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Spells: the Good, the Bad, and the Downright Orcish Grandmother
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<blockquote data-quote="schnee" data-source="post: 7117491" data-attributes="member: 16728"><p>Those are really good questions.</p><p></p><p>Your first paragraph, I think you're right. I'll add that I bet it's also a way to limit the power of the spell. Imagine if you could force a spellcaster to cast a Fireball at it's own feet...</p><p></p><p>Second paragraph, I - I have to walk back from what I said above about metagaming. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> I see the mechanic that lets the target walk away now. I feel like a jerk now.</p><p></p><p>I'd interpret that to mean only bother casting it at an enemy standing within melee reach of someone else. Since it's charmed, then the bit about 'acts as normal if there isn't anyone in melee range' still means it still can't just attack the spellcaster. </p><p></p><p>So, you have to be clever. Like, if your front line Fighter is being attacked by two enemies, use this on one of them, WHAM it hits it's buddy, then it a) tries to move away then WHAM free opportunity attack by your Fighter, or b) they both stay put and WHAM it attacks the other enemy again, or c) stays put and the other enemy moves away from it which WHAM another attack of opportunity by your Fighter but on the non-charmed enemy, etcetera. </p><p></p><p>I did a bit of reading, and I saw one clever soul uses it against spellcasters other than Clerics/Druids (ones with low WIS saves). It forces them to use a melee attack, which is better than them casting a spell. Put one of your party with a high AC next to them, and they can beat the tar out of that spellcaster for a round or two without a spell going off.</p><p></p><p>This spell is a lot like Flaming Sphere. Sounds a lot more promising than it is, but in the right situations can control the battlefield and cause cascading effects that make it worthwhile. </p><p></p><p>Third - yeah - dumb mistake - Hold Person is the same level. My bad.</p></blockquote><p></p>
[QUOTE="schnee, post: 7117491, member: 16728"] Those are really good questions. Your first paragraph, I think you're right. I'll add that I bet it's also a way to limit the power of the spell. Imagine if you could force a spellcaster to cast a Fireball at it's own feet... Second paragraph, I - I have to walk back from what I said above about metagaming. :eek: I see the mechanic that lets the target walk away now. I feel like a jerk now. I'd interpret that to mean only bother casting it at an enemy standing within melee reach of someone else. Since it's charmed, then the bit about 'acts as normal if there isn't anyone in melee range' still means it still can't just attack the spellcaster. So, you have to be clever. Like, if your front line Fighter is being attacked by two enemies, use this on one of them, WHAM it hits it's buddy, then it a) tries to move away then WHAM free opportunity attack by your Fighter, or b) they both stay put and WHAM it attacks the other enemy again, or c) stays put and the other enemy moves away from it which WHAM another attack of opportunity by your Fighter but on the non-charmed enemy, etcetera. I did a bit of reading, and I saw one clever soul uses it against spellcasters other than Clerics/Druids (ones with low WIS saves). It forces them to use a melee attack, which is better than them casting a spell. Put one of your party with a high AC next to them, and they can beat the tar out of that spellcaster for a round or two without a spell going off. This spell is a lot like Flaming Sphere. Sounds a lot more promising than it is, but in the right situations can control the battlefield and cause cascading effects that make it worthwhile. Third - yeah - dumb mistake - Hold Person is the same level. My bad. [/QUOTE]
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