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D&D 5E Overrated Wizard Spells


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They are however not moving through your space... they are moving through a space too small and avoiding your space - but yes off topic
The example isn't squeezing through the space, it's trying to squeeze through an open threatened area. I suppose it's possible but at that point the fighter is making a significant obstruction simply by being there.

Gobins have 30' movement, give up half to moving slowly or several drop from failed saves if they don't. 10' in front of the fighter costs them 20' for movement for that basic strategy. Squeezing by cuts movement in half The last 10' movement stops the goblins who are out of movement. The goblins behind them cannot end in the occupied space and so stop without gaining their full movement.

Pretty sure the fighter with an action stops them all either way. ;-)

I'll carry that further, however. Goblins aren't lemmings running off a cliff. Everyone one of them knows the fighter is going to be stabbing them on the way by. Generally they would prefer not to get stabbed and either would not try to rush by or would try to engage instead. The fighter might even make an intimidation check and convince them to back down.

Assuming they go with the mad lemming attempt to rush by at slow speeds, they cannot move far enough. Or they try to rush the bearings, the first few who fall down turn it into difficult terrain in the process for the rest moving through (or they just stop) and they still don't have the movement.

The fighter on his AoE and subsequent attacks starts dropping goblins around him. That makes it difficult terrain and trying to squeeze by.

Don't use the bearings and it's just a speed bump if they go lemming. They'll lose 5' of movement plus the effects of the AoE. Alternately, caltrops force them to stop moving of a failed save plus long term speed reduction.

It is off topic, though, unless a person considers how effective these can be compared to spells that cost slots, at least at lower levels. Fighters and rogues aren't the only classes I'll use them with. It's not the class so much as the equipment. Low level wizard can cast a spell for an action with a lower DC than caltrops and spend a slot; or use the same action, no slot, higher DC with equipment. ;-)
 


Treatmonk has mage armor listed as a must have spell. I consider him a subject matter expert on the topic. In my experience playing wizards, I agree. AC bonus with no concentration? Yes please. Maybe I have mean DMs, but monsters like to target the guy slinging spells around.
 

Witch Bolt scaling with a Warlock is still dubious compared to agonizing blast. The better niche for it is upcast and twinned on a sorc because that's easier on sorc points than repeat cantrip twinning, which is still situational given the 30' range limitation.

Neither is really applicable when the thread specified wizards. ;-)
 


Still bad even for the Warlock. Past Lv. 5, they're literally better off casting Eldritch Blast every round.
That's why I said its was OK not great or anything. But 5d12 is not terrible.

Edit: Right I was wrong its 3d12 so alot less then I thought. For some reason my mind was going "caster level equals number of damage dice".
 
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Huh, you must be conclusion man. Must conclude--seek out normalcy.

If you like Mage Armor great! I don't care for it. I still think it is overrated. But everyone is free to make their opinion about it. If a 15% chance to reduce a hit is worth a spell slot and a spell prepared... then great. I don't feel it is worth it. The math is basic, on average with Mage Armor you'll get hit 15% less often. Don't quote my numbers, I am not an accountant at the table. If that 15% is likely to kill you then get Mage Armor. If you can circumvent that 15% another way then do it.

I love it. You put forth how Mage Armor does nothing and Shield does everything, when I say that's not the normal experience you go out of the way to say how you have a normal experience and you specifically provide numbers.

Then when I use your numbers you backtrack on them as well. If you post numbers to prove your point, the next post saying you made them up - well, it doesn't support your point strongly.

+3 will have 3/5 of the effects of +5. Saying "15% is nothing and 25% is OMG EVERYTHING" doesn't hold water.

Combine that with one round vs. eight hours, so that +3 comes into play a lot more, and it will have more effect. +3 just twice is greater than +5 once over time. And you're already been clear that it's not the case you only get attacked once a day.
 


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