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Guide to cruddy spells (v1.01)
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<blockquote data-quote="ECMO3" data-source="post: 8982771" data-attributes="member: 7030563"><p>Ok a few comments on these spells. All these are based on play.</p><p></p><p><strong>Awesome spells:</strong></p><p>Aid - The 5hps you get from aid is trivial as mentioned, however this is the 2nd best spell for bringing people back from being down (behind healing word) and the best spell for bringing 2 people back from being down. It is also pretty awsome to bring back one person while giving a minor buff to two more and you can do it from range and you can upcast it for more hps. Consider this - you can use a 6th level slot on heal to bring back one guy and give him 70 hps or you can use aid on the downed guy and give him 25 and give the two guys standing next to him each 25 as well. Action economy is huge- if your Rogue, Paladin and Barbarian are all down do you cast healing word on the Paladin or Barbarian? Aid all of them and that is 3 actions this turn getting back in the fight.</p><p></p><p>Mending: Fix anything that is broken and small enough. Depending on the DM, fix anything at all with multiple castings.</p><p></p><p>Shillaleagh: Use your casting stat to attack, make your weapon magical and it works with PAM? How did this ever get rated low?</p><p></p><p>Slow: Massive debuff with no friendly fire on up to 6 enemies. This is the most versatile 3rd level control spell in the game. Fear can be better if you win initiative and don't mind moving to the front and Hypnotic Pattern can be better if you win initiative and your DM fights on easy mode, but Slow is almost always effective. Lose initiate and have the party surrounded by 6 bad guys and you can nerf them all with a failed save.</p><p></p><p>Bless: There are plenty of misses especially at low level when you get it and still later with feats like sharpshooter, GWM or with disadvantage. Second the saving throw buff is the big benefit here. Upcasts well too.</p><p></p><p>Dragon's Breath: Fire Breathing Owl/Bat/Raven/Hawk. This one of the most OP spells for a 3rd level Wizard, essentially doubling his action economy (until the enemy kills it)</p><p></p><p><strong>Situationaly Awesome Spells:</strong></p><p>Spare the Dying: Not a great spell, but great when a party member has failed 2 death saves and you don't have any healing available</p><p></p><p>False Life: This is a huge hp buff when upcast and with the hour duration can usually be precast. If you want to build a Bladesinger or Sword Bard Melee tank this spell is a must have to do it right. Without this spell you are pretty much relegated to hit and run skirmishing type attacks, ok in a pinch, but not "the guy" who is going to run up and block a doorway against a horde. People can argue that something like Forcecage is generally way more powerful than a 7th level False Life and they would be right, but if you cast Forcecage and then wade into melee on Wizard hit points at 13th level you will die rather quickly. Walk in with 37 temp hps and you have more than a Fighter and nearly as much as a Barbarian .... add another 28 on contingency once those run out and you are in really good shape to tank. It also "stacks" very well with a very high AC-shield combo, absorb elements and Arcane Ward or Song of Defense.</p><p></p><p>Create Food and Water: If there are food and water to be brought or found this spellsucks, but when there is not it is awesome. It is also awesome to feed a bunch of refugees traveling with you.</p><p></p><p>Enlarge/Reduce: Damage is not the reason to cast this. If you enlarge someone it is generally to allow them to grapple someone 2 sizes bigger than the PC. If you reduce someone it is either to make them plummet from the sky (reduce the dragonnel and he can not support his rider) or to make a PC smaller so they can be carried by another character. IF you have a small Paladin or Barbarian in the party this is generally an extremely useful spell.</p><p></p><p>Feather Fall: Mandatory if you take fly. Else your party is risking plummeting to death if your Wizard fails concentration.</p><p></p><p>Prestidigitation: Heat or cool clothing repeatedly eliminating need for cold weather clothing or overheating. Go out in icewind dale in a simple nightshirt and just heat it using Presti. Also pretty useful for cleaning yourself off after you sneak into the castle through the sewers.</p><p></p><p>Magic Weeapon: We recently played the new Dragonlance campaign all the way to 11th level and we never found a magic finesse weapon. I was playing a Paladin and I was "swimming" in magic weapons with a Dragonlance, a longsword of dancing and a +1 Longsword. Our Rogue on the other hand had nothing at all he could sneak attack with. Magic Weapon, cast on the Rogue's Rapier by me, is what enabled the Rogue to sneak attack enemies in the last several sessions of the game. Now if you are playing the kind of game where you can ask the DM to give you a perfectly suited magic weapon this is not as useful.