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*Dungeons & Dragons
5e Maze spell
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6964443" data-attributes="member: 6787650"><p>I think everyone acknowledges that Hold Monster is amazing, if you can manage to land it and keep it up. But you'll never manage to land it on anything with high Wisdom saves and Legendary Resistance. Hold Monster and Maze don't even occupy the same niche. One is for moderately-dangerous individual foes (say, CR 5 to 12ish), the other is for Legendary monsters.</p><p></p><p>I thought you were claiming that Maze without Forbiddance doesn't buy you much besides time to heal and/or run away. But in reality it also buys you time to ensure that the monster will get hit by double the usual amount of Eldritch Blast on the round when it returns (readied Eldritch Blast + normal Eldritch Blast on the warlock's turn) and ditto for sneak attacks and grapples and every other attack except Multi/Extra Attack, hobble the monster's mobility, wait out damaging spells and effects (e.g. wait for a dragon's Fear to wear off), cast non-concentration spells like Armor of Agathys and Forcecage (some of which are short-enough duration that there's a real action economy cost to casting them during the fight), and arrange your party's positioning to your liking (archers under cover, tanks up front, rogues hidden, mages under illusions to look like tanks). It really can help you kill monsters, not just run away from them.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6964443, member: 6787650"] I think everyone acknowledges that Hold Monster is amazing, if you can manage to land it and keep it up. But you'll never manage to land it on anything with high Wisdom saves and Legendary Resistance. Hold Monster and Maze don't even occupy the same niche. One is for moderately-dangerous individual foes (say, CR 5 to 12ish), the other is for Legendary monsters. I thought you were claiming that Maze without Forbiddance doesn't buy you much besides time to heal and/or run away. But in reality it also buys you time to ensure that the monster will get hit by double the usual amount of Eldritch Blast on the round when it returns (readied Eldritch Blast + normal Eldritch Blast on the warlock's turn) and ditto for sneak attacks and grapples and every other attack except Multi/Extra Attack, hobble the monster's mobility, wait out damaging spells and effects (e.g. wait for a dragon's Fear to wear off), cast non-concentration spells like Armor of Agathys and Forcecage (some of which are short-enough duration that there's a real action economy cost to casting them during the fight), and arrange your party's positioning to your liking (archers under cover, tanks up front, rogues hidden, mages under illusions to look like tanks). It really can help you kill monsters, not just run away from them. [/QUOTE]
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