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Crown of Madness not as bad in play as it seems
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<blockquote data-quote="jgsugden" data-source="post: 8398643" data-attributes="member: 2629"><p>This is a benefit that is only there if you're strategic and looking to make use of it. There are some conditional 'once per turn' activities or 'boom triggered on damage' abilities that can be used here.I think that looking at the maintenance cost is a mistake as this is a spell where you're looking for immediate results, even when it comes to the charm. If your DM requires you to use an action to influence someone you'll need to maintain it, but if not it likely is a cast and influence right away situation. </p><p></p><p>It does all depend upon what the DM interprets the charm to involve. For some DMs, it doesn't do anything other than the explicit items under charm in conditions. For others, you get a friendly attitude built in as well.It can be: Caster casts spell using their action. Target goes and loses an action to attack and <em>kills</em> an ally. They then move to a less desirable position to avoid having to attack one of their allies again. Outside of easy access to relocation (Telekinetic Feat), you'll likely drop the spell then, but you've killed two actions with one of yours, potentially, and repositioned an enemy to a less desirable spot. Definitely situational, but you can set up situations. </p><p></p><p>It is not a great spell - but it is not that hard to use effectively and is very thematic. I encourage DMs to toss it into a game here and there on enemy spellcasters and use it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8398643, member: 2629"] This is a benefit that is only there if you're strategic and looking to make use of it. There are some conditional 'once per turn' activities or 'boom triggered on damage' abilities that can be used here.I think that looking at the maintenance cost is a mistake as this is a spell where you're looking for immediate results, even when it comes to the charm. If your DM requires you to use an action to influence someone you'll need to maintain it, but if not it likely is a cast and influence right away situation. It does all depend upon what the DM interprets the charm to involve. For some DMs, it doesn't do anything other than the explicit items under charm in conditions. For others, you get a friendly attitude built in as well.It can be: Caster casts spell using their action. Target goes and loses an action to attack and [I]kills[/I] an ally. They then move to a less desirable position to avoid having to attack one of their allies again. Outside of easy access to relocation (Telekinetic Feat), you'll likely drop the spell then, but you've killed two actions with one of yours, potentially, and repositioned an enemy to a less desirable spot. Definitely situational, but you can set up situations. It is not a great spell - but it is not that hard to use effectively and is very thematic. I encourage DMs to toss it into a game here and there on enemy spellcasters and use it. [/QUOTE]
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Crown of Madness not as bad in play as it seems
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