as otherwise you could cast the spell after your opponent casts theirs and effectively negate their spell in the area where yours takes effect.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
That's completely irrelevent in this case. It's like saying if 2 warlocks both cast EB on the same target then only one would count.
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
And also, I must add that the Ready action happens AFTER the trigger, not simultaneously to a trigger. The only simultaneous effect I can think of is dropping concentration on a Twinned Spell/Split Enchantment/Share Spell.
The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.
Honestly, I would focus on the duration factor above to say that instantaneous effects like fireballs or eldritch blast damage is indeed applied once per casting, but not duration spells like Spirit Guardians. For me, the textual paragraphs of a spell explicitly describe the effect, and effects from the same spell don't combine. The effect being both damage and speed reduction, I don't see why you want to make a difference between the two, seeing in particular as it's easy to see which of two castings is the most potent (by damage dealt).
And, for Lunali, you would not negate the damage from your adversary by casting yours, because you would probably not designate the same targets as being unaffected. So, if you are unaffected by one and affected by the other, there is no combination, you take damage from the one that is affecting you, it cannot be more simple.
A duration of "instantaneous" is still a duration.
Also, you don't actually know which Spiritual guardians that is the most potent since you roll for damage at seperate occassions. And what happens if you first take damage from one spiritual guardian but then the next turn the other one rolls a higher damage roll? Do you then get hit points back? What if the second roll is higher, but you succeed on your saving throw and the halved damage is lower than the first one? Do you alternate between spiritual guardians each turn, depending on which one rolls the highest? Do you still make multiple saves? Nah, there's nothing in the rules that makes this a viable option.
It isn’t a matter of the damage rolled. A 3rd-level Spirit Guardians does 3d8 damage, a 4th-level Spirit Guardians does 4d8. It is a matter of the base damage as calculated by the spell level.
It isn’t a matter of the damage rolled. A 3rd-level Spirit Guardians does 3d8 damage, a 4th-level Spirit Guardians does 4d8. It is a matter of the base damage as calculated by the spell level.
Of course, this is the easiest way, if the base damage is different, but since I believe that you roll it once at start, comparison can then be made on the damage dealt if it's at the same level.
That is incorrect, the damage for Spirit Guardians is rolled every turn. If Spirit Guardians triggered on the Caster’s turn, then they would roll 1ce/turn and the same damage would get applied to everyone. Since the damage from Spirit Guardians is triggered on each target’s turn, it gets rolled individually for each target every turn.
The rule I believe you are thinking of only affects spells that damage multiple targets simultaneously. That’s why it applies to Fireball and Magic Missile, but not Eldritch Blast.
When 2 clerics cast spiritual guardians and their AOE circles overlap, both covering a single creature, does that creature have to roll 2 saves and take damage twice?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Yes, but since they are damage sources, not an effect.....?
The effect of the spell is damage.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
I would disagree as you are not targeting anyone you are targeting self. But it would have to be up to the DM and how they interpret it. I can see it going either way. But I would lean toward it being two separate damage sources so they would take from each.
kind of if two wizards cast fireball at two different points and they overlap targets in the overlap each would take damage even though a round is only 6 seconds and even though we take turns it all happens simultaneously
I think this rule is more aimed at buffs/debuffs not stacking like multiple ways of calculating AC
edit: though I would say the movement debuff doesn’t stack so it would only be half movement. Yeah, kind of contradictory but there it is.
It is wrong to assume that "effect" means "the entire spell". It is also wrong to assume that damage is "the effect".
The effect of Fireball is "Fire", not "Fire Damage". The effect of the spell is literally "the area is now actually on fire". Being in an area currently on fire does not make a creature immune to the damage of another Fireball; it only means the area which is already on fire can't be made to be "more on fire than before".
Spirit Guardians is the same. You can absolutely have two people with active Guardians, and a creature starting their turn in a space where both AoEs overlap must make a saving throw against each spell individually. The only thing that is applicable here is that a creature failing both saving throws is not reduced to 1/4 speed. "Half speed" is the effect. They take damage from both spells no matter what.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Now hol’ up. How you gonna say that “the effects of the spell” =/=The actual effects listed by that spell. You are tryin’a squeeze somethin’ outta nuthin’ an’ sell it to us. Well I ain’t buyin’, not today. Go sell crazy somewhere else. I’m all stocked up, and frankly tryin’a cut back.
You’re fireball analogy holds no water by the simple fact that the effects of fireball are instantaneous and not ongoing. By the simple rules of initiative and action economy, it is impossible for any two fireballs to detonate simultaneously. It has to be first one, then the other, which of course means two saves. If you had used create bonfire your whole “more on fire” thing might make sense, but still RAW, a creature in the are is only affected by one of two “overlapping” bonfires, only the most powerful version, or I suppose randomly chosen if it’s a tie.
If the designers had intended for Spirit Guardians to overlap the way you suggest, they would have designed it to trigger on the caster’s turn, not the targets. That way it would have happened first one, and then the other, much like two fireballs. But instead, they made it trigger on the target’s turn so it would occurs simultaneously, and therefore follow the only rule in 5e that governs such an occurrence, namely the one pocketmouse quoted.
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I agree with Sigred; they would absolutely take damage from both spells. Effects not stacking is intended for buffs and de-buffs, boons and banes. Not for damage.
1) I'm not saying that. You're incorrect in your assumption of what an "effect" actually is.
