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Spells: the Good, the Bad, and the Downright Orcish Grandmother
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<blockquote data-quote="Gadget" data-source="post: 7117247" data-attributes="member: 23716"><p>I'm not sure how 'melee clerics' have a lock on multi round bonus action single target Evocations, it's not like the spells are healing/banishing evil theme that are the cleric's niche. Presumably the argument is that the cleric will be in melee and therefore not need the concentration restraint on a similar spell five levels higher and not layer the spell with other spell effects? I've seen clerics with this spell, <em>Spirit Guardians</em> and swinging away in melee, though admittedly it is a multi-round set up. I'm not sure a wizard having this spell up, a concentration spell, and blasting away every round with a cantrip/non-concentration spell is all that bad for his one and only 7th level slot of the day. This too would be a multi-round set up. The problem with comparing the spell to <em>Bigby's Hand</em> is that the former spell has lots of utility outside of attack and damage, while MS does not; so MS comes out looking better than it should. At the very least, the spell should be able to do things like cancel out <em>Wall of Force</em> and other force effects, or cut through almost anything or have similar properties to a Sword of Sharpness or some such. Maybe attack twice if the caster spends and action? </p><p></p><p></p><p> </p><p></p><p>I would say the purpose of <em>Jump </em>is to give the recipient cool jumping abilities for the cost of a spell slot. It costs the same spell slot as other first level spells it is competing against and, unless your campaign is some version of Donkey Kong, does not justify that cost. It does not need to proscribe use in or out of combat nor was there anything about the version I gave that invalidated your definition or was overpowered in any way. The current way just seems to finicky and not very cinematic.</p></blockquote><p></p>
[QUOTE="Gadget, post: 7117247, member: 23716"] I'm not sure how 'melee clerics' have a lock on multi round bonus action single target Evocations, it's not like the spells are healing/banishing evil theme that are the cleric's niche. Presumably the argument is that the cleric will be in melee and therefore not need the concentration restraint on a similar spell five levels higher and not layer the spell with other spell effects? I've seen clerics with this spell, [I]Spirit Guardians[/I] and swinging away in melee, though admittedly it is a multi-round set up. I'm not sure a wizard having this spell up, a concentration spell, and blasting away every round with a cantrip/non-concentration spell is all that bad for his one and only 7th level slot of the day. This too would be a multi-round set up. The problem with comparing the spell to [I]Bigby's Hand[/I] is that the former spell has lots of utility outside of attack and damage, while MS does not; so MS comes out looking better than it should. At the very least, the spell should be able to do things like cancel out [I]Wall of Force[/I] and other force effects, or cut through almost anything or have similar properties to a Sword of Sharpness or some such. Maybe attack twice if the caster spends and action? I would say the purpose of [I]Jump [/I]is to give the recipient cool jumping abilities for the cost of a spell slot. It costs the same spell slot as other first level spells it is competing against and, unless your campaign is some version of Donkey Kong, does not justify that cost. It does not need to proscribe use in or out of combat nor was there anything about the version I gave that invalidated your definition or was overpowered in any way. The current way just seems to finicky and not very cinematic. [/QUOTE]
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