I say spell fizzles if the targeted matter is destroyed by being split up or phase changed. Because that's the lame way to rule it and DnD spell tend to favor those.
Man, you're just like those no-fun fuddy-duddys who say I can't use Grease and Heat Metal together to turn the dungeon floor into an enormous skillet for frying up an inhumane amount of bacon...
Also, for no reason in particular... A Red Dragon Sorcerer 6/Celestial Warlock 6/Arcana Cleric 8 with 20 CHA and WIS would be able to cast Green-Flame Blade for:
Primary Target, 1d8+5(we're using Shillelagh from the Warlock's pact of the tome)bludgeoning, +3d8+5 fire
Secondary Target, 3d8+10 fire
...with an additional +10 fire that can be applied to either the primary or the secondary target (or even split up into two +5s, one for each). So that *could* be a 3d8+20 on the secondary target, which does not have an attack roll or saving throw
... I remember reading someone's idea of carrying around a bunch of tied-up rats that you could whip out and hit then hit them as the primary target of the attack, letting the big high-AC monster take the unavoidable secondary damage for the cost of one very squishy, toasty rat carcass.
Is maximizing a melee cantrip an effective goal for a level 20 three-way multiclass? Probably not.
It's good dumb fun though.
EDIT: Just had our first game of CAH-DnD, where our character creation and all dice rolls were determined by drawing from Cards Against Humanity and then interpreting the results.
'Twas fun! One of our players had to excuse themselves from the room for a moment because their stomachs had cramped up, they were laughing so hard.
EDIT2: So, I've been thinking a little bit about the problem with Guidance... That problem being that it's a bit
too applicable, and being a cantrip means that there's no real out-of-combat restriction on its use. This means that once a player has it, you can either bog the game down with shouting by requiring that the players announce it every time it's cast, or just yield and contend with every ability check made within range of the caster will have that extra +d4 on its roll.
For one thing, it's inordinately useful and can tilt the scales of just about every check DC they come up against, making balancing trickier. For another, it's
disruptive to gameplay when used and tracked in the normal fashion (and if it's
not used specifically because of its powerful and disruptive nature, then it becomes a burden to the player for self-restricting themselves).
Personally, I've opted to avoid taking it as a cantrip where possible and going for something else instead. Resistance, while theoretically just the flip side of the Guidance coin, seems considerably more reasonable due to its
reactive usage rather than a
proactive use; which limits the scope of its use from the altogether-too-broad range of Guidance. It also sets itself up for fun scenarios of extended care, where someone having to make multiple saving throws against death, spell or disease would have the Resistance caster sitting at their side and tending to them to make sure they had the best chance of making it.
Presumably I'm not the only one who feels this way about Guidance, so I'd like to hear people's thoughts on how to handle it gracefully
EDIT3: Gnomish Barbarian 2/Paladin 6, has +CHA mod to saves versus magic, advantage on WIS, INT and CHA saves vs. magic, advantage on DEX saves versus effects that can be seen (including magic), and advantage on STR saving throws when raging.
Moustache of antimagic is G O O O O O O O !