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General Tabletop Discussion
*Dungeons & Dragons
Reflections of an 8th Level Wizard
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<blockquote data-quote="Rhenny" data-source="post: 6906713" data-attributes="member: 18333"><p>I like this thread too.</p><p></p><p>Of course, how effective spells are often depends on the type of game/campaign and/or the way the DM balances combat, interaction and exploration.</p><p></p><p>Personally, when I play a wizard, I love to take the spells that save our bacon or give me contingencies when things go badly. I love rope trick and Leo's hut. Feather fall is another one that is great to have even if it is used sparingly. I like hanging on to it in case we all have to jump from high places or we end up falling, which would spell certain doom if we can't fly or levitate.</p><p></p><p>I think sleep is also better than expected because it does not involve a saving throw. If a creature is low hp it just ends it (at least for 1 round until an ally can awaken it). This is a great way to take down the injured bad dude that does a lot of damage to the party because when your allies attack it, they gain advantage and their hits crit (at least until the creature regains consciousness). When I played Lost Mines of Phandelver, our fighter got one shot killed by the bugbear in the caves. We all started to panic. My wizard made it up to see what had happened and then casted sleep on the bugbear (yes..it had been wounded by the fighter so it was more likely that my spell would work against it). Lo and behold, the bugbear fell asleep and we were able to mop up the few goblins and wolf that remained. Unfortunately, we couldn't save the dead fighter, but his player loved it anyway.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6906713, member: 18333"] I like this thread too. Of course, how effective spells are often depends on the type of game/campaign and/or the way the DM balances combat, interaction and exploration. Personally, when I play a wizard, I love to take the spells that save our bacon or give me contingencies when things go badly. I love rope trick and Leo's hut. Feather fall is another one that is great to have even if it is used sparingly. I like hanging on to it in case we all have to jump from high places or we end up falling, which would spell certain doom if we can't fly or levitate. I think sleep is also better than expected because it does not involve a saving throw. If a creature is low hp it just ends it (at least for 1 round until an ally can awaken it). This is a great way to take down the injured bad dude that does a lot of damage to the party because when your allies attack it, they gain advantage and their hits crit (at least until the creature regains consciousness). When I played Lost Mines of Phandelver, our fighter got one shot killed by the bugbear in the caves. We all started to panic. My wizard made it up to see what had happened and then casted sleep on the bugbear (yes..it had been wounded by the fighter so it was more likely that my spell would work against it). Lo and behold, the bugbear fell asleep and we were able to mop up the few goblins and wolf that remained. Unfortunately, we couldn't save the dead fighter, but his player loved it anyway. [/QUOTE]
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