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General Tabletop Discussion
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Rating the 1st level Wizard Spells
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<blockquote data-quote="Celebrim" data-source="post: 6434575" data-attributes="member: 4937"><p>In which case I've just stolen at least two actions, and probably more. More importantly, sleep finishes the fight about a whole round early if cast as a finisher. 5d8 reliable damage is probably more than what you'd expect of the other 3 persons in a 4 PC party during a single round. It's just amazing as a potential combat finisher. The only drawback, and the only reason I can see dropping it a half-star in the appraisal is that it requires you have some knowledge of the hit points of the other side, and there is a potential on a bad roll or a misjudgment to do nothing. </p><p></p><p>Mage armor... it's not bad and I'd probably use it, but only because there is so little that is good. I'd probably put Sleep, Chromatic Orb (or Magic Missile), Grease, Detect Magic, and Identify as the list of spells to know. Rituals you don't need to prepare, so I've got room for 1-2 more spells, and since you only need one attack spell, that means Mage Armor is about the best that is left. But I'd rather have more battlefield control, it's just .... well, that's not really an option. Charm Person to me the problem is that it's always been very open to DM interpretation, and this one... well, 'a friendly acquaintance'. That's not very charming. Maybe if it did something concretely useful like grant you advantage on Deception and Persuasion and the target wasn't aware they'd been charmed after the duration completed, then I could see it finding room.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6434575, member: 4937"] In which case I've just stolen at least two actions, and probably more. More importantly, sleep finishes the fight about a whole round early if cast as a finisher. 5d8 reliable damage is probably more than what you'd expect of the other 3 persons in a 4 PC party during a single round. It's just amazing as a potential combat finisher. The only drawback, and the only reason I can see dropping it a half-star in the appraisal is that it requires you have some knowledge of the hit points of the other side, and there is a potential on a bad roll or a misjudgment to do nothing. Mage armor... it's not bad and I'd probably use it, but only because there is so little that is good. I'd probably put Sleep, Chromatic Orb (or Magic Missile), Grease, Detect Magic, and Identify as the list of spells to know. Rituals you don't need to prepare, so I've got room for 1-2 more spells, and since you only need one attack spell, that means Mage Armor is about the best that is left. But I'd rather have more battlefield control, it's just .... well, that's not really an option. Charm Person to me the problem is that it's always been very open to DM interpretation, and this one... well, 'a friendly acquaintance'. That's not very charming. Maybe if it did something concretely useful like grant you advantage on Deception and Persuasion and the target wasn't aware they'd been charmed after the duration completed, then I could see it finding room. [/QUOTE]
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Rating the 1st level Wizard Spells
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