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8982771, member: 7030563"] Ok a few comments on these spells. All these are based on play. [B]Awesome spells:[/B] Aid - The 5hps you get from aid is trivial as mentioned, however this is the 2nd best spell for bringing people back from being down (behind healing word) and the best spell for bringing 2 people back from being down. It is also pretty awsome to bring back one person while giving a minor buff to two more and you can do it from range and you can upcast it for more hps. Consider this - you can use a 6th level slot on heal to bring back one guy and give him 70 hps or you can use aid on the downed guy and give him 25 and give the two guys standing next to him each 25 as well. Action economy is huge- if your Rogue, Paladin and Barbarian are all down do you cast healing word on the Paladin or Barbarian? Aid all of them and that is 3 actions this turn getting back in the fight. Mending: Fix anything that is broken and small enough. Depending on the DM, fix anything at all with multiple castings. Shillaleagh: Use your casting stat to attack, make your weapon magical and it works with PAM? How did this ever get rated low? Slow: Massive debuff with no friendly fire on up to 6 enemies. This is the most versatile 3rd level control spell in the game. Fear can be better if you win initiative and don't mind moving to the front and Hypnotic Pattern can be better if you win initiative and your DM fights on easy mode, but Slow is almost always effective. Lose initiate and have the party surrounded by 6 bad guys and you can nerf them all with a failed save. Bless: There are plenty of misses especially at low level when you get it and still later with feats like sharpshooter, GWM or with disadvantage. Second the saving throw buff is the big benefit here. Upcasts well too. Dragon's Breath: Fire Breathing Owl/Bat/Raven/Hawk. This one of the most OP spells for a 3rd level Wizard, essentially doubling his action economy (until the enemy kills it) [B]Situationaly Awesome Spells:[/B] Spare the Dying: Not a great spell, but great when a party member has failed 2 death saves and you don't have any healing available False Life: This is a huge hp buff when upcast and with the hour duration can usually be precast. If you want to build a Bladesinger or Sword Bard Melee tank this spell is a must have to do it right. Without this spell you are pretty much relegated to hit and run skirmishing type attacks, ok in a pinch, but not "the guy" who is going to run up and block a doorway against a horde. People can argue that something like Forcecage is generally way more powerful than a 7th level False Life and they would be right, but if you cast Forcecage and then wade into melee on Wizard hit points at 13th level you will die rather quickly. Walk in with 37 temp hps and you have more than a Fighter and nearly as much as a Barbarian .... add another 28 on contingency once those run out and you are in really good shape to tank. It also "stacks" very well with a very high AC-shield combo, absorb elements and Arcane Ward or Song of Defense. Create Food and Water: If there are food and water to be brought or found this spellsucks, but when there is not it is awesome. It is also awesome to feed a bunch of refugees traveling with you. Enlarge/Reduce: Damage is not the reason to cast this. If you enlarge someone it is generally to allow them to grapple someone 2 sizes bigger than the PC. If you reduce someone it is either to make them plummet from the sky (reduce the dragonnel and he can not support his rider) or to make a PC smaller so they can be carried by another character. IF you have a small Paladin or Barbarian in the party this is generally an extremely useful spell. Feather Fall: Mandatory if you take fly. Else your party is risking plummeting to death if your Wizard fails concentration. Prestidigitation: Heat or cool clothing repeatedly eliminating need for cold weather clothing or overheating. Go out in icewind dale in a simple nightshirt and just heat it using Presti. Also pretty useful for cleaning yourself off after you sneak into the castle through the sewers. Magic Weeapon: We recently played the new Dragonlance campaign all the way to 11th level and we never found a magic finesse weapon. I was playing a Paladin and I was "swimming" in magic weapons with a Dragonlance, a longsword of dancing and a +1 Longsword. Our Rogue on the other hand had nothing at all he could sneak attack with. Magic Weapon, cast on the Rogue's Rapier by me, is what enabled the Rogue to sneak attack enemies in the last several sessions of the game. Now if you are playing the kind of game where you can ask the DM to give you a perfectly suited magic weapon this is not as useful. [/QUOTE]
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