Nail said:
Excellent posts! Thanks.
I was out-of-computer-range this weekend, gaming with another friend. I took a 6th level elven ranger, who memorized Entangle twice.
To put it bluntly, I rocked. As an archer, I entangled them, then picked them off one by one as they slogged towards me. Even the Hill Giant (CR 7) had no chance, once the surprise round was over. Fear my 3 caster level prowess!
Is your DM a total moron? Hill giants have this neat little ability called "huck stuff at people who think that ranged combat is a good tactic". Entangling them doesn't stop that from working. They still slam you with 2d6+7 damage, a range of 120ft and an attack bonus of +8. (+6 with entangle).
Ranged combat is still good against a hill giant, but not THAT good.
Oh, and just for laughs try out ANY ranged combat character against a hill giant who doesn't throw rocks.
His speed is only 30ft. Sit at 70ft, and back off if he charges at you. He'll die horribly.
The problems I see with Briar Web are area of effect and no save for the damage taken.
Of course you can just sit still, be totally immune to attacks, and not take damage until the caster gets bored.
It's true that for the situation which I describe, not even a Ref save would have saved those (poor, sterotyped, mis-judged, defenceless!) goblins. They were dead meat once the area of effect was centered on them.
Or they could have just stayed still.
I've seen above the argument: "But they take no damage if they do nothing". Hey, that's great, but not only does that instantly take multiple combatants out of a fight, but it also effectively dooms them to a quick death once their un-Briar Webed compatriots are killed or driven off.
How so? You need to dismiss it to go get them, at which point they're unharmed. You just broke the fight up a bit. Oh, and you've lost the utility of the AoE.
In otherwords, it's a 2nd level save or die spell for multiple (2 to 20!) low level combatants. Not good.
No, it's save or wait for a while. It means that instead of fighting a CR 3 encounter, your players (thanks to judicious use of a second level spell) are up against two CR 1 encounters, each of which still use up resources. Against something like a hill giant, he just soaks the damage and hurls boulders into you.
Alternately your players could have cast any number of other similar spells with the same effect. Burning hands for instance would probably kill half the goblins it hit. Hypnotism would take out (most likely) 2d4 of them. Sleep would take out 4. Hypnotic pattern would be taking out 2d4+(at least) 3 of them. Hell - fog cloud or obscuring mist will seperate them into individual cr 1/3 encounters.
Granting Cover: Not a downside when it's paired with a class that has area effect spells. Even without them it's what alchemist's fire is for.
What part of total cover do you not understand?
Fireball pellets will hit the total cover, and stop, then explode, stopping when they hit the total cover. IOW if you're in total cover, fireball doesn't hurt you.
Alchemists fire will, likewise, strike the total cover and not your target.