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Need some advice on spells from the miniatures handbook
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<blockquote data-quote="Felon" data-source="post: 1440974" data-attributes="member: 8158"><p>I encourage you to give this more thought. In this scenario, it is the pit that's the real danger, not the spell. There are all kinds of ways to get a fighter into that pit. A group of lowly kobolds, with their skill at trapmaking, could just conceal the pit and lure the fighter into charging over it. How deep a pit are we talking about here exactly? 60 feet? Look up a pit trap in the DMG and see what the CR of a 60 foot deep pit is. In the end, the wizard's prety well off just trapping the hapless fighter with a web and having all of his fighter allies standing ready to hem in and chop up their entangled enemy as he tries to slowly work his way out. </p><p> </p><p></p><p></p><p>Movement isn't mentioned in the spell description, so if the wizard steps back prior to casting the fighter can't step up with him. At any rate, if the wizard's really that close, forget hacking at him--the fighter should have just dropped the sword and grappled. And at any rate, what's wrong with the druid readying a low-level spell to disrupt an enemy's spellcasting? Magic missiles do it all the time. </p><p> </p><p></p><p></p><p>CoIB is the one spell you should probably not bother with. Nobody's going to cast it anyway. They could be doing much more effective things. Really, it seems like you think the PHB spells are a lot more mild than they actually are. At best, the Minis Handbook spells just keep pace.</p></blockquote><p></p>
[QUOTE="Felon, post: 1440974, member: 8158"] I encourage you to give this more thought. In this scenario, it is the pit that's the real danger, not the spell. There are all kinds of ways to get a fighter into that pit. A group of lowly kobolds, with their skill at trapmaking, could just conceal the pit and lure the fighter into charging over it. How deep a pit are we talking about here exactly? 60 feet? Look up a pit trap in the DMG and see what the CR of a 60 foot deep pit is. In the end, the wizard's prety well off just trapping the hapless fighter with a web and having all of his fighter allies standing ready to hem in and chop up their entangled enemy as he tries to slowly work his way out. Movement isn't mentioned in the spell description, so if the wizard steps back prior to casting the fighter can't step up with him. At any rate, if the wizard's really that close, forget hacking at him--the fighter should have just dropped the sword and grappled. And at any rate, what's wrong with the druid readying a low-level spell to disrupt an enemy's spellcasting? Magic missiles do it all the time. CoIB is the one spell you should probably not bother with. Nobody's going to cast it anyway. They could be doing much more effective things. Really, it seems like you think the PHB spells are a lot more mild than they actually are. At best, the Minis Handbook spells just keep pace. [/QUOTE]
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Need some advice on spells from the miniatures handbook
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