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[GUIDE] Pacts, Patrons, and Power, a Warlock guide
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<blockquote data-quote="mellored" data-source="post: 6914173" data-attributes="member: 6801209"><p>Magic Arcanum are not spell slots. They are just a single spell that you can cast 1/day. You can only choose from the ones provided.</p><p>Therefore you want one that is likely to see use every day, and not ones that are good only in a few situations.</p><p></p><p>© = concentration</p><p></p><p>[sblock=level 6 spells]</p><p><span style="color: deepskyblue">Mass suggestion</span>: All the great things you like about suggestion, but more so, and without concentration.</p><p>©<span style="color: #00ffff">Mental Prison</span>: Auto-damage and a good chance of taking someone out of the fight.</p><p></p><p>©<span style="color: #0000ff">Investiture of </span><span style="color: #0000ff">stone </span>: Both a good defensive buff, and utility.</p><p>©<span style="color: #0000ff">Investiture of Wind</span>: Rain down blasts while protecting yourself is a good combo.</p><p><span style="color: #0000ff">Soul Cage</span>: A versatile spell for both RP or healing. On par with a cleric's heal, and much better with <span style="color: #00ffff">gift</span><span style="color: #00ffff"> of the ever-living one</span> invocation.</p><p></p><p>©Conjure Fey: Hard to rate this one since it depends on what the DM chooses. Improves if you <span style="color: deepskyblue">can choose yourself</span> You also ned to be careful about losing concentration.</p><p>Create Undead: Fairly weak creature and cost some money each time. Though it does have good duration and can be used both in and out of combat.</p><p></p><p><span style="color: deepviolet">Arcane Gate</span>: Not a bad spell by itself, but not something you'll use every day.</p><p><span style="color: deepviolet">Eyebite</span>: This takes too many actions to use. Stick with hypnotic pattern or fear.</p><p><span style="color: #ee82ee">Scatter</span>: If you can see the space, you can probably walk there. Generally not worth your 6th level slot.</p><p><span style="color: deepviolet">True Seeing</span>: Another decent spell that you won't use every day.</p><p></p><p><span style="color: red">Flesh to Stone</span>: Save, save, save, and wait, or die. Hold monster and eldrich blasts would be just as fast. Plus it prevents the enemy from attacking.</p><p>©<span style="color: red">Investiture of flame</span>: Less damage than poison spray.</p><p>©<span style="color: red">Investiture of ice</span>: Less damage than poison spray.</p><p>[/sblock]</p><p></p><p>[sblock=level 7 spells]</p><p><span style="color: deepskyblue">Forcecage</span>: No save, no concentration control. Use the one with bars and just eldritch blast whatever's inside, or put it around yourself and shoot out. Use a solid one to cage a dangerous ranged opponent while you clean up his allies or take a short rest.</p><p></p><p><span style="color: blue">Finger of Death</span>: Good damage and you can get a permanent minion even on save. Works well with magic stones cantrip to give your minion a ranged attack.</p><p></p><p>Crown of Stars: A high amount of damage, but spread out over 7 turns. <span style="color: #0000ff">Better</span> if you get advantage, as this does nothing on a miss.</p><p>Plane Shift: Cast twice to get anywhere in your own plane. Its combat use lets you use it on non-travel days, and can be delivered via <span style="color: blue">your familiar</span>.</p><p>Etherealness: 8 hours makes a safe place to take a long rest, plus any travel and spy stuff you want to do.</p><p></p><p><span style="color: #ff0000">Power Word Pain</span>: One guaranteed round of disadvantage isn't very good at this level.</p><p>[/sblock]</p><p></p><p>[sblock=level 8 spells]</p><p>©<span style="color: deepskyblue">Dominate Monster</span>: Full control with a nice long duration, and less saves then dominate person. Just don't take a monster from one battle to the next and lose control of it.