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[GUIDE] Playing Dice with the Universe: A Slant Guide to Wild-Magic Sorcerer
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6704730" data-attributes="member: 6787650"><p>I love the flavor! You had me at St. Augustine. <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>Self-Silence isn't that bad. You can still cast Hypnotic Pattern and Counterspell.</p><p></p><p>On Self-Polymorph: at least you can use Tides of Chaos to remain not-a-sheep. And your point about Counterspelling it is sheer genius.</p><p></p><p>I think you underestimate Bend Luck. The worst thing about it is that it doesn't work on yourself. The best thing about it is that it works on enemy saves, and the second-best thing about it is that it is line-of-sight with no range limit, and the third-best thing about it is that you get to know the roll before you decide to interfere. An obvious use of it is to effectively add +4 to the spellcasting ability of everybody in your party--anytime a monster saves by only 1 or 2 points, use Bend Luck to make it fail. (Requires educated guess as to its saving throw bonus. Maybe the wizard can Contact Other Plane to find out the plus exactly.) Interestingly, there doesn't seem to be anything preventing multiple Wild Sorcerers from all stacking Bend Luck on the same enemy. The less-obvious use of it is to help allies. In particular, Concentration checks have a very stable DC and you can precompute with exactness when your ally might need help keeping a particular concentration spell from collapsing.</p><p></p><p>Best use for Distant spell: Distant Counterspell. Note that your enemy will not be able to Counterspell your own Counterspell unless he is also a wild sorc. May not be an issue if you're playing your wild sorc up-close-and-personal. Since my wild sorc is a paladin/wild sorc, he is up close and personal a lot and this usage is purely theorycrafting on my part. It's not good enough to persuade me to take Distant.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6704730, member: 6787650"] I love the flavor! You had me at St. Augustine. :) Self-Silence isn't that bad. You can still cast Hypnotic Pattern and Counterspell. On Self-Polymorph: at least you can use Tides of Chaos to remain not-a-sheep. And your point about Counterspelling it is sheer genius. I think you underestimate Bend Luck. The worst thing about it is that it doesn't work on yourself. The best thing about it is that it works on enemy saves, and the second-best thing about it is that it is line-of-sight with no range limit, and the third-best thing about it is that you get to know the roll before you decide to interfere. An obvious use of it is to effectively add +4 to the spellcasting ability of everybody in your party--anytime a monster saves by only 1 or 2 points, use Bend Luck to make it fail. (Requires educated guess as to its saving throw bonus. Maybe the wizard can Contact Other Plane to find out the plus exactly.) Interestingly, there doesn't seem to be anything preventing multiple Wild Sorcerers from all stacking Bend Luck on the same enemy. The less-obvious use of it is to help allies. In particular, Concentration checks have a very stable DC and you can precompute with exactness when your ally might need help keeping a particular concentration spell from collapsing. Best use for Distant spell: Distant Counterspell. Note that your enemy will not be able to Counterspell your own Counterspell unless he is also a wild sorc. May not be an issue if you're playing your wild sorc up-close-and-personal. Since my wild sorc is a paladin/wild sorc, he is up close and personal a lot and this usage is purely theorycrafting on my part. It's not good enough to persuade me to take Distant. [/QUOTE]
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[GUIDE] Playing Dice with the Universe: A Slant Guide to Wild-Magic Sorcerer
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