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Crown of Madness not as bad in play as it seems
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<blockquote data-quote="ECMO3" data-source="post: 8394883" data-attributes="member: 7030563"><p>We have a sorcerer who picked up crown of madness way late (at level 8) and in game it has not been as awful as it appears on paper. While the enemy does not attack every turn he is usually effectively out of the fight for several turns. I will also note that we have a Fey Wanderer Ranger in the party too and this certainly helps. Overall it has been pretty effective for a 2nd level slot.</p><p></p><p>It has generally taken combatants out of fights entirely or for several rounds. The cost is the sorcerer using his action every turn. A few key things I observed:</p><p></p><p>If the target does not attack, he is not free from the spell he just can act normally, or in reality kind of normally. He is still charmed, this means he can't attack the sorcerer, he can't launch an area of effect that would harm the sorcerer. </p><p></p><p> If the sorcerer gets in his way the victim needs to walk around him to attack someone else, either going far out of his way or drawing an opportunity attack (with a spell because he has warcaster). The sorcerer has a whip he is not proficient in just to provide a large AOO area to cover.</p><p></p><p>If the target makes it into melee he can get grappled and moved into an area where he always has one of his allies to attack and it is impossible to escape from the grapple as long as the grappler moves him to a good location because he must use his action to attack.</p><p></p><p>The sorcerer can still cast action spells using quicken spell.</p><p></p><p>The real kicker though is when he does save it is a save against being charmed and the Ranger then hits another enemy with Beguiling twist (usually frightened). So when the spell ends the party gets an additional few turns of frightened without concentration out of it.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8394883, member: 7030563"] We have a sorcerer who picked up crown of madness way late (at level 8) and in game it has not been as awful as it appears on paper. While the enemy does not attack every turn he is usually effectively out of the fight for several turns. I will also note that we have a Fey Wanderer Ranger in the party too and this certainly helps. Overall it has been pretty effective for a 2nd level slot. It has generally taken combatants out of fights entirely or for several rounds. The cost is the sorcerer using his action every turn. A few key things I observed: If the target does not attack, he is not free from the spell he just can act normally, or in reality kind of normally. He is still charmed, this means he can't attack the sorcerer, he can't launch an area of effect that would harm the sorcerer. If the sorcerer gets in his way the victim needs to walk around him to attack someone else, either going far out of his way or drawing an opportunity attack (with a spell because he has warcaster). The sorcerer has a whip he is not proficient in just to provide a large AOO area to cover. If the target makes it into melee he can get grappled and moved into an area where he always has one of his allies to attack and it is impossible to escape from the grapple as long as the grappler moves him to a good location because he must use his action to attack. The sorcerer can still cast action spells using quicken spell. The real kicker though is when he does save it is a save against being charmed and the Ranger then hits another enemy with Beguiling twist (usually frightened). So when the spell ends the party gets an additional few turns of frightened without concentration out of it. [/QUOTE]
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