2) Yes it does, and your example highlights the reason why your understanding of the rule is incorrect. That's not an admonishment either! Let me explain.
The "Damage/Effect" on the statblock of a spell entry is where I think your confusion stems from. You are thinking that the effect of "fire" from Fireball is the Xd6 Fire damage from the spell, but that's not correct. It is literally just "this area is on fire now". If something like "fire", "lightning", "radiant", etc. appears in that stat block, it is (usually) only denoting that the damage from the spell is of that type. That's it; it does not list "Xd6 Fire Damage". In this example, fire is both the type of damage and shorthand for the ongoing effect itself.
You can absolutely be hit by two distinct fireballs. You can even be hit by two simultaneously on the same turn, detonating at the same time, and it's not hard to imagine either... the Ready is the most easily understandable example. It would be absurd to assert otherwise.
Looking at things from another angle, imagine what would happen if each caster of Spirit Guardians chose a different damage type when they cast the spell. One caster has "good" (Radiant) guardians, and the other has "evil" (Necrotic) ones. Would an affected creature, in an overlapped area, only take damage from one of these spells? No, they'd be susceptible to both. The only ongoing effect of the spell is the speed reduction.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
First, clearly you don’t understand. The effects of fireball are not “this are is now on fire.” The effects of fireball are this tiny spark suddenly erupts into a massive and instantaneous explosion that fills an area. If a creature is in the area, they are hit by the explosion. If things are in the area of that explosion are flammable, they are subsequently set on fire.
Also, even with a held action, it would be impossible for any two people to send little tiny sparks of light both flicked at the exact right instants that they would travel over varying distances to both impact the exact same spot at the exact instant of one another. If you rig four highhats in a ceiling all rigged to the same wall switch and film it with a high speed camera you will notice that when the switch gets flipped, even those lights come on milliseconds from each other.
The effects of Spirit Guardians summons spirits that the caster has some affinity towards, either good (radiant), or evil (necrotic) as you pointed out. Let’s suppose 1 spirit/Spell Level for the sake of conversation, it is also supported by the damage scaling. They surround the caster and actively defend the caster against creatures in that area not designated with safe passage. That defense takes two forms:
Going with your example, what the heck do you think when a bunch of amped up, Good and Evil bodyguard spirits start swarming around like polar opposite versions of the Ark of the Covenant just got opened up?!? Pretty sure they’re gonna end up spending just as much time fighting each other as anything else. That’s why they don’t both work when they overlap.
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To save a bunch of back and forth (that will probably go on anyway), ask your DM which of these scenarios is what happens if you manage to be in this scenario. If you are the DM, figure out which of these explanations makes the most sense to you in the context of your game world (even if your have world was primarily created by someone else).
The example that the rules are talking about is a something that gives a bonus, Bless. This makes it rather obvious what kind of effects the rules are referring to; negative or positive bonuses or penalties. So for example, the overlapping Spiritual guardians would only slow the victim's movement by half, not by half and the half again. The victim would take damage though because that is not an "effect". Otherwise you would be immune to any kind of damagedealing magic cast more than once.
DnD rule number 1 is have fun. Do you really think any player is going to have fun if their good damage-dealing spell - possibly their primary damage-dealing spell - doesn't hurt enemies because another ally is using it at the same time? Buffs and de-buffs are understandable, they can easily get out of hand (and did in older editions.) I've never met, and can't imagine, anyone arguing against them not stacking, but preventing damage isn't a good time for anyone. I can't believe that Spirit Guardians - or any other damage dealing spell - was intended to not have its damage stack.
I'm pretty much with the others. The damage works from both. The speed reduction only comes from one.
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I'm also of the opinion that the damage from both applies as otherwise you could cast the spell after your opponent casts theirs and effectively negate their spell in the area where yours takes effect.
That's completely irrelevent in this case. It's like saying if 2 warlocks both cast EB on the same target then only one would count.
for reference:
Combining Game Effects
Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental’s Fire Form trait, the ongoing fire damage doesn’t increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player’s Handbook.
And also, I must add that the Ready action happens AFTER the trigger, not simultaneously to a trigger. The only simultaneous effect I can think of is dropping concentration on a Twinned Spell/Split Enchantment/Share Spell.
A duration of "instantaneous" is still a duration.
Also, you don't actually know which Spiritual guardians that is the most potent since you roll for damage at seperate occassions. And what happens if you first take damage from one spiritual guardian but then the next turn the other one rolls a higher damage roll? Do you then get hit points back? What if the second roll is higher, but you succeed on your saving throw and the halved damage is lower than the first one? Do you alternate between spiritual guardians each turn, depending on which one rolls the highest? Do you still make multiple saves? Nah, there's nothing in the rules that makes this a viable option.
It isn’t a matter of the damage rolled. A 3rd-level Spirit Guardians does 3d8 damage, a 4th-level Spirit Guardians does 4d8. It is a matter of the base damage as calculated by the spell level.
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That is incorrect, the damage for Spirit Guardians is rolled every turn. If Spirit Guardians triggered on the Caster’s turn, then they would roll 1ce/turn and the same damage would get applied to everyone. Since the damage from Spirit Guardians is triggered on each target’s turn, it gets rolled individually for each target every turn.
The rule I believe you are thinking of only affects spells that damage multiple targets simultaneously. That’s why it applies to Fireball and Magic Missile, but not Eldritch Blast.
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