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*Dungeons & Dragons
Magical adept level 1 spell.
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<blockquote data-quote="tglassy" data-source="post: 7590239" data-attributes="member: 6855204"><p>You’re right in that any spell that levels with spell slot isn’t going to be a great choice, unless it has good application at low level and you want it as a contingency. I’d pick things that either last a long time on a single use, or that you can use as an emergency once per day. So for example:</p><p></p><p>Cure Wounds/Healing Word – Good, because healing is good. Great if your healer falls in battle and you need to get him back up to keep healing. Healing word is better, for range, in this case. I’d see this more as a “Emergency Healing” rather than actual healing.</p><p></p><p>Disguise Self – Great for sneaky characters, once a day become whoever you want for an hour. </p><p></p><p>Sleep – Great “Get out of jail free” card. Though, significantly loses its potency at higher levels. Note, it is supposed to be used on weakened enemies, rather than on ones that have full health. I don’t think people realize that as often as they should.</p><p></p><p>Fog Cloud – Another get out of jail free card. I’ve had parties saved by a well placed use of this spell.</p><p></p><p>Goodberry – Just good to have. 10 berries that heal for 1 hp per? And they last for 24 hrs? You’ll always have a few berries to pop. Have a familiar and they can feed it to you (with DM permission) if you ever fall. You can give one to any companion that falls unconscious. In fact, I see this as being very, very annoying for DM’s.</p><p></p><p>Feather Fall – Could save you more than once, also gives you new options when up high. But then again, may never be used. </p><p></p><p>Mage Armor – An awesome choice for anyone with a high dex and no better than medium armor. Lasts 8 hours, can do it once a day, just throw it up when the adventuring starts and you’re good to go. Shield is less cool, but it is a good one time defense, like a lot of class skills.</p><p></p><p>You can make a case for some others, but it really depends on the kind of character you’re making, and if you already have magic or not. If they already have magic, then you can free up a slot with one of these so you can always have it ready. Always having Mage Armor without having to spend one of your normal spell slots is great. Giving stealthy characters Disguise Self once a day is great, and you can also be a backup healer with Healing Word or Goodberry.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7590239, member: 6855204"] You’re right in that any spell that levels with spell slot isn’t going to be a great choice, unless it has good application at low level and you want it as a contingency. I’d pick things that either last a long time on a single use, or that you can use as an emergency once per day. So for example: Cure Wounds/Healing Word – Good, because healing is good. Great if your healer falls in battle and you need to get him back up to keep healing. Healing word is better, for range, in this case. I’d see this more as a “Emergency Healing” rather than actual healing. Disguise Self – Great for sneaky characters, once a day become whoever you want for an hour. Sleep – Great “Get out of jail free” card. Though, significantly loses its potency at higher levels. Note, it is supposed to be used on weakened enemies, rather than on ones that have full health. I don’t think people realize that as often as they should. Fog Cloud – Another get out of jail free card. I’ve had parties saved by a well placed use of this spell. Goodberry – Just good to have. 10 berries that heal for 1 hp per? And they last for 24 hrs? You’ll always have a few berries to pop. Have a familiar and they can feed it to you (with DM permission) if you ever fall. You can give one to any companion that falls unconscious. In fact, I see this as being very, very annoying for DM’s. Feather Fall – Could save you more than once, also gives you new options when up high. But then again, may never be used. Mage Armor – An awesome choice for anyone with a high dex and no better than medium armor. Lasts 8 hours, can do it once a day, just throw it up when the adventuring starts and you’re good to go. Shield is less cool, but it is a good one time defense, like a lot of class skills. You can make a case for some others, but it really depends on the kind of character you’re making, and if you already have magic or not. If they already have magic, then you can free up a slot with one of these so you can always have it ready. Always having Mage Armor without having to spend one of your normal spell slots is great. Giving stealthy characters Disguise Self once a day is great, and you can also be a backup healer with Healing Word or Goodberry. [/QUOTE]
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Magical adept level 1 spell.
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