</p><p><span style="color: deepskyblue">Glibness</span>: "The boss is moving on to bigger places and only want's the strongest of you. Last minions standing get's to go."</p><p></p><p>©<span style="color: #0000ff">Maddening Darkness</span>: Huge, decent damage zone. Though it's size also makes it unwieldy to cast. As with all zones, improves with <span style="color: #00ffff">repelling blast</span>.</p><p></p><p>Feeblemind: Nearly a save-or-die against casters and 30 day duration. But half the casters have good Int, and it's useless against non-casters.</p><p></p><p><span style="color: deepviolet">Demiplane</span>: Secure storage is unlikely to be something you'll access every day. Combo's with plane shift.</p><p><span style="color: deepviolet">Power Word Stun</span>: There are a good number of high level creatures with less than 150HP that can be nicely shut down with this spell. The issue is knowing which ones making it very easy to waste. Improved if you <span style="color: deepskyblue">know the enemy HP</span>.</p><p>[/sblock]</p><p></p><p>[sblock=level 9 spells]</p><p><span style="color: deepskyblue">Foresight</span>: Strong buff for a long duration, works with eldritch blast, hexblade, or an ally.</p><p><span style="color: deepskyblue">True Polymorph</span>: A very versatile spell but requires some monster knowledge to make the most of. Mostly you want to turn inanimate objects into creatures. Turn a rock into a Wearwolves for immune to non-magical-non-silver weapons, a Courtal for greater restoration, a Unicorn for teleporting, an Efreet for Plane Shift, etc.... Allies can be turned into dragons for all their combat stuff, purple worms to make a tunnel, mummy lord to animate some dead, pit fiends for at-will fireballs, etc... You can also turn rats into gold, expensive spell component, dagger for the rouge, etc... Plenty of options.</p><p><span style="color: #00ffff"></span></p><p><span style="color: #00ffff"></span><span style="color: #0000ff">Psychic Scream</span>: Wide area friendly stun. And a little damage.</p><p></p><p><span style="color: deepviolet">Imprisonment</span>: Pretty plot specific spell that takes too long to cast in battle. If only you could willingly fail a save then you could use it as a place to sleep.</p><p></p><p><span style="color: red">Power Word Kill</span>: Has all the problems of power word stun, but much smaller HP limit. Improved if you <span style="color: blue">know the enemy HP</span>.</p><p><span style="color: red">Astral Projection</span>: Use true polymorph to turn a rock into an Efreet, and have it cast plane shift.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mellored, post: 6914173, member: 6801209"] Magic Arcanum are not spell slots. They are just a single spell that you can cast 1/day. You can only choose from the ones provided. Therefore you want one that is likely to see use every day, and not ones that are good only in a few situations. © = concentration [sblock=level 6 spells] [COLOR=deepskyblue]Mass suggestion[/COLOR]: All the great things you like about suggestion, but more so, and without concentration. ©[COLOR=#00ffff]Mental Prison[/COLOR]: Auto-damage and a good chance of taking someone out of the fight. ©[COLOR=#0000ff]Investiture of [/COLOR][COLOR=#0000ff]stone [/COLOR]: Both a good defensive buff, and utility. ©[COLOR=#0000ff]Investiture of Wind[/COLOR]: Rain down blasts while protecting yourself is a good combo. [COLOR=#0000ff]Soul Cage[/COLOR]: A versatile spell for both RP or healing. On par with a cleric's heal, and much better with [COLOR=#00ffff]gift[/COLOR][COLOR=#00ffff] of the ever-living one[/COLOR] invocation. ©Conjure Fey: Hard to rate this one since it depends on what the DM chooses. Improves if you [COLOR=deepskyblue]can choose yourself[/COLOR] You also ned to be careful about losing concentration. Create Undead: Fairly weak creature and cost some money each time. Though it does have good duration and can be used both in and out of combat. [COLOR=deepviolet]Arcane Gate[/COLOR]: Not a bad spell by itself, but not something you'll use every day. [COLOR=deepviolet]Eyebite[/COLOR]: This takes too many actions to use. Stick with hypnotic pattern or fear. [COLOR=#ee82ee]Scatter[/COLOR]: If you can see the space, you can probably walk there. Generally not worth your 6th level slot. [COLOR=deepviolet]True Seeing[/COLOR]: Another decent spell that you won't use every day. [COLOR=red]Flesh to Stone[/COLOR]: Save, save, save, and wait, or die. Hold monster and eldrich blasts would be just as fast. Plus it prevents the enemy from attacking. ©[COLOR=red]Investiture of flame[/COLOR]: Less damage than poison spray. ©[COLOR=red]Investiture of ice[/COLOR]: Less damage than poison spray. [/sblock] [sblock=level 7 spells] [COLOR=deepskyblue]Forcecage[/COLOR]: No save, no concentration control. Use the one with bars and just eldritch blast whatever's inside, or put it around yourself and shoot out. Use a solid one to cage a dangerous ranged opponent while you clean up his allies or take a short rest. [COLOR=blue]Finger of Death[/COLOR]: Good damage and you can get a permanent minion even on save. Works well with magic stones cantrip to give your minion a ranged attack. Crown of Stars: A high amount of damage, but spread out over 7 turns. [COLOR=#0000ff]Better[/COLOR] if you get advantage, as this does nothing on a miss. Plane Shift: Cast twice to get anywhere in your own plane. Its combat use lets you use it on non-travel days, and can be delivered via [COLOR=blue]your familiar[/COLOR]. Etherealness: 8 hours makes a safe place to take a long rest, plus any travel and spy stuff you want to do. [COLOR=#ff0000]Power Word Pain[/COLOR]: One guaranteed round of disadvantage isn't very good at this level. [/sblock] [sblock=level 8 spells] ©[COLOR=deepskyblue]Dominate Monster[/COLOR]: Full control with a nice long duration, and less saves then dominate person. Just don't take a monster from one battle to the next and lose control of it. [COLOR=deepskyblue]Glibness[/COLOR]: "The boss is moving on to bigger places and only want's the strongest of you. Last minions standing get's to go." ©[COLOR=#0000ff]Maddening Darkness[/COLOR]: Huge, decent damage zone. Though it's size also makes it unwieldy to cast. As with all zones, improves with [COLOR=#00ffff]repelling blast[/COLOR]. Feeblemind: Nearly a save-or-die against casters and 30 day duration. But half the casters have good Int, and it's useless against non-casters. [COLOR=deepviolet]Demiplane[/COLOR]: Secure storage is unlikely to be something you'll access every day. Combo's with plane shift. [COLOR=deepviolet]Power Word Stun[/COLOR]: There are a good number of high level creatures with less than 150HP that can be nicely shut down with this spell. The issue is knowing which ones making it very easy to waste. Improved if you [COLOR=deepskyblue]know the enemy HP[/COLOR]. [/sblock] [sblock=level 9 spells] [COLOR=deepskyblue]Foresight[/COLOR]: Strong buff for a long duration, works with eldritch blast, hexblade, or an ally. [COLOR=deepskyblue]True Polymorph[/COLOR]: A very versatile spell but requires some monster knowledge to make the most of. Mostly you want to turn inanimate objects into creatures. Turn a rock into a Wearwolves for immune to non-magical-non-silver weapons, a Courtal for greater restoration, a Unicorn for teleporting, an Efreet for Plane Shift, etc.... Allies can be turned into dragons for all their combat stuff, purple worms to make a tunnel, mummy lord to animate some dead, pit fiends for at-will fireballs, etc... You can also turn rats into gold, expensive spell component, dagger for the rouge, etc... Plenty of options. [COLOR=#00ffff] [/COLOR][COLOR=#0000ff]Psychic Scream[/COLOR]: Wide area friendly stun. And a little damage. [COLOR=deepviolet]Imprisonment[/COLOR]: Pretty plot specific spell that takes too long to cast in battle. If only you could willingly fail a save then you could use it as a place to sleep. [COLOR=red]Power Word Kill[/COLOR]: Has all the problems of power word stun, but much smaller HP limit. Improved if you [COLOR=blue]know the enemy HP[/COLOR]. [COLOR=red]Astral Projection[/COLOR]: Use true polymorph to turn a rock into an Efreet, and have it cast plane shift. [/sblock] [/QUOTE]
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