It is the go to spell at 3rd level. It’s a gigantic leap in power and my first choice unless the campaign specifically restricts it. Since I play sorcerers and evoke wizards it’s not suboptimal unless I am encountering fire immunity monsters or environments that specifically negate it. It is S tier.
All those are concentration effects. You can’t stack them and only slow is selective unless you are a sorcerer. Unless I was involved with creatures that have fire immunity I would take fireball over any of them.Slow, Hypnotic Pattern, fear et
All those are concentration effects. You can’t stack them and only slow is selective unless you are a sorcerer. Unless I was involved with creatures that have fire immunity I would take fireball over any of them.
All those are concentration effects. You can’t stack them and only slow is selective unless you are a sorcerer. Unless I was involved with creatures that have fire immunity I would take fireball over any of them.
Slow is okay if enemies have some distance to cover to get to the party and the party is not composed of some players that will charge to melee regardless. It’s far more situational than fireball IMO.
Hypnotic pattern and fear are very dm dependent. Even more so than fireball. Both have tons of enemies that are immune and on top of that the dm may decide the enemies daisy chain each other awake from hypnotic pattern or for fear that an enemy spends one turn dashing to a corner in a smallish room and then due to their interpretation of the spells wording that the creature then gets to act normally next turn (just with the standard frightened condition). *not to mention the limited Range and cone nature of fear makes it much harder to avoid targeting allies.
The buckets of hit points make a lot of your concentration spells less appealing. You still have to burn them down. Fear causes a panic which is great out in the open but breaks as soon as a monster runs around the corner. Legendary Resistances makes any of your spells moot. A lot of the spells you listed allow saves every round so with the enhanced hit points it’s likely the DM rolls well to break a spell before a monster is down.Read the new rules?
Even if they're not fire resistant new critters have buckets of hp.
CR 2 is often 50-60' CR 5 is getting up around 100-120.
NPC spellcaster types have less. Eg CR6 mage packing 81 iirc.
Fire resistance your spell basically complete sucks. Debatable if it's worth taking a feat to get around it even as a dragon sorcerer.
The buckets of hit points make a lot of your concentration spells less appealing. You still have to burn them down. Fear causes a panic which is great out in the open but breaks as soon as a monster runs around the corner. Legendary Resistances makes any of your spells moot. A lot of the spells you listed allow saves every round so with the enhanced hit points it’s likely the DM rolls well to break a spell before a monster is down.
Magic Missile is great for breaking concentration.Iconic doesn't make it S tier. Magic missile is iconic. It's barely usable imho.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.