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General Tabletop Discussion
*Dungeons & Dragons
Levitate is a save-or-die spell
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<blockquote data-quote="Benjamin Olson" data-source="post: 7992921" data-attributes="member: 6988941"><p>It is generally more of the last spell you try before combat than a combat spell. I've called it out as the best save-or-die 2nd level spell because it is a spell of great out of combat use.</p><p></p><p>But, in combat you encourage enemies to flee, surrender, or just leave without a fight (not quite "in combat" yet, but I've done it upon winning initiative). Even most people oriented towards violence do not risk it unnecessarily, and any rational being is generally entering combat with some degree of self preservation. Most henchmen aren't paid well enough to die for their boss. Many beings of incredible power that could squash you like a bug could reasonably be convinced that you were not bugs worth their time to squash. </p><p></p><p>But I'm generally a cooperative player. Personally I've mainly used it <em>in combat</em> as my last ditch hail mary to avert catastrophe in a deadly situation, which means DMs have probably been more inclined to construe what I suggested as reasonable than if I was regularly using it to just nullify an enemy in every combat.</p><p></p><p>Out of combat, it's the jedi mind trick and should reliably be capable of convincing the town guard that these are not the warforgeds they're looking for. What exactly it will achieve beyond this is very situation and DM dependent. I've suggestioned a villain into confessing his whole scheme to the local authority, but that worked because he was an aristocrat gone semi-unwilling cultist rather than some hardened criminal, so it made sense that he would consider just aborting the whole evil plan thing, cutting his losses, and accepting the slap on the wrist that aristocrats received for crimes in that society. And the DM still made sure that the authority it was confessed to was ineffectual, so what we actually got out of it was detailed information and a couple allies.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7992921, member: 6988941"] It is generally more of the last spell you try before combat than a combat spell. I've called it out as the best save-or-die 2nd level spell because it is a spell of great out of combat use. But, in combat you encourage enemies to flee, surrender, or just leave without a fight (not quite "in combat" yet, but I've done it upon winning initiative). Even most people oriented towards violence do not risk it unnecessarily, and any rational being is generally entering combat with some degree of self preservation. Most henchmen aren't paid well enough to die for their boss. Many beings of incredible power that could squash you like a bug could reasonably be convinced that you were not bugs worth their time to squash. But I'm generally a cooperative player. Personally I've mainly used it [I]in combat[/I] as my last ditch hail mary to avert catastrophe in a deadly situation, which means DMs have probably been more inclined to construe what I suggested as reasonable than if I was regularly using it to just nullify an enemy in every combat. Out of combat, it's the jedi mind trick and should reliably be capable of convincing the town guard that these are not the warforgeds they're looking for. What exactly it will achieve beyond this is very situation and DM dependent. I've suggestioned a villain into confessing his whole scheme to the local authority, but that worked because he was an aristocrat gone semi-unwilling cultist rather than some hardened criminal, so it made sense that he would consider just aborting the whole evil plan thing, cutting his losses, and accepting the slap on the wrist that aristocrats received for crimes in that society. And the DM still made sure that the authority it was confessed to was ineffectual, so what we actually got out of it was detailed information and a couple allies. [/QUOTE]
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Levitate is a save-or-die spell
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