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[GUIDE] A party without music is lame: A Bard Guide
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<blockquote data-quote="mellored" data-source="post: 6701354" data-attributes="member: 6801209"><p>[sblock=7th Level]</p><p><span style="color: Goldenrod">Forcecage:</span> No save, no concentration, no consumed components, capture. The bar version gives you plenty of time to kill it anything that you have more range against. And the box version let's your party take a short rest or construct any sort of trap. Consider simply piling rocks on top.</p><p></p><p><span style="color: deepSkyBlue">Regenerate:</span> A large amount of out-of-combat healing. Also very strong in combat as anyone knocked unconscious will start of their turn, making them invulnerable unless your DM stops to attack them.</p><p><span style="color: deepskyblue">Teleport:</span> Get you and your party out of any dangerous situation. It can be used to get into a situation as well, but it's risky. Still, casting teleport for 3-4 days in a row can still be quicker than walking.</p><p></p><p><span style="color: Blue">Mirage Arcane:</span> A Lot of uses for this, and with it's relatively short casting time and long duration.</p><p><span style="color: blue">Resurrection:</span> Raise dead is usually enough. But who knows what else you can bring back.</p><p></p><p>Etherealness: A scouting spell that doesn't require stealth.</p><p></p><p><span style="color: darkviolet">Mordenkainen’s Magnificent Mansion: </span>Most of the functionality can replicated with leomund's tiny hut. This is mostly for show.</p><p>©<span style="color: darkviolet">Project Image:</span></p><p><span style="color: darkviolet">Symbol:</span> This would be a nice upgrade for glyph of warding, except for it's component cost.</p><p></p><p>©<span style="color: red">Mordenkainen’s Sword:</span> This is simply far too underpowered for the level. My personal houserule is to let it last 8 hours.</p><p>[/sblock]</p><p></p><p>[sblock=8th Level]</p><p><span style="color: #daa520">Mass Suggestion/Forcecage</span>: Just a reminder that you can cast these with your 8th level slots and they still rock.</p><p></p><p>©<span style="color: Blue">Dominate Monster:</span> A very strong effect, but has a lot of saves. Suggestion can usually do enough at a much lower level.</p><p><span style="color: #0000ff">Glibness</span>: There are certainly creative uses for this.</p><p><span style="color: blue">Power Word Stun:</span> Minimum of 1 turn, and you don't have many Con save disables. This goes up to sky blue if your DM reveals the target's HP.</p><p></p><p>Feeblemind: You're nearly always better off with Power Word Stun since casters tend to have high Int.</p><p></p><p><span style="color: darkviolet">Mind Blank:</span> The long duration let's you cast this before bed and have it ready for tomorrow.</p><p>[/sblock]</p><p></p><p>[sblock=9th Level]</p><p><span style="color: deepSkyBlue">Foresight:</span> A strong, versatile, day long, non-concentration buff for one your attackers. Goes down to blue if you don't have an attacker, since it doesn't work well with spells.</p><p>©<span style="color: deepskyblue">True Polymorph</span> Multi-functional spell that's can save-or-die, give someone a huge HP pool as a dragon, or let you turn rats into diamonds to fuel your other spells. Ask your DM for a definition of a ruling about "permanent" before hand. Also how much you can <span style="color: goldenrod">abuse</span> turning creatures into objects. Like if you can turn a gnat into a sun, or a castle into a gnat. It's also quite fun to turn a dynamite into a creature, give it a torch, then send it out to fight.</p><p></p><p><span style="color: blue">Power Word Heal</span> A living ally is a valuable thing.</p><p><span style="color: #0000ff">Mass Polymorph</span>: Buff allies, and stun enemies in the same spell. Or just turn into birds and fly away.</p><p><span style="color: #0000ff">Psycic</span><span style="color: #0000ff"> Scream</span>: Int based stun, that also deals some damage.</p><p></p><p>Power Word Kill: No save single target damage. This goes upto <span style="color: #0000ff">blue</span> if your DM let's you know the enemy HP.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6701354, member: 6801209"] [sblock=7th Level] [COLOR=Goldenrod]Forcecage:[/COLOR] No save, no concentration, no consumed components, capture. The bar version gives you plenty of time to kill it anything that you have more range against. And the box version let's your party take a short rest or construct any sort of trap. Consider simply piling rocks on top. [COLOR=deepSkyBlue]Regenerate:[/COLOR] A large amount of out-of-combat healing. Also very strong in combat as anyone knocked unconscious will start of their turn, making them invulnerable unless your DM stops to attack them. [COLOR=deepskyblue]Teleport:[/COLOR] Get you and your party out of any dangerous situation. It can be used to get into a situation as well, but it's risky. Still, casting teleport for 3-4 days in a row can still be quicker than walking. [COLOR=Blue]Mirage Arcane:[/COLOR] A Lot of uses for this, and with it's relatively short casting time and long duration. [COLOR=blue]Resurrection:[/COLOR] Raise dead is usually enough. But who knows what else you can bring back. Etherealness: A scouting spell that doesn't require stealth. [COLOR=darkviolet]Mordenkainen’s Magnificent Mansion: [/COLOR]Most of the functionality can replicated with leomund's tiny hut. This is mostly for show. ©[COLOR=darkviolet]Project Image: Symbol:[/COLOR] This would be a nice upgrade for glyph of warding, except for it's component cost. ©[COLOR=red]Mordenkainen’s Sword:[/COLOR] This is simply far too underpowered for the level. My personal houserule is to let it last 8 hours. [/sblock] [sblock=8th Level] [COLOR=#daa520]Mass Suggestion/Forcecage[/COLOR]: Just a reminder that you can cast these with your 8th level slots and they still rock. ©[COLOR=Blue]Dominate Monster:[/COLOR] A very strong effect, but has a lot of saves. Suggestion can usually do enough at a much lower level. [COLOR=#0000ff]Glibness[/COLOR]: There are certainly creative uses for this. [COLOR=blue]Power Word Stun:[/COLOR] Minimum of 1 turn, and you don't have many Con save disables. This goes up to sky blue if your DM reveals the target's HP. Feeblemind: You're nearly always better off with Power Word Stun since casters tend to have high Int. [COLOR=darkviolet]Mind Blank:[/COLOR] The long duration let's you cast this before bed and have it ready for tomorrow. [/sblock] [sblock=9th Level] [COLOR=deepSkyBlue]Foresight:[/COLOR] A strong, versatile, day long, non-concentration buff for one your attackers. Goes down to blue if you don't have an attacker, since it doesn't work well with spells. ©[COLOR=deepskyblue]True Polymorph[/COLOR] Multi-functional spell that's can save-or-die, give someone a huge HP pool as a dragon, or let you turn rats into diamonds to fuel your other spells. Ask your DM for a definition of a ruling about "permanent" before hand. Also how much you can [COLOR=goldenrod]abuse[/COLOR] turning creatures into objects. Like if you can turn a gnat into a sun, or a castle into a gnat. It's also quite fun to turn a dynamite into a creature, give it a torch, then send it out to fight. [COLOR=blue]Power Word Heal[/COLOR] A living ally is a valuable thing. [COLOR=#0000ff]Mass Polymorph[/COLOR]: Buff allies, and stun enemies in the same spell. Or just turn into birds and fly away. [COLOR=#0000ff]Psycic[/COLOR][COLOR=#0000ff] Scream[/COLOR]: Int based stun, that also deals some damage. Power Word Kill: No save single target damage. This goes upto [COLOR=#0000ff]blue[/COLOR] if your DM let's you know the enemy HP. [/sblock] [/QUOTE]
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