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Silvery Barbs, how would you fix it? Does it need fixing?
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<blockquote data-quote="NotAYakk" data-source="post: 8494783" data-attributes="member: 72555"><p>Silvery Barbs is an amazing use of a level 1 spell slot once you are past low levels, and are fighting a foe worth casting a single spell on.</p><p></p><p>Because whenever it passes a saving throw, you can "spend" a 1st level slot and a reaction and the "passed save" effect to basically replace an action, and a higher level spell slot.</p><p></p><p>Its action economy is crazy. Its slot economy is amazing.</p><p></p><p>One of many practical use cases -- battering through LRs -- can be demonstrated with math. So I did.</p><p></p><p>But the balance of (reaction+1st level slot+passed save effect) = (action + higher level slot) which you have a choice to spend <em>every time someone passes a save</em> makes it really obviously amazing, and why it gets better as you gain levels.</p><p></p><p>The fact you can use it on allies effects, and negate crits, and in extremis as a defensive spell to avoid a hit, is just gravy. As is the bonus "give advantage" rider.</p><p></p><p>It is possible, but implausible, that playtesting makes it less amazing. I mean, in a game where reactions are worth more than actions (lots of counterspells and shields and feather falls and absorb elements) the calculus changes.</p><p></p><p>But please don't tell me I can't look at a spell and understand how it can be used.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8494783, member: 72555"] Silvery Barbs is an amazing use of a level 1 spell slot once you are past low levels, and are fighting a foe worth casting a single spell on. Because whenever it passes a saving throw, you can "spend" a 1st level slot and a reaction and the "passed save" effect to basically replace an action, and a higher level spell slot. Its action economy is crazy. Its slot economy is amazing. One of many practical use cases -- battering through LRs -- can be demonstrated with math. So I did. But the balance of (reaction+1st level slot+passed save effect) = (action + higher level slot) which you have a choice to spend [I]every time someone passes a save[/I] makes it really obviously amazing, and why it gets better as you gain levels. The fact you can use it on allies effects, and negate crits, and in extremis as a defensive spell to avoid a hit, is just gravy. As is the bonus "give advantage" rider. It is possible, but implausible, that playtesting makes it less amazing. I mean, in a game where reactions are worth more than actions (lots of counterspells and shields and feather falls and absorb elements) the calculus changes. But please don't tell me I can't look at a spell and understand how it can be used. [/QUOTE]
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Silvery Barbs, how would you fix it? Does it need fixing?
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