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Also, the 'wet' condition is something Larian added, it's not vanilla D&D.
You can drink a Potion of Speed and call down lightning twice in one turn, not sure if that also works for Moonbeam.
Finally, they are different damage types. A creature could be resistant or even immune to either one.
Wasn't aware that MB is not supposed to deal two time it's damage. (So maybe the 'reset' on recast is a bug to, or not intended?)
Forgot to mention it. Yeah I know Wet condition is an Homebrew Larian rule. Thanks for the reminder
You can (with both MB and CL)but you will just do 2d10 per cast and the enemy will take 2d10 at their turn ( or 3d10 if it's a lvl 3 spell slot)
Good point, didn't think of that.
Thanks for the reply.
Only when someone enters it by his will (using moving points), or starts it's turn inside the beam.
So, atm there are at least 2 problems with it — enemy gains exess instance of damage when you move the ray. And the second — AI, which is too bold to move around it and get out of it at the start of the turn after taking damage.
As to difference to those spells, as mentioned earlier: different damage types, radius and con/dex save check. And initially right working MB have potential to make more instances of damage, but if enemies are smart enough — it's almost impossible.
But also enemy could be pushed in MB and then it will gain damage at the start of their turn in ray.
And regarding Moon Beam reseting to 10 turns on cast and not Call lightning, wich is intended and wich is not, or buggued?
( I don't think it's a major issue, cause 10 turns is long so the fight might be finish in such time or you loose your concentration saving throw, but you can exploit it by casting Moon beam each 'turn' inbetween combat and carry the concentration to the next fight)
Yup. Same as cloud of daggers and a lot of other bugged (or at least working not like intended, balance breaking) things. You get guaranteed double damage on cast instead of only 1 instance on enemy's start of turn.
Add here AI imperfection which makes enemy step into the light where it is not needed (and not going out of it after taking damage) and you get totally overpowered cheesy spell :)
The real model of spell vs. intelligent creatures is so:
You cast it. On turn start enemy takes (1) instance of damage. Or don't even take it at all if their party member can pull him out of the ray. Then after taking damage enemy gets out of the ray to prevent next round damage / provoke druid to spend his turn on recasting.
In EA we have:
(2) Extra damage on initial cast, (1) damage on turn start, (3) damage on next turn start, because your stupid enemy chose to remain in the ray or recast damage, (4) extra random damage when other enemies step into it willingly (which most of intelligent creatures will never do).
In short they work as ground AoE works... they tick damage every turn if you stand in them and that is kinda logical..
You have the same problem now with webs and roots and spells like that cos they don't work that way and the AI can just jump out... makign the whole thing useless more or less.
Haven't seen enemies shoving each other out of the ray in BG3, but I wrote about this possibility too. Quote: "Or don't even take it at all if their party member can pull him out of the ray."
Long jumps make one of my favourite spell: Spike Growth almost useless :P
But the poblem still remains: MB makes too much unintended damage. And needs a fix IMO.
Btw call lighning is working inside close interiors, which is not right too, but I think this is neglectable in cRPG.