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General Tabletop Discussion
*Dungeons & Dragons
Mental prison; power creep, typo or working as intended
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<blockquote data-quote="Bardbarian" data-source="post: 7295223" data-attributes="member: 6802784"><p>Personally, I view the secondary effect of the spell as either 10d10 or blind/restrained. You will generally not be able to take advantage of both. </p><p>I compare the spell to other similar effects. </p><p>Irrisistable dance, no save takes an action to try and save. </p><p>Hold Monster, save every turn but all attacks turn into critical hits within 5'</p><p>Disintegrate take all the damage instantly an move on (Hardest to resist damage type).</p><p>Wall of force no save 10 minute time out</p><p>Force cage cant escape except with teleport and still need to save.</p><p>Maelstrom 6d6 per round for 10 rounds pulled towards center of difficult terrain.</p><p></p><p>there are many comparable effects in a similar level range. 5-7th and there are pros and cons to each. I certainly think the spell is good but it does not hit more than one target. The secondary has multiple ways of escaping. legendary save, Dispel magic, Dimension door, force a concentration check on the caster. Blindsight, tremorsense, the list goes on. sure some enemies will be trivialized buy this or any other spell on the list. I think in the long run this will fall into the school of spells that some people blow a gasket on when it first is revealed, and yes, spells should be exciting, but in the long run its just another disintegrate which does its job well but hardly changes the lanscape of the game. Its more of a Bob Ross effect where we just add a few happy little trees and everyone smiles.</p></blockquote><p></p>
[QUOTE="Bardbarian, post: 7295223, member: 6802784"] Personally, I view the secondary effect of the spell as either 10d10 or blind/restrained. You will generally not be able to take advantage of both. I compare the spell to other similar effects. Irrisistable dance, no save takes an action to try and save. Hold Monster, save every turn but all attacks turn into critical hits within 5' Disintegrate take all the damage instantly an move on (Hardest to resist damage type). Wall of force no save 10 minute time out Force cage cant escape except with teleport and still need to save. Maelstrom 6d6 per round for 10 rounds pulled towards center of difficult terrain. there are many comparable effects in a similar level range. 5-7th and there are pros and cons to each. I certainly think the spell is good but it does not hit more than one target. The secondary has multiple ways of escaping. legendary save, Dispel magic, Dimension door, force a concentration check on the caster. Blindsight, tremorsense, the list goes on. sure some enemies will be trivialized buy this or any other spell on the list. I think in the long run this will fall into the school of spells that some people blow a gasket on when it first is revealed, and yes, spells should be exciting, but in the long run its just another disintegrate which does its job well but hardly changes the lanscape of the game. Its more of a Bob Ross effect where we just add a few happy little trees and everyone smiles. [/QUOTE]
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