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<blockquote data-quote="Rofel Wodring" data-source="post: 7333673" data-attributes="member: 6873189"><p>I disagree on the utility of Slow. It targets WIS, which is the second-strongest save of monsters, and it's an EOTS. If a spell is limited by those two things, it needs to have a guaranteed effect even on a save (like Ray of Enfeeblement) or it needs to be a complete shutdown. Slow starts out pretty okay, but gets unacceptably weak around level 10 or so.</p><p></p><p>Watery Sphere is amazingly powerful in the right hands. It gives you multiple chances to disable, repositions people you don't like, and shuts down spellcasters. Seriously, trap a Lich in it and there's nothing they can do, unlike with Otiluke's Resilient Sphere.</p><p></p><p>Banishment is a good spell, but its obvious use (target fiends/elementals/celestials) is a bad idea. CHA saving throws are lopsided, but they're lopsided in favor of fiends and celestials. Elementals by the book (Myrmidions, Elementals, Galeb Duhr, etc.) have poor CHA saves however. And there are some fiends with bad CHA saves such as Shadow Demons. It's a good spell, don't get me wrong, but it's for disabling large amounts of mid-CR enemies, not BBEGs.</p><p></p><p>You should have both Counterspell and Dispel Magic prepared. Not right away, but definitely around level 9. Sometimes your party will fail a save against an upcasted Banishment or a Mass Suggestion or a Hypnotic Pattern cast outside of your Counterspell range.</p><p></p><p>One spell I don't see get mentioned a lot in guides is Ray of Enfeeblement. This spell should be in every mid-level wizard's arsenal. It completely wrecks BBEGs. Even if they save, you can just keep recasting it for near-guaranteed damage wrecking. I played a convention module where we had a Hero's Feast and this spell up against an Adult Green Dragon. There was nothing they could do but take it.</p></blockquote><p></p>
[QUOTE="Rofel Wodring, post: 7333673, member: 6873189"] I disagree on the utility of Slow. It targets WIS, which is the second-strongest save of monsters, and it's an EOTS. If a spell is limited by those two things, it needs to have a guaranteed effect even on a save (like Ray of Enfeeblement) or it needs to be a complete shutdown. Slow starts out pretty okay, but gets unacceptably weak around level 10 or so. Watery Sphere is amazingly powerful in the right hands. It gives you multiple chances to disable, repositions people you don't like, and shuts down spellcasters. Seriously, trap a Lich in it and there's nothing they can do, unlike with Otiluke's Resilient Sphere. Banishment is a good spell, but its obvious use (target fiends/elementals/celestials) is a bad idea. CHA saving throws are lopsided, but they're lopsided in favor of fiends and celestials. Elementals by the book (Myrmidions, Elementals, Galeb Duhr, etc.) have poor CHA saves however. And there are some fiends with bad CHA saves such as Shadow Demons. It's a good spell, don't get me wrong, but it's for disabling large amounts of mid-CR enemies, not BBEGs. You should have both Counterspell and Dispel Magic prepared. Not right away, but definitely around level 9. Sometimes your party will fail a save against an upcasted Banishment or a Mass Suggestion or a Hypnotic Pattern cast outside of your Counterspell range. One spell I don't see get mentioned a lot in guides is Ray of Enfeeblement. This spell should be in every mid-level wizard's arsenal. It completely wrecks BBEGs. Even if they save, you can just keep recasting it for near-guaranteed damage wrecking. I played a convention module where we had a Hero's Feast and this spell up against an Adult Green Dragon. There was nothing they could do but take it. [/QUOTE]
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