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General Tabletop Discussion
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[DM Question] Which spells are best to make fights interesting/challenging?
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<blockquote data-quote="schnee" data-source="post: 7198995" data-attributes="member: 16728"><p>Offense:</p><p></p><p>The various Wall spells are good for introducing obstacles that force movement and change the odds for small groups. Suddenly only half the party is facing the full threat.</p><p></p><p>Building on others: Darkness, Fog, and other visibility affecting spells nerf spellcasters - line of sight is required for most spells. One of those upcast to high level can cover the entire battlefield. For a combo, coupling that with Blindsense in one of their melee attackers - from a spell or the Warlock ability - tilts the combat in a big way.</p><p></p><p>A successful Faerie Fire eliminates advantage in melee. Nerfs a Rogue big time.</p><p></p><p>Lots of spells create 'difficult ground' as a side effect, which can work to hinder martials and also prevent squishy opponents from fleeing. It's even more potent when the opponents can ignore it, like someone with the Mobile feat or a level 6+ Land Druid. Look up Erupting Earth from <a href="https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf" target="_blank">Elemental Evil Companion</a>.</p><p></p><p>Combine two of those in an overlapping area, like 'Evard's Black Tentacles' followed by a Wall spell is devious as hell. It turns the combat into the people outside the wall scrambling to kill the casters that set it up while the party members inside try to escape while soaking damage and Concentration checks. Note: I wouldn't do this one often. Your table could potentially hate you.</p><p></p><p>Intelligent foes can set up ambushes where 'attack their spellcaster when they cast a spell' to force Concentration checks when the party casts. This one should also be used with care - there should be some credible reason for the opponents to have observed the party to know this.</p><p></p><p>--</p><p></p><p>Defense:</p><p></p><p>Resistances and immunities help a lot. Stuff like 'Absorb Elements' (also from the <a href="https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf" target="_blank">Elemental Evil Companion</a>) (it's free!) use a reaction, like Mage Armor, so they can kick in automatically and not waste their action.</p><p></p><p>I'll repeat others: counterspell, counterspell, counterspell!</p></blockquote><p></p>
[QUOTE="schnee, post: 7198995, member: 16728"] Offense: The various Wall spells are good for introducing obstacles that force movement and change the odds for small groups. Suddenly only half the party is facing the full threat. Building on others: Darkness, Fog, and other visibility affecting spells nerf spellcasters - line of sight is required for most spells. One of those upcast to high level can cover the entire battlefield. For a combo, coupling that with Blindsense in one of their melee attackers - from a spell or the Warlock ability - tilts the combat in a big way. A successful Faerie Fire eliminates advantage in melee. Nerfs a Rogue big time. Lots of spells create 'difficult ground' as a side effect, which can work to hinder martials and also prevent squishy opponents from fleeing. It's even more potent when the opponents can ignore it, like someone with the Mobile feat or a level 6+ Land Druid. Look up Erupting Earth from [URL="https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf"]Elemental Evil Companion[/URL]. Combine two of those in an overlapping area, like 'Evard's Black Tentacles' followed by a Wall spell is devious as hell. It turns the combat into the people outside the wall scrambling to kill the casters that set it up while the party members inside try to escape while soaking damage and Concentration checks. Note: I wouldn't do this one often. Your table could potentially hate you. Intelligent foes can set up ambushes where 'attack their spellcaster when they cast a spell' to force Concentration checks when the party casts. This one should also be used with care - there should be some credible reason for the opponents to have observed the party to know this. -- Defense: Resistances and immunities help a lot. Stuff like 'Absorb Elements' (also from the [URL="https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf"]Elemental Evil Companion[/URL]) (it's free!) use a reaction, like Mage Armor, so they can kick in automatically and not waste their action. I'll repeat others: counterspell, counterspell, counterspell! [/QUOTE]
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[DM Question] Which spells are best to make fights interesting/challenging?
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