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<blockquote data-quote="KarinsDad" data-source="post: 354233" data-attributes="member: 2011"><p>Yes, but at that level, he might make the Save and the Concentration check (in addition to allies being in his area).</p><p></p><p>Better to be safe and make sure you get the entire spell. Have most characters attempt to drop a hurt on the Druid, resulting in multiple Concentration checks. Have your Area of Effect guy ready the action to take out the spell, just in case.</p><p></p><p>Course, that option will almost always damage your allies as well since the Druid will be casting in their direction, but hey, being damaged is better than being dead. Plus, nobody ever said that adventuring was safe. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Btw, a Silence spell is typically one of the better answers to most one round spells. Just remember that it is typically ok to cast it at divine spell casters, but those pesky arcane ones sometimes have up those darn Globes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Oh, and one other thought. Archer types at that level tend to get 3 or 4 attacks per round (with Rapid Shot). Hasted Archers can even get one more. So, on average, an Archer will often hit 3 times on a caster casting a one round spell. Making all 3 Concentration checks can be difficult, even when the damage might average less than 10. Throw in attacks from multiple characters and the Druid will rarely get the spell cast unless he is really far away or concealed or something. I'm starting to really lean towards the spell being ok as is.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 354233, member: 2011"] Yes, but at that level, he might make the Save and the Concentration check (in addition to allies being in his area). Better to be safe and make sure you get the entire spell. Have most characters attempt to drop a hurt on the Druid, resulting in multiple Concentration checks. Have your Area of Effect guy ready the action to take out the spell, just in case. Course, that option will almost always damage your allies as well since the Druid will be casting in their direction, but hey, being damaged is better than being dead. Plus, nobody ever said that adventuring was safe. :) Btw, a Silence spell is typically one of the better answers to most one round spells. Just remember that it is typically ok to cast it at divine spell casters, but those pesky arcane ones sometimes have up those darn Globes. :D Oh, and one other thought. Archer types at that level tend to get 3 or 4 attacks per round (with Rapid Shot). Hasted Archers can even get one more. So, on average, an Archer will often hit 3 times on a caster casting a one round spell. Making all 3 Concentration checks can be difficult, even when the damage might average less than 10. Throw in attacks from multiple characters and the Druid will rarely get the spell cast unless he is really far away or concealed or something. I'm starting to really lean towards the spell being ok as is. [/QUOTE]
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