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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="Treantmonklvl20" data-source="post: 6616846" data-attributes="member: 55582"><p>I apologize to anyone who's posts I miss, there really is quite a bit to respond to. I'm going to do my best. I did promise to respond to the rest of this detailed post...</p><p>They can indeed by quite powerful when they are applicable and they stick. However, lots of spells can be powerful, and many only provide one save (or none) and work on most creatures, and may not even require concentration. Overall, Hold Monster is the more versatile, so I prefer it, and despite it's limitations, I gave it the "ok" rating. Yes, I've seen both these spells end a combat though. Keep in mind that with these guides I'm comparing these spells against each other. Spells I rank red can still be useful, or even powerful, I'm just saying that of the pool of spells available, I think they come up on the low end.</p><p></p><p> You can make money in down time with any spell, if that's your thing. I'm inclined to keep my down time open for scribing spells, research, or that kind of thing.</p><p></p><p> Yeah, I'm not really a fan of the trickery domain either. They get a bunch of strange powers that I'm not sure how to use effectively, the one you are referring to included.</p><p></p><p> Yes, I'm beginning to get a handle on Planar Binding in 5e. I'm going to play around with it myself before I go recommending it though.</p><p></p><p> It does kill a Demilich, no question about it. I would suggest that the average creature with Legendary Resistance has probably already used it up by the time they get down to double digit HP. There is of course a defense against this spell, and that's having 100+ HP. If you, as a caster, knew definitively how many HP your opponent had, this wouldn't be such a limitation, but generally, it's guesswork. Guess wrong and poof - goodbye 9th level spell slot. Finally, the idea of going for the kill isn't really what I'm recommending in my guide.</p><p></p><p> Lots of spells screw up an enemy if they fail their save. Lots of spells of lower level than either of these screw up the enemy more severely than these do. They are both slotted at too high a level for what you get IMO.</p><p></p><p>P.S. I have to add, I get a chuckle out of thinking of ending Tomb of Horrors final battle with:</p><p>1) A skull is floating in the middle of the room, what do you do?</p><p>2) "I cast Power Word Kill"</p><p>3) Oh. (flips through MM). Wow. Uh...it dies. See you guys next week.</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 6616846, member: 55582"] I apologize to anyone who's posts I miss, there really is quite a bit to respond to. I'm going to do my best. I did promise to respond to the rest of this detailed post... They can indeed by quite powerful when they are applicable and they stick. However, lots of spells can be powerful, and many only provide one save (or none) and work on most creatures, and may not even require concentration. Overall, Hold Monster is the more versatile, so I prefer it, and despite it's limitations, I gave it the "ok" rating. Yes, I've seen both these spells end a combat though. Keep in mind that with these guides I'm comparing these spells against each other. Spells I rank red can still be useful, or even powerful, I'm just saying that of the pool of spells available, I think they come up on the low end. You can make money in down time with any spell, if that's your thing. I'm inclined to keep my down time open for scribing spells, research, or that kind of thing. Yeah, I'm not really a fan of the trickery domain either. They get a bunch of strange powers that I'm not sure how to use effectively, the one you are referring to included. Yes, I'm beginning to get a handle on Planar Binding in 5e. I'm going to play around with it myself before I go recommending it though. It does kill a Demilich, no question about it. I would suggest that the average creature with Legendary Resistance has probably already used it up by the time they get down to double digit HP. There is of course a defense against this spell, and that's having 100+ HP. If you, as a caster, knew definitively how many HP your opponent had, this wouldn't be such a limitation, but generally, it's guesswork. Guess wrong and poof - goodbye 9th level spell slot. Finally, the idea of going for the kill isn't really what I'm recommending in my guide. Lots of spells screw up an enemy if they fail their save. Lots of spells of lower level than either of these screw up the enemy more severely than these do. They are both slotted at too high a level for what you get IMO. P.S. I have to add, I get a chuckle out of thinking of ending Tomb of Horrors final battle with: 1) A skull is floating in the middle of the room, what do you do? 2) "I cast Power Word Kill" 3) Oh. (flips through MM). Wow. Uh...it dies. See you guys next week. [/QUOTE]
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