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Death Ward: Difference between revisions
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(Added note that Death Ward must remain Prepared or the buff will be lost) |
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| notes = * When the creature affected is hit with spells like {{SAI|Magic Missile}} and is receiving multiple attacks as part of one spell, assuming the 1st attack was sufficient to {{Cond|Downed|down}} the creature with {{SAI|Death Ward}} applied, the 2nd attack appears to apply before the {{SAI|Death Ward}} activates, which means that after 2 attacks the creature would lose the {{SAI|Death Ward}} but remain with 1HP. If the initial attack would have 3 applications then the creature would be {{Cond|Downed}}] on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a {{SAI|Death Ward}} applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like {{SAI|Scorching Ray}} and {{SAI|Eldritch Blast}} (as of 4.1.1.3669438). | | notes = * When the creature affected is hit with spells like {{SAI|Magic Missile}} and is receiving multiple attacks as part of one spell, assuming the 1st attack was sufficient to {{Cond|Downed|down}} the creature with {{SAI|Death Ward}} applied, the 2nd attack appears to apply before the {{SAI|Death Ward}} activates, which means that after 2 attacks the creature would lose the {{SAI|Death Ward}} but remain with 1HP. If the initial attack would have 3 applications then the creature would be {{Cond|Downed}}] on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a {{SAI|Death Ward}} applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like {{SAI|Scorching Ray}} and {{SAI|Eldritch Blast}} (as of 4.1.1.3669438). | ||
* If cast by a {{Class|Cleric}}, this spell must remain [[Spells#Prepared Spells|Prepared]]; removing Death Ward from the caster's Prepared Spells list will remove the buff from all party members whom the caster applied Death Ward to. | |||
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Revision as of 03:49, 29 November 2023
Death Ward is a level 4 abjuration spell. This spell allows spellcasters to prevent a target from dying.
Description
Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
Properties
- Cost
- Action + Level 4 Spell Slot
- Details
- Melee: 1.5 m / 5 ft
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: Death Ward
Duration: Until Long rest
- The next time damage would reduce the affected entity to 0 Hit Points. it remains conscious with 1 Hit Point left.
How to learn
Notes
- When the creature affected is hit with spells like the creature with applied, the 2nd attack appears to apply before the activates, which means that after 2 attacks the creature would lose the but remain with 1HP. If the initial attack would have 3 applications then the creature would be ] on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like and (as of 4.1.1.3669438). and is receiving multiple attacks as part of one spell, assuming the 1st attack was sufficient to
- If cast by a , this spell must remain Prepared; removing Death Ward from the caster's Prepared Spells list will remove the buff from all party members whom the caster applied Death Ward to.