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Community
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Circle Casting is gonna break a lot of games
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<blockquote data-quote="mellored" data-source="post: 9792757" data-attributes="member: 6801209"><p>Rating</p><p></p><p>Augment 8/5 (broken)</p><p>In combat: o many spells that "in range you can see" (Sacred Flame), combined with scouting (familiar, Arcane Eye, gaze of 2 minds) and you can kill things way out of range for them to respond. Definitely needs nerfed.</p><p>Even without seeing "though" walls, this can auto-win a combat by simply flying really high (with Prolong flight).</p><p>Out of Combat: most of the time you can just walk closer. But it's free, so why not Dimension Door a bit further. It will have uses.</p><p>Pre-buff: allies can walk closer. And if you can hit an enemy 1000' away, no need to waste slots. Just use cantrips.</p><p></p><p>Distribute, 1/5: </p><p>In combat: Taking an action in combat to help an ally not loose concentration generally isn't worth it.</p><p>Out of combat: they probably don't need help maintaining concentration. That said, it's free.</p><p>Pre-buffing: most other casters are better off with a second concentration spell. But a few characters might be holding their low level slots for Smite or Shield, so might as well at that point.</p><p></p><p>Expand: 3/5</p><p>In combat: not worth an action to hit more targets compared to focus fire.</p><p>Out of combat: just move closer.</p><p>Pre-buffing: could be pretty useful for moveable area spells. Spirit guardians, Cloud of Daggers, Moonbeam. Worth the slot cost especially at higher levels.</p><p></p><p>Prolong: 4/5</p><p>In combat: 1 minute is enough for a combat.</p><p>Out of combat: could be very useful for saving higher level slots. 1 low level slot to increase fly is a good deal. Or longstrider.</p><p>Pre-buffing: any 1 minute spells will be enough for the next battle. You would need several in a row (dungeon crawl) to be worth while, but it's definitely worth it to keep Haste or whatever running.</p><p></p><p>Safeguard: 1/5</p><p>In combat: in very rare cases, I could see this being helpful. Like fireballing a room and not hitting a hostage. Just note it works for enemies as well as allies.</p><p>Out of combat: having a hard time imagining an out of combat spells you want to avoid hitting spots with.</p><p>Pre-buffing: maybe a path though spiked growth if your against large enemies? That's very niche though.</p><p></p><p>Supplant: 2/5</p><p>In combat: don't take spells you can't afford when your life is on the line.</p><p>Out of combat: there are some good spells that cost money. If you aren't expecting a fight, no reason not to save money.</p><p>Pre-buffing: i can't think 50gp is worth the spell slot when combat is near, unless you really aren't going to use it.</p></blockquote><p></p>
[QUOTE="mellored, post: 9792757, member: 6801209"] Rating Augment 8/5 (broken) In combat: o many spells that "in range you can see" (Sacred Flame), combined with scouting (familiar, Arcane Eye, gaze of 2 minds) and you can kill things way out of range for them to respond. Definitely needs nerfed. Even without seeing "though" walls, this can auto-win a combat by simply flying really high (with Prolong flight). Out of Combat: most of the time you can just walk closer. But it's free, so why not Dimension Door a bit further. It will have uses. Pre-buff: allies can walk closer. And if you can hit an enemy 1000' away, no need to waste slots. Just use cantrips. Distribute, 1/5: In combat: Taking an action in combat to help an ally not loose concentration generally isn't worth it. Out of combat: they probably don't need help maintaining concentration. That said, it's free. Pre-buffing: most other casters are better off with a second concentration spell. But a few characters might be holding their low level slots for Smite or Shield, so might as well at that point. Expand: 3/5 In combat: not worth an action to hit more targets compared to focus fire. Out of combat: just move closer. Pre-buffing: could be pretty useful for moveable area spells. Spirit guardians, Cloud of Daggers, Moonbeam. Worth the slot cost especially at higher levels. Prolong: 4/5 In combat: 1 minute is enough for a combat. Out of combat: could be very useful for saving higher level slots. 1 low level slot to increase fly is a good deal. Or longstrider. Pre-buffing: any 1 minute spells will be enough for the next battle. You would need several in a row (dungeon crawl) to be worth while, but it's definitely worth it to keep Haste or whatever running. Safeguard: 1/5 In combat: in very rare cases, I could see this being helpful. Like fireballing a room and not hitting a hostage. Just note it works for enemies as well as allies. Out of combat: having a hard time imagining an out of combat spells you want to avoid hitting spots with. Pre-buffing: maybe a path though spiked growth if your against large enemies? That's very niche though. Supplant: 2/5 In combat: don't take spells you can't afford when your life is on the line. Out of combat: there are some good spells that cost money. If you aren't expecting a fight, no reason not to save money. Pre-buffing: i can't think 50gp is worth the spell slot when combat is near, unless you really aren't going to use it. [/QUOTE]
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