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Silvery Barbs, how would you fix it? Does it need fixing?
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<blockquote data-quote="abirdcall" data-source="post: 8479538" data-attributes="member: 6748898"><p>How would you feel about this change to Banishment: "If a creature makes their saving throw you may spend a 1st level spell slot and your Reaction to force the creature to make a new save."</p><p></p><p>That change to Banishment would make it overpowered.</p><p></p><p>And Silvery Barbs is much much stronger than that.</p><p></p><p>Again, a 9th level Wizard can cast it 7 times using 1st and 2nd level spell slots. Up to 4 more times if using Arcane Recovery to recover those slots.</p><p></p><p>Unlike Heightened Spell, these don't just apply to their own spells. They apply to the entire party. Once per round for just about the entire Adventuring Day the Wizard can force creatures to save again against whatever big effects they or their allies have.</p><p></p><p>It is extremely strong against high CR creatures and yes, will speed up burning through Legendary Resistance.</p><p></p><p>It also works on Save Ends spells or effects. If a creature makes the save at the end of their turn then Silvery Barbs them.</p><p></p><p>And then on top of all of that they're giving their allies Advantage whenever they do it. Advantage that can be used for Saving Throws which are very important for surviving deadly abilities. You can even give it to yourself in case you need to make a Concentration check to keep up that spell you've locked the creature down with.</p><p></p><p>Imagine having 2 characters who can cast this spell in a party.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 8479538, member: 6748898"] How would you feel about this change to Banishment: "If a creature makes their saving throw you may spend a 1st level spell slot and your Reaction to force the creature to make a new save." That change to Banishment would make it overpowered. And Silvery Barbs is much much stronger than that. Again, a 9th level Wizard can cast it 7 times using 1st and 2nd level spell slots. Up to 4 more times if using Arcane Recovery to recover those slots. Unlike Heightened Spell, these don't just apply to their own spells. They apply to the entire party. Once per round for just about the entire Adventuring Day the Wizard can force creatures to save again against whatever big effects they or their allies have. It is extremely strong against high CR creatures and yes, will speed up burning through Legendary Resistance. It also works on Save Ends spells or effects. If a creature makes the save at the end of their turn then Silvery Barbs them. And then on top of all of that they're giving their allies Advantage whenever they do it. Advantage that can be used for Saving Throws which are very important for surviving deadly abilities. You can even give it to yourself in case you need to make a Concentration check to keep up that spell you've locked the creature down with. Imagine having 2 characters who can cast this spell in a party. [/QUOTE]
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Silvery Barbs, how would you fix it? Does it need fixing?
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