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Artificer: Spell Storing Item?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 9819156" data-attributes="member: 6802951"><p>The issue is that new DMs who aren't yet happy houseruling, and situations like Adventurer's League, where the rules must be followed consistently, require you to parse and abide by the <em>exact wording</em>.</p><p></p><p>To be blunt: The rules should be written so that they work as written. A rule that doesn't work unless interpreted by a reasonable DM should be written with that interpretation <em>as </em>the rule.</p><p></p><p></p><p>I am interested in this as well. - Although because a lot of my characters are AL, I think that selecting an upcast spell won't be an option, and neither will Dragonmarks in most cases.</p><p></p><p>In general, concentration spells aren't ideal for SSI because of its nature to repeatedly cast the same spell. However there is the option of using SSI with a concentration spell, and passing it around your party members or minions, with each using it on a subsequent turn. This will build in power as the fight progresses but might only be effective for large, long fights. I'll call that Cumulative casting and consider it separately. Many party members may have other things to do with their actions so it relies on having lots on minions. </p><p></p><p>From Base list: Aid might be better than Cure Wounds for healing in and out of combat.</p><p>Web with a better save than a Wand of Web?</p><p>Catapult spell if you've been mass-producing Acid flasks with the Alchemy jug?</p><p>Out of the adventuring day, you could use it to give all of the party a Homunculus Servant each.</p><p>Cumulative: Haste is an option, but a risky one. Heat Metal could be another option.</p><p></p><p>Alchemist: Acid Arrow isn't ideal since you won't get the bonus damage.</p><p>Either Aid, or Web, from the base list is probably best. Homunculus or other minion casting web, or Catapult with an oil flask, then you follow up with Firebolt could be the go-to.</p><p>Cumulative: Producing an additional Flaming Sphere every round could make a battlefield very hazardous to your opponents.</p><p></p><p>Cartographer: Bad.</p><p>Guiding Bolt might be your best option.<img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /> </p><p>Cumulative: Call Lightning's 10-minute duration might allow you to set it up by precasting with a minion army before entering combat, where a spell with only a minute duration wouldn't be feasible.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 9819156, member: 6802951"] The issue is that new DMs who aren't yet happy houseruling, and situations like Adventurer's League, where the rules must be followed consistently, require you to parse and abide by the [I]exact wording[/I]. To be blunt: The rules should be written so that they work as written. A rule that doesn't work unless interpreted by a reasonable DM should be written with that interpretation [I]as [/I]the rule. I am interested in this as well. - Although because a lot of my characters are AL, I think that selecting an upcast spell won't be an option, and neither will Dragonmarks in most cases. In general, concentration spells aren't ideal for SSI because of its nature to repeatedly cast the same spell. However there is the option of using SSI with a concentration spell, and passing it around your party members or minions, with each using it on a subsequent turn. This will build in power as the fight progresses but might only be effective for large, long fights. I'll call that Cumulative casting and consider it separately. Many party members may have other things to do with their actions so it relies on having lots on minions. From Base list: Aid might be better than Cure Wounds for healing in and out of combat. Web with a better save than a Wand of Web? Catapult spell if you've been mass-producing Acid flasks with the Alchemy jug? Out of the adventuring day, you could use it to give all of the party a Homunculus Servant each. Cumulative: Haste is an option, but a risky one. Heat Metal could be another option. Alchemist: Acid Arrow isn't ideal since you won't get the bonus damage. Either Aid, or Web, from the base list is probably best. Homunculus or other minion casting web, or Catapult with an oil flask, then you follow up with Firebolt could be the go-to. Cumulative: Producing an additional Flaming Sphere every round could make a battlefield very hazardous to your opponents. Cartographer: Bad. Guiding Bolt might be your best option.:.-( Cumulative: Call Lightning's 10-minute duration might allow you to set it up by precasting with a minion army before entering combat, where a spell with only a minute duration wouldn't be feasible. [/QUOTE]
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