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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="SpoCk0nd0pe" data-source="post: 7205392" data-attributes="member: 6803972"><p>Me too!</p><p></p><p>To add another spell to the discussion: I've thought a lot about Watery Sphere. It seems like a really good spell but are you sure it is sky blue good? To me it reads: Make a str save in 10x10 radius or be restrained. I thought really hard about how the forced movement could be useful but I would think a DM would most likely rule that a Creature that is in melee and makes it's str save could try to remain in melee. There are no other uses of that forced movement that I could come up with.</p><p>Moving the sphere is an action and it can only move in a straight line. While it is nice to collect more creatures or any creatures that previously escaped the sphere, an action is a pretty steep cost imho.</p><p></p><p>[edit]</p><p>You also barely commented on Transmute Rock. I still think it is a green spell. The area is huge, you need 160 ft movement to cross it, even if you make your save. So if you don't fly, the spell works. Yes, the need for rock makes it situational but against non flyers it is more secure then a wall of stone. The 4d6 damage on a failed save isn't much at that level but it is a nice bonus. The spell may also have some out of combat utility.</p><p></p><p>But the most important aspect of the spell is the non concentration. There are 4 battlefield control spells I know of which do not require concentration: Grease, Forcecage, Prismatic Wall and this. Transmute Rock is not the kind of spell you should pick when you get to level 9. You should pick it up at 10 though to use when you hit 13 or so. A battlefield control spell this effective without concentration is worth a lot, even if somewhat situational (needs rock, needs no flyers but otherwise very effective even when saved).</p></blockquote><p></p>
[QUOTE="SpoCk0nd0pe, post: 7205392, member: 6803972"] Me too! To add another spell to the discussion: I've thought a lot about Watery Sphere. It seems like a really good spell but are you sure it is sky blue good? To me it reads: Make a str save in 10x10 radius or be restrained. I thought really hard about how the forced movement could be useful but I would think a DM would most likely rule that a Creature that is in melee and makes it's str save could try to remain in melee. There are no other uses of that forced movement that I could come up with. Moving the sphere is an action and it can only move in a straight line. While it is nice to collect more creatures or any creatures that previously escaped the sphere, an action is a pretty steep cost imho. [edit] You also barely commented on Transmute Rock. I still think it is a green spell. The area is huge, you need 160 ft movement to cross it, even if you make your save. So if you don't fly, the spell works. Yes, the need for rock makes it situational but against non flyers it is more secure then a wall of stone. The 4d6 damage on a failed save isn't much at that level but it is a nice bonus. The spell may also have some out of combat utility. But the most important aspect of the spell is the non concentration. There are 4 battlefield control spells I know of which do not require concentration: Grease, Forcecage, Prismatic Wall and this. Transmute Rock is not the kind of spell you should pick when you get to level 9. You should pick it up at 10 though to use when you hit 13 or so. A battlefield control spell this effective without concentration is worth a lot, even if somewhat situational (needs rock, needs no flyers but otherwise very effective even when saved). [/QUOTE]
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