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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="jgsugden" data-source="post: 7184717" data-attributes="member: 2629"><p>There are three spells of 4th level that are pretty similar in very different ways: Polymorph, Banishment and Otiluke's.</p><p></p><p>A primary use of each is save or suck: If the enemy fails the save, you can take them out of the combat for a while.</p><p></p><p>Polymorph is a spell where the opponent is trapped in a weakened form if they fail a wisdom save until they can deal a damage to themself. It can also be used to buff an ally into a fierce physical form. It lasts for up to an hour, so it is the longest duration ... but it is also the one that most easily allows an enemy to end their suck. This is up to the DM, as these enemies will supposedly have the intelligence and wisdom of animals, so they will likely not understand how the spell works and understand how to end it in most games, although that is up to the DM to interpret.</p><p></p><p>Banishment sends the target off the battlefield. If they're not native to your plane, that can be a permanent ticket if you maintain concentration. If they are from the plane you are on when you cast, they are incapacitated while in a special little plane you make for them. If you combine that with some simple tricks, like lighting them on fire so that they need to use an action to put it out, that can add a bunch of damage while you're dealing with the other enemies. While it only lasts one minute, it targets Charisma rather than wisdom and when cast at higher levels can target extra creatures - warlocks, in particular, like that edge. In a pinch you can use it to take a fallen stable ally and remove them from harm's way. I once had my wizard banish the entire party when on an extra dimensional adventure to avoid a powerful area of effect - and then dropped the concentration to allow us to surprise the enemy a second time in the combat - it was an 8th level spell, but it ended up being a great use of the magic.</p><p></p><p>Otiluke's lasts only a minute and requires a dex save, but it is the best defensive spell for use on allies as they can continue to act normally while within the sphere. That allows them to heal up, wait for a charm spell to end, etc... However, it also allows enemies to scheme and stay involved with the battle by doing actions within the ball or moving the ball into bad places. Some DMs will let the monsters use the balls as weapons and roll over PCs. A significant limitation on this spell is the soize limitation. I house ruled to allow the spell to impact larger enemies by using higher level slots (huge for 5th, gargantuan 6th, and colossal (which I have in my game) at 7th).</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7184717, member: 2629"] There are three spells of 4th level that are pretty similar in very different ways: Polymorph, Banishment and Otiluke's. A primary use of each is save or suck: If the enemy fails the save, you can take them out of the combat for a while. Polymorph is a spell where the opponent is trapped in a weakened form if they fail a wisdom save until they can deal a damage to themself. It can also be used to buff an ally into a fierce physical form. It lasts for up to an hour, so it is the longest duration ... but it is also the one that most easily allows an enemy to end their suck. This is up to the DM, as these enemies will supposedly have the intelligence and wisdom of animals, so they will likely not understand how the spell works and understand how to end it in most games, although that is up to the DM to interpret. Banishment sends the target off the battlefield. If they're not native to your plane, that can be a permanent ticket if you maintain concentration. If they are from the plane you are on when you cast, they are incapacitated while in a special little plane you make for them. If you combine that with some simple tricks, like lighting them on fire so that they need to use an action to put it out, that can add a bunch of damage while you're dealing with the other enemies. While it only lasts one minute, it targets Charisma rather than wisdom and when cast at higher levels can target extra creatures - warlocks, in particular, like that edge. In a pinch you can use it to take a fallen stable ally and remove them from harm's way. I once had my wizard banish the entire party when on an extra dimensional adventure to avoid a powerful area of effect - and then dropped the concentration to allow us to surprise the enemy a second time in the combat - it was an 8th level spell, but it ended up being a great use of the magic. Otiluke's lasts only a minute and requires a dex save, but it is the best defensive spell for use on allies as they can continue to act normally while within the sphere. That allows them to heal up, wait for a charm spell to end, etc... However, it also allows enemies to scheme and stay involved with the battle by doing actions within the ball or moving the ball into bad places. Some DMs will let the monsters use the balls as weapons and roll over PCs. A significant limitation on this spell is the soize limitation. I house ruled to allow the spell to impact larger enemies by using higher level slots (huge for 5th, gargantuan 6th, and colossal (which I have in my game) at 7th). [/QUOTE